L
lol2232
Guest
I was wondering how well does PrBoom run such as graphics, speed, control and sound?
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P.S. I have a DS for sell and Mario Kart for it
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P.S. I have a DS for sell and Mario Kart for it
It fairly much takes all the power of the gp2x to be fluid. Some people notice an increase in performance by overclocking, but I dont think it is needed.
However, if you underclock you GP2X, you'll noctice it lagging quickly, where 120mhz is like a slideshow.
It all sounds and plays well. The controls were a bit off on the first beta, but thye are much better now and quite usable.
Not much can be done to it now. Maybe a performance boost, so that it doesn't take up all of the 200mhz to run it.
Yes, but GBA Doom2 was cut down. Textures were about half or less in size and was lower than low detail on PC also with less draw distance (and 16mh isnt an accurate spec for the GBA since most of its work is done elsewhere taking a lot of work of the cpu)Yeah, it could use some more optimizing. To put it into perspective, the doom 2 port for gba on a ~16mhz processor is full speed and this, @ 200mhz, has a slowdown every once in a while. Very impressive overall, though.
It fairly much takes all the power of the gp2x to be fluid. Some people notice an increase in performance by overclocking, but I dont think it is needed.
However, if you underclock you GP2X, you'll noctice it lagging quickly, where 120mhz is like a slideshow.
It all sounds and plays well. The controls were a bit off on the first beta, but thye are much better now and quite usable.
Not much can be done to it now. Maybe a performance boost, so that it doesn't take up all of the 200mhz to run it.
Really it is that slow? Doom ran great on my GP32 at *133 MHz*. It seems like a trend that stuff that ran great on the GP32 is slower on the GP2X. I wonder if linux is causing that?
PrBoom (AFAIK the only Doom engine for GP2X) is originaly a i386 Doom engine. The GP2X port I did is a mostly a compilation of PrBoom with a few SDL intialisation and controls tweaks. It's totally non-optimized for ARM processor or the GP2X. I don't know anything about ARM assembler or software optimization and I'm currently unable to improve it's performance. I'm willing to learn, so if you have any good tutorial about ARM assembler, software optimization and their use in C programs share it. But don't expect too much from me.
I've not tried Doom yet, but I was just thinking exactly the same thing. Duke on both the gp32 and gp2x uses SDL and no special optimisations, and it's pretty much fullspeed on both at 133mhz without music (not tried clocking down the gp2x version since I added midi support). Maybe prboom added some graphical enhancements to the main doom engine that could do with being removed for the gp2x?edit: Isn't the Duke3D using SDL too? This game has more demanding engine yet it's quick on the stock 200MHz. Perhaps it just an early port of prboom...
Looks like PC one, Slightly slower that full speed (full with overclocking). Sounds fine (not used earphones yet though). Control is similar to GBA, but fully configurable.... but shit with the 2Xs standard joystick top.
Impressive for a 2nd release, not a whole lot to fix on it. Should be perfect in a few weeks