Gngeo2x 0.6.9 *update*


pepone posted on Apr 1 2006 at 02:24 PM said:
This version add DrZ80 support. It give a nice boost with sound.
Special thanks to Flubba, Reesy and Franxis for the help :)


I thought the last version out had DrZ80 support too (I downloaded it from here about a month ago) ? What am I missing here, what is different with this?
 
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DaveC posted on Apr 1 2006 at 08:54 PM said:
pepone posted on Apr 1 2006 at 02:24 PM said:
This version add DrZ80 support. It give a nice boost with sound.
Special thanks to Flubba, Reesy and Franxis for the help :)


I thought the last version out had DrZ80 support too (I downloaded it from here about a month ago) ? What am I missing here, what is different with this?

Ditto.
 
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Knoxximus posted on Apr 2 2006 at 07:26 AM said:
DaveC posted on Apr 1 2006 at 08:54 PM said:
pepone posted on Apr 1 2006 at 02:24 PM said:
This version add DrZ80 support. It give a nice boost with sound.
Special thanks to Flubba, Reesy and Franxis for the help :)


I thought the last version out had DrZ80 support too (I downloaded it from here about a month ago) ? What am I missing here, what is different with this?

Ditto.
it was a beta, now it's an official release.
 
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Epicenter posted on Apr 2 2006 at 02:30 AM said:
May I suggest an emulated M68000 clockrate control so that this could be lessened? (Granted, the ARM920T load would be greater, but at 299 Mhz or so you do get some headroom now that there is a faster Z80 core in place.) Also, with sound disabled, you could get away with a bit more.
You can, you need to set the overclock option. For exemple, in a file called mslug.cf in the conf folder, put the following:
Code:
overclock 20
It will overclock the 68k by 20%

In addition, turning DOWN 68000 clock would have little impact on games that don't use it as heavily, such as fighting games, leaving more cycles on the ARM920T for things like scaling which is still pretty slow. (It would help a lot in, for example, Samurai Showdown 4.)
Yes, for now scaling is still done in plain C, I have to write asm version of it.
As for down clock, I've never tried it, but it seems to work also with the overclock option :)
To downclock by 20%, just use
Code:
overclock -20
 
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pepone posted on Apr 2 2006 at 08:06 AM said:
Yes, for now scaling is still done in plain C, I have to write asm version of it.
As for down clock, I've never tried it, but it seems to work also with the overclock option :)
To downclock by 20%, just use
What sort of improvedment in speed do you think would be possible with an asm scaler?
 
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Azure posted on Apr 2 2006 at 01:54 AM said:
Wow, full speed w/ sound already? Could some people please make a few videos of some games in action?

:eek:

Yup, see my sig. It's been that way for a couple of months now :D

Of course some games run better than others and you might have to fiddle with the options a little to get the optimum performance. It's well worth it for full speed Last Blade though!
 
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Nickmon posted on Apr 2 2006 at 09:04 AM said:
pepone posted on Apr 2 2006 at 08:06 AM said:
Yes, for now scaling is still done in plain C, I have to write asm version of it.
As for down clock, I've never tried it, but it seems to work also with the overclock option :)
To downclock by 20%, just use
What sort of improvedment in speed do you think would be possible with an asm scaler?
the gp2x has this function in hardware,no?
 
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Yod4z posted on Apr 2 2006 at 12:35 PM said:
Nickmon posted on Apr 2 2006 at 09:04 AM said:
pepone posted on Apr 2 2006 at 08:06 AM said:
Yes, for now scaling is still done in plain C, I have to write asm version of it.
As for down clock, I've never tried it, but it seems to work also with the overclock option :)
To downclock by 20%, just use
What sort of improvedment in speed do you think would be possible with an asm scaler?
the gp2x has this function in hardware,no?
Afaik, not in a way that is usable for the neogeo.
If I use gngeo for i386 as an example, using asm gived a nice improvement (scaled sprite is nearly as fast as non scaled one)
 
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Oh man, the more I think about this the more it seems like it's too good to be true. Which games don't run full speed with sound? How are the following games with these new version (How close to full speed w/ sound):

Aero Fighters 2/3 (Sonic Wings 2/3)
Blazing Star
Andro Dunos
ASO II: Last Guardian (Alpha Mission 2)
Garou: MOTW
KOF '98
Last Blade
Magical Drop III
Neo Turf Masters
Prehistoric Isle 2
Pulstar
Strikers 1945+
Twinkle Star Sprites
Zed Blade (Operation Ragnarok)

If this emu is truly full speed it looks like I might actually pick up a GP2X (Pending developments on SNES emulation, of course) :D
 
Holy damn, I didn't know Strikers 1945 Plus was a NeoGeo title. The rest of the series runs on a different (albeit still 68000/Z80-based) platform. I'll be trying that out tonight for certain and posting my results. Blazing Star ran close to 100% at 299 MHz, so I would not be surprised if it's there with the new DrZ80 core.
 
Yeah, it's essentially like a remixed version of Part 2 with better graphics, different bullet patterns, etc.

299mhz, eh? So, I guess it's not really as full speed as I was thinking if you have to OC the GP2X that much (One reason I'm apprehensive about getting a GP2X is that everybody seems to always have theirs OC'd and base emu performance under those settings; my GP2X might not OC as high as yours or somebody else and might be limited to something like 260mhz).
 
Well, the problem is conserving batteries, it's the variability of OC'ing. I don't know if the GP2X I get will OC as high as high as Epicenter's GP2X. And since everybody seems to play with their GP2X's OC'd and seem to report performance under OC'd conditions, it's important to get a GP2X that can OC pretty high.
 
reallynotnick posted on Apr 2 2006 at 06:30 PM said:
Is there any improvements between this version and the Beta z80 version? If so what?
for me there some little diferences between this tow version in some games Beta is better than the 0.6.11 ;)
 
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pepone posted on Apr 2 2006 at 02:25 PM said:
Yod4z posted on Apr 2 2006 at 12:35 PM said:
Nickmon posted on Apr 2 2006 at 09:04 AM said:
pepone posted on Apr 2 2006 at 08:06 AM said:
Yes, for now scaling is still done in plain C, I have to write asm version of it.
As for down clock, I've never tried it, but it seems to work also with the overclock option :)
To downclock by 20%, just use
What sort of improvedment in speed do you think would be possible with an asm scaler?
the gp2x has this function in hardware,no?
Afaik, not in a way that is usable for the neogeo.
If I use gngeo for i386 as an example, using asm gived a nice improvement (scaled sprite is nearly as fast as non scaled one)
ok, it will boost game like Samurai Shodown :D
 
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Azure posted on Apr 3 2006 at 01:49 AM said:
What frameskip/clock speed are you using?
60 fps, no frameskip, no sound, no overclocking.
45+ fps, no frameskip, high-quality sound, overclocked to 266mhz.

If I had a half-decent video recorder, I would show you just how good it is. I'm not making this up :p pepone's work is definitely one of, if not the work I appreciate most on the GP2X.

And just to note, with 80%+ of the games, I don't have to overclock to get 45+ fps with sound on. Is there any game in specific you want me to test, just to make sure? I'm sure I played all the ones you listed previously, all at full speed, but is there one game in particular you want me to give an in-depth detailing of? :p
 
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Well, the big three games I'm concerned about are Blazing Star, Pulstar, and Twinkle Star Sprites (I'm a shmup fan :) ). If you can only test one, could you do TSS? Thanks in advance, iignotus ;)
 
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