Thy wrath shall be of the ass kicking varietyGruso said:Ari64 last posted a few days ago:
http://www.gp32x.de...post__p__773083
There's stuff going on, but that stuff doesn't always look exciting to average joes like us.
Just a reminder not to post in that thread, lest you feel the wrath of x68000.
Ari64 said:There is stuff going on, but nothing real exciting to report.
The status is, many games work to some degree, but there are some that don't. The list of games reported not working includes: Goldeneye, Perfect Dark, Banjo-Kazooie, Banjo-Tooie, Paper Mario, Donkey Kong, Conker BFD, Resident Evil 2.
I didn't test Pokemon Snap, but it's very likely to have the framebuffer issue that frostedfires complained about.
Obviously I'm not going to finish that list any time soon, so mostly I'm just looking to see if there is any way to speed up the games that do work. Mainly that means figuring out what's slow. Several things that I investigated actually turned out to be contrary to my expectations, so I need to look into this some more.
I probably won't know what all the issues are until I am able to run this on the final pandora hardware.
Adventus said:Until Tuesday i was in exams, so there wasn't much programming going on.... though I have added ucode profiling to gles2n64, here's what it spits out for super mario 64:
http://pastebin.com/m113e9f90
In the last few weeks i have:
1. Implemented but not tested some optimisations to the *_TR1 functions (i rewrote the OGL interface to use Element arrays and moved some work to the vertex shader).... I'm hopeful that this will give a significant speed up since the *_TRI1 functions are clearly the bottleneck.
2. Added some minor NEON optimisations, these are contained within the F3D_VTX function.
3. Made a start on moving away from WES altogether.... I've written but not tested a combiner compiler that produces OGLES2 shaders.
My current problem is my new computer with windows 7 that refuses to work with my usb to serial converter. This is pretty much the only way i can access the console on the pandora devboard (I'm not gonna use the onscreen keyboard).... so i wont be able to test anything until i get time to load on another OS.
kingoddball said:I thought Windows 7 has too much blue. Hurts my eye (running on macbook) even since the earlier revisions.
mcobit said:If the Chipmanufacturer has a 64 Bit Driver and it doesn't work in Windows7, it could be a driver-signing issue. The Driver may install but not work.
You can try to deactivate the check by pressing F8 on boot-up and select the option without driver verification. Then install the driver. If you want to use it on next startup you have to press F8 again and choose the right option.
Vorporeal said:mcobit said:If the Chipmanufacturer has a 64 Bit Driver and it doesn't work in Windows7, it could be a driver-signing issue. The Driver may install but not work.
You can try to deactivate the check by pressing F8 on boot-up and select the option without driver verification. Then install the driver. If you want to use it on next startup you have to press F8 again and choose the right option.
It wouldn't work in Vista x64 either. I doubt a company would put out an unsigned driver for Vista/7 x64, as they know that people won't be able to use it. (Unless they go through the process of fake-signing the driver, which most people don't even know is an option.)