Not fair, don't work. FW 2.0
From the cmdline I get the following.....
[root@gp2x Drumbox]$./drumbox.gpe
audio available check(dsp)
malloc audio device(dsp)
set function pointer(dsp)
SDL_SYS_JoystickInit
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
SDL_SYS_JoystickInit
Has anyone tried respraying thier kit? I once saw an article on respraying the XBox1 using car paints and it worked really well. Two layers of primer then colour then laqor, all brought from any car shop. I just traded my DS in for a white DS light and its looking very cool. Not sure if i've got...
Yer, my laptop is having a prob. ATI 9700pro with 64meg VRAM, no HW graphics. :( And all the mp3 players i've tried all bomb. I'm on SUSE 10.1
Until Linux works 'out of the box' as windows does it will always be on the back foot. Shame as more and more I can see Windows days being numbered. My...
I can't speek for the 920 and linux but i've used the intrupts on the 940 with no problems. The main trap I fell into is the docs a wrong. The 940 HW interupt control registers are in a different place, someone found them from looking at the FW source. My 940 code is coded as if it were the only...
GBA no 3d HW
PS1 has 3D HW + fixed point matrix mul vector HW.
I beleave the DS has the vector and multimiedia extensions to the arm9, which is why its 3d is so nice, but no dedicated 3D HW. (but please correct me on this bit)
N64 had as well as 3d HW a primitive kind of vertex shader HW. I've...
I'm with you here mate, its imposible. If you could do the N64 gpu in software on an arm9 then nintendo would have used one instead of a dedicated HW part. My 3d engine, using both chips, is choking at about 4k polys per frame and thats without textures, fog and lights! I can speed it up a bit...
Does feel like quick ram, I had a pocketPC with a 200meg arm9 and that was very slow if you did a lot of ram access. The gp2x in my experiance does not get bogged down in ram access that much, although as one would expect when the ram is cached its a lot quicker.
Would be good to know the cost...
This is exactly what i'm doing in my 3D engine. As with the first gen HW cards i'm using the 940 as a poly pusher. Remeber, it was only when the GForce256 came along did these cards render 3d in HW, before they were just 2d poly monsters. I'm not doing the 3d math on the 940 as I wanted to...
My ordinal question still stands but i've made a tweek to the build rules file so that you can switch between the 2.
<CustomBuildRule
Name="arm-linux-link"
DisplayName="GCC Linker"
CommandLine="[LinkerExeName] $(IntDir)\*.o -o "$(TargetPath)" [LibPaths] [Libraries]...
I'm using the sdk in the archives and trying to build the demo tut with the 2005 build rules. This setup works fine for all my other stuff.
I've found that the call to arm-linux-gcc.exe does not work, its trying to call main. If from the cmd line I do "ld *.o -static -s -o demo.gpe" (Its the...
I still use '10 rem' statement and hard coded hex. Whoops, another flash back to the old days of copying games out of mags.....
10 rem 20,ab,bc,23,00,ff,..................................
:D
A better default graphic for the menu would be good. The one it ships with is a bit of the 'coder' art style. ;)
I've said it before and i'll say it again, i'm using the very good Aurora skin, it looks so nice and makes the gp2x look very professional.
Also some kind of screen saver. ;)
The 920 will always have some work to do, its the one that loads it. But as i've reserved 512k of uncached memory for the two to chat to each other with i'm thinking i'll just have a buffer that the 940 will copy from to its cached lookup tables. Seems the less bug prone way to do it, and i've...
As Alex says, the coder will normally take bmp's or some other well used file format and change the data for the game. I did a quick google ("sprite animation tools") and found this (promotion), maybe worth your $25 if this is the sort of thing you want to get into. Not tried it but going by the...
Yes, thats posible. What I have is the upper 32megs for the 940. Uncached for the 920 as its only ever passing stuff to the 940. The 940 runs all the memory cached except for 512k block at 16.5megs. The 940 memory layout is 0 -> 16megs cached, 16 -> 16.5megs protected so the video stuff still...
Ok, i've added the code that flushs then cleans the entire Dcache.
From the DDI0144B_940T_TRM doc on the Wiki.
asm volatile //not sure if I need the volatile bit here.
(
"mov r1,#0 \n"
"outer_loop: \n"
" mov r0,#0 \n"
"inner_loop: \n"
" orr r2,r1,r0 \n"
" mcr...
Ok, i've realised where I was getting confused. I was reading my book which lists all the functions on register 7 and of cause the 940 only has a subset of these. Doh! Reading the 940 doc from the Wiki the function I was using is not there on the 940. Flush it is then. :)
Sorry, forgot to say its on the 940. I just want to invalidate, I don't want to flush as the data has been placed there by the 920. If I flush it will overwirte the data in ram.
c6, 1 as far as the docs say is for invalidating a single cache line with an address. If that address hits a cache...
I'm trying to invalidate the cache lines for the memory area where the palette lives when I update its data with this code. The addess is 16 byte aligned. But the code locks up. :(
asm volatile
(
//Don't want to invalidate the entire cache, that would be bad.
//So we invalidate only the...
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