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    GP2X Arm Assembler Optimization

    Yeah, I was also considering something along the lines of caching the whole display, possibly due to some experience in (more like, attempts at :) ) writing some games back in the days of the ol' Amiga 500. Off-screen tiling was the simplest form of scrolling, along with changing bitplane...
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    GP2X Arm Assembler Optimization

    I don't think that bitplane interleaving can be avoided, and I don't plan to rewrite the whole graphics engine. That would be too much work for the time I have available outside of my real-life job. :) For starters, I've rewritten pfield_doline_n6(). It was simplest to work with, with clean...
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    GP2X Arm Assembler Optimization

    Great link, will definitely use it if I get stuck and out of ideas. For the rest of the post... wow, that's exactly what I need, and much more. Thanks! :) That's great. Leaves me with more independent instructions for interleaving. That's an interesting point. I've noticed during debugging...
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    GP2X Arm Assembler Optimization

    I'm extending UAE4ALL for Symbian with M68020 & AGA support, and since anything more than 4 bitplanes slows the emulator down to a crawl (up to 70% slowdown with 8 bitplanes), I've been replacing some computational extensive graphics routines with pure assembler. S60 phones (at least most of...
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    GP2X Arm Assembler Optimization

    Hi everyone, I need some documentation on how to optimize assembler code for pipeline execution on ARM11 processor. I remember some general rules for some generic RISC CPU from my university days, like branch prediction, instruction interleaving, computational dependencies, etc, but I have...
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