Blah
Wanna Be Programmer
Hmm...the HW accelerated version works perfectly for me at 200mhz. In fact I could probably go lower. I haven't tried that.
Hmm... the HW blitter is asnychronous, maybe you should wait for it to complete before the buffer flip OR it is a cache/DMA problem and a well timed cache flush might fix that problem.Simon Parzer said:QUOTE
Hmm...the HW accelerated version works perfectly for me at 200mhz. In fact I could probably go lower. I haven't tried that.
Yeh, the HW accelerated version has no speed problems at all. But I've seen some small graphical glitches. Like, a misaligned frame shows for a split second or sometimes a little flickering occours.
Simon Parzer said:QUOTE
X=jump A=shoot or Super Metroid's B=jump Y=shoot.
I'm noticing saves don't always actually stick. It seems like it's always the one from the previous location that works. Say I save at location A, then location B, when I come back and load, it will load from when I saved at A, even if I save at B twice.
Ok, I'll change the controls.
About your savegame problem: Don't turn off the GP2X right after saving. It's the problem with the SD card and the write buffer. It usually takes a few seconds until the data really is on the SD.
If you quit the game before turning off the GP2X, I think the buffer is synced and you should have no problem.
QUOTE
Are you using the MMUHack? If you are, you might want to try and use flush cache asm stuff right before the flip, reducing tearing, flickering, etc. Not sure if that's your problem, but might help
No, I'm not using MMUHack, the performance is good enough without it (using HW blits). The problems probably are in paeryn's SDL code. But the glitches are really small, I played the HW version for a couple hours, and I only had two or three graphical errors. As soon as paeryn releases an improved HW accelerated SDL I'll recompile to fix the issues. From what I heard it's soon going to be in the official SDL tree, so there is hope that the problems get resolved.
After some experimenting and a few bug fixes (b1 crashes shortly before the end, but don't worry, you can use your savegames with the next version) I tried the "Advanced Optimizing", using -fprofile-flags with GCC4 as described by Notaz and it really helped the non-accelerated version. It's now playable at 200 MHz at framerates of 45-50, where 50 is full speed.
I'll put a new build up soon, definitely before this weekend.
No dice, I exit via software. It doesn't seem to matter.
Like, Friday? Cause I'm going on a roadtrip on Saturday and this would make the ride much more pleasant.Simon Parzer said:I'll put a new build up soon, definitely before this weekend.