GP32 Testing code with GeePee 32


bfg

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May 16, 2003
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Hi,

i'm trying to adapt the arcade game PANG on GP32.

I have a lot of question ... (sorry).

The program don't overclock the gp32 (66Mhz)

1 - When i test the program with 10 sprites in geepee32 it slow down awfully ... With 32 sprites it's unplayable. It's seems to be ok on real GP32 but i'm not sure my code is ok and optimised ...

I use a image of 320*240 with all the sprite on it. And when i want to draw a ball i use that :

GpTransBlt(NULL, &gpDraw[nflip], ball.posx, ball.posy, 48,40, (unsigned char*)sprite1, 10, 7, 320, 240,255);

is it fast or is it better to use one image per sprite ?! (per example here one image of 48,40) ... ??

2 - When i overclock the program (133Mhz), the display is ok on GeePee32 but not okay on real GP32, there is like a invisible vertical bar on the screen and my ball pass behind and disapear <_< . How to avoid that ?!

Thanks for your help !

PS : i use devkit advance.

wip.jpg
 
Howdy,

I am not to sure whether your code is optimised or efficient but the white bar you get on the actual GP32 handheld sounds like the LCD screen redrawing. If you look in the API.pdf there is a description of the flip command and asyncronous flip command. The latter of these ties the screen redraw into the refresh rate, eliminating this scan line or raster line. (I think...) Have a look in the API.pdf and it should be clear.
 
I wouldnt worry about it being slow in geepee, it always is. As long as it runs full speed on the actual hardware i dont think u hav n e problems
 
I think the page-flipping idea above is probably something you should implement in any case, but you're probably better off running it at lower clocks if you can just to save battery life.

Anyway, let us know when you've finished (or got a downloadable version) of your port, I love that game! :)
 
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