zodttd posted on Feb 4 2006 at 12:54 AM said:Oh yeah, dual cpu support. It's not happening until I can find a use for it. Dual CPU's seem really helpful in a threaded application, but in an emulator, how can the first CPU "talk" to the second one while still keeping in sync? For instance, I did a dual-cpu blitter. It used the second CPU to do all the routine blitting/drawing to the display of the GP2X. Problem is, if first CPU doesn't wait for the second CPU to be done blitting, then things get all out of sync and graphical and other errors occur. So what's the point of the second CPU if it's a bit slower and the first CPU would have to wait for it anyways? My guess is, I'm not using it effictively. If someone can give me some usable ideas for the second processor, I will try it out.
Any other developers been able to use dual cpu's for an emulator?
My blitter using the second cpu used shared memory to inform when a new frame was needed. But then, and for the exact reason I forgot, I think it needed to be sync'd since the framebuffer can't be read and wrote to at the same time. So in order to prevent that memory issue from happening, it would need to wait for the blit to be done before writing to the buffer. Sounds like you just sync when needed right? Well when you're doing 10+ syncs a second, it really doesnt make it worth it.
for example we are in discussion with GPH to change the framebuffer MMU configuration to enable "caching", which is disabled by default and unfortunately kills the graphics perfomances of the device...
I was trying to use gp2x's framebuffer directly - no SDL, just opening the /dev/fb0 device. My first attempt was 7.5MB/s of filling the framebuffer in the C. The second one using the 32 bit integers got better at 21MB/s. The 3rd using the "register" statement for variables got me 42MB/s. That is quite an improvement!
0-bake posted on Feb 4 2006 at 02:11 PM said:wow, really impressive progress
tried Civ2 (pal) with 0.34f again, but even @250MHz and fs=1 i have a framerate=2 in the game setup menu.
it takes almost 10 minutes to get into the game.
the ingame is as slow as the intro (frameskip=1 framerate=2) but the music is even slower as normal. the setup music was in correct speed.
hm, i can't figure out how a game like FF7 can get framerates above 10, but a 2D game like Civ2 cant get over 2 or 3.
mattyrb posted on Feb 4 2006 at 02:13 PM said:The hardware of the PSone hardware was made for 3d games and always struggled with 2d games, while the saturn hardware was the opposite.
P.S Shikaku glad to see you didn't orgasm....you were making the forum very messy!
http://www.gp32x.de/board/index.php?showt...88&#entry343188pantera6 posted on Feb 4 2006 at 02:19 PM said:i got a few PS1 games at anyway i can put them on my gp2x?
Yes you can read back in the topic.....I'm sure this was discussed donkeys agopantera6 posted on Feb 4 2006 at 07:19 PM said:i got a few PS1 games, anyway i can put them on my gp2x?
zodttd posted on Feb 4 2006 at 02:24 PM said:Any other games tested yet?