After a couple of year, here is a new build on the repo!
There is quite a lot to say.
First, it's based on latest sources: 1.6
Thoses sources brought a new renderer and a faster physics engine.
The renderer works fine withe glshim, but trigger 2 bugs with the SGX driver! First, the SGX doesn't always like 1pixel sized texture. So I added a workaound in glsim to have 2pixels sized minimum. The second bug is that the SGX doesn't like doing a textured something if TMU0 is disabled. I hacked the rendering engine to workaround this bug...
Now about the physics engine. It's more or less the same code, but it has been simplified and optimised a bit. But still not enough for the Pandora. As a reference, I used the 2nd levels of the Medium set, and you start at 4~6 fps and quickly drop to 0.3fps (using LiveSystemInfo). So I injected some neon code
and more neon code, and I also optimised some code in glshim too (the Sphere reflexion mapping loop).
and now, that same level start at 30fps (on my Gigahertz model), and never drop below 10fps
Still, on CC and Rebirth (and also on maybe on Gigahertz), remove the Reflexion at least, or some level will be slow (but the GPU is limiting this time, not the physics engine). Some intensive levels on Easy are the 10 and 12 for example.
Build 03
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- Updated sources (based on 1.6)
- Updated libs
- Optimized with NEON, much faster now
I hope you can now enjoy Neverball on the Pandora!
(and the diff of the sources is on the 1st post)