There two diff hardwares why would it be an idea :huh:Pickle said:It might be faster, i think everyone expects the pandora is faster than the PSP.
also trying the game on the pc will give an idea too.
TylerAW said:There two diff hardwares why would it be an idea :huh:Pickle said:It might be faster, i think everyone expects the pandora is faster than the PSP.
also trying the game on the pc will give an idea too.
I think Pickle said something along the lines of "The Pandora should play games well around 18000 - 21000 CPU Cycles", I'll need a link or to be told I'm wrong though.
edit: (No "s" in "Pickle")
Ryzure said:TylerAW said:There two diff hardwares why would it be an idea :huh:Pickle said:It might be faster, i think everyone expects the pandora is faster than the PSP.
also trying the game on the pc will give an idea too.
I think Pickle said something along the lines of "The Pandora should play games well around 18000 - 21000 CPU Cycles", I'll need a link or to be told I'm wrong though.
edit: (No "s" in "Pickle")
I thought he said 2000 to 4000.
fischju2000 said:http://www.gp32x.de/board/index.php?act=S...st&p=652986
"Well if we can hit 8000 cycles i would be blown away. I was kind of expecting between 3000-4000."
Heheh :lol: It sounded a bit high when I typed it, thanks for the link fisch!
dadioflex said:http://sourceforge.net/projects/fife/
I haven't really followed this but it was/is an OS Fallout-esque engine.
EDIT: found this that might explain a bit more.
http://www.duckandcover.cx/forums/viewtopi...37c96b276e0acb7
It seemed like it originally was intended to be a reimplementation of the Fallout engine. Was thinking "Oh cool ^_^ Fallout on Pandora!), but...
QUOTE
Considering that we've moved away from our Fallout roots since over a year and also taking into account that we don't support the most important Fallout file formats anymore (ACM sounds, AAF fonts, MAP maps are currently not supported anymore; DAT1 & DAT2 archive support might vanish soon as we plan to switch to physfs):
You should try to mess with the blocksize in dosbox.conf. Try values like 128,256,512. Also set all of the sound rate at 11025.Optimus said:What I wish for Dosbox in pandora is to not stutter the sound.
fischju2000 said:What speed was the Cortex running at for that demo? 500, 600, 900?
If I remember right I think it was the standard 500 Mhz. So with overclocking theres potential for more performance (although it seems there has been more talk about decreasing the lifespan of the soc with higher clocks than with previous ARM chips)
If Dosbox uses SDL's built-in sound mixing (mixsdl, not the separate library SDL_Mixer), you might look at the size of the buffer requested. In the past, SDL games generally required a size of 128-256 bytes to achieve stutter-free sound with little lag. With SDL 1.2.13 that has changed for some reason, and now a setting of 512-1024 or perhaps even 2048 is needed. Lag no longer seems to appear at the higher settings (a tiny bit with 2048 I believe).Pickle said:You should try to mess with the blocksize in dosbox.conf. Try values like 128,256,512. Also set all of the sound rate at 11025.
Many of the pc speaker games like duke1 improved with the dynamic core.
If your referring to sound blaster level sound, I don think the gp2x has enough process power to support it.
Senor Quack said:If Dosbox uses SDL's built-in sound mixing (mixsdl, not the separate library SDL_Mixer), you might look at the size of the buffer requested. In the past, SDL games generally required a size of 128-256 bytes to achieve stutter-free sound with little lag. With SDL 1.2.13 that has changed for some reason, and now a setting of 512-1024 or perhaps even 2048 is needed. Lag no longer seems to appear at the higher settings (a tiny bit with 2048 I believe).Pickle said:You should try to mess with the blocksize in dosbox.conf. Try values like 128,256,512. Also set all of the sound rate at 11025.
Many of the pc speaker games like duke1 improved with the dynamic core.
If your referring to sound blaster level sound, I don think the gp2x has enough process power to support it.
I dont think ive released a version of dosbox with that SDK version yet
I had assumed that references to the GP2X handling about 1000-1200 cycles was with sound blaster sound. Bummer to hear that it isn't. So, do you have a guestimate of whether Pandora can handle Sound Blaster emulation in DOSBox, and if so, about how many cycles it can handle with SB sound?Pickle said:My cycle estimation is based on the numbers benchmarked from Squidges finalburn demo. In that test it was determined that there was a ~2.5x increase in performance from the GP2X. So for example with the dynamic core on the GP2X duke1 plays very well at 1000 cycles. 1000 * 2.5 = 2500. So my assumption is that pandora hw using the dynamic core could support at least 2000-3000 cycles.
But we wont really know until it can be tested on the real hw.
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Many of the pc speaker games like duke1 improved with the dynamic core.
If your referring to sound blaster level sound, I don think the gp2x has enough process power to support it.
From my minimal understanding of Dosbox, 9200 is close to a 486 at 100 Mhz.Esn said:Can someone explain how "# of cycles" translates into "CPU requirements" for someone who's completely clueless on the matter? How many cycles would you need to decently run a 486 game?