quadomatic
DingooWiki Admin
Hmmm...can the DSP be overclocked?
khephren said:I used to develop on the dreamcast back in the day, and one of the main differences (from an artist/designers point of view) was that the PVR2 chipset used tile based defered rendering, unlike most other GPU's that used Z-buffers for occlusion, and for checking which poly's are off screen. This makes it a lot slower to emulate the them on modern GPU's.
However, If the pandora's PVR5 GPU still uses tile based rendering, you could be in for a pleasant surprise on that front.
TI, while showing many different clock rates and modes for the Cortex-A8, have explicitly discouraged over / under clocking the DSP. I'd assume that is a no-no.quadomatic said:Hmmm...can the DSP be overclocked?
There's no point doing this, long before a version with a MIPS recompiler exists... maybe if one is done then we can ask drkIIRaziel.Tashi said:It`s possible to calculate the effort porting the emulator from PSP to the Pandora?
I`m not a Dev, but many of the Code must be in PSP(MIPS) Assembler. And this must be rewritten from scratch for the Pandora (ARM).
Thank you for explanation! I guessed the emulator is written in pure ASM for MIPS. But now It seems the emulator is coded in a higher language and then compiled (via recompiler) to ASM. Then this recompiler has to be ported to ARM to generate the code for the Pandora. If a recompiler exist, like Exophase explains.sindbad said:It depends on specifics. If it's well written, most of the code doesn't need much changing, if at all. However, the dynamic recompiler (if there is one) needs to be ported to ARM.
In case you don't already know, dynamic recompilation is much like JIT compilation. It's basically generating ASM for the cpu the emulator runs on, so that the emulated system's ASM doesn't have to be interpreted instead (which is slow). Compare this to java when it was interpreted to java nowadays, when it has a Just In Time compilator.
why do you persist in contributing to threads of which you know nothing about?jakshep2 said:It's Theoretically possible if VERY good coding is used.
It's also easy to build a really good spaceship if you use REALLY good glue to put the metal together.jakshep2 said:It's Theoretically possible if VERY good coding is used.
Tashi said:sindbad said:It depends on specifics. If it's well written, most of the code doesn't need much changing, if at all. However, the dynamic recompiler (if there is one) needs to be ported to ARM.
In case you don't already know, dynamic recompilation is much like JIT compilation. It's basically generating ASM for the cpu the emulator runs on, so that the emulated system's ASM doesn't have to be interpreted instead (which is slow). Compare this to java when it was interpreted to java nowadays, when it has a Just In Time compilator.
Thank you for explanation! I guessed the emulator is written in pure ASM for MIPS. But now It seems the emulator is coded in a higher language and then compiled (via recompiler) to ASM. Then this recompiler has to be ported to ARM to generate the code for the Pandora. If a recompiler exist, like Exophase explains. It's not really like that. It's probably written in C or C++, so the emulator source code (minus the dynrec) can be compiled to ARM directly. The dynamic recompilation part produces MIPS ASM, which needs to be changed to ARM, but even the recompiler is probably writte in C/C++.
sindbad said:Tashi said:sindbad said:It depends on specifics. If it's well written, most of the code doesn't need much changing, if at all. However, the dynamic recompiler (if there is one) needs to be ported to ARM.
In case you don't already know, dynamic recompilation is much like JIT compilation. It's basically generating ASM for the cpu the emulator runs on, so that the emulated system's ASM doesn't have to be interpreted instead (which is slow). Compare this to java when it was interpreted to java nowadays, when it has a Just In Time compilator.
Thank you for explanation! I guessed the emulator is written in pure ASM for MIPS. But now It seems the emulator is coded in a higher language and then compiled (via recompiler) to ASM. Then this recompiler has to be ported to ARM to generate the code for the Pandora. If a recompiler exist, like Exophase explains. It's not really like that. It's probably written in C or C++, so the emulator source code (minus the dynrec) can be compiled to ARM directly. The dynamic recompilation part produces MIPS ASM, which needs to be changed to ARM, but even the recompiler is probably writte in C/C++.
To put it in a more complete way, the emulator takes the GAMES code which has already been compiled for the specific system (Dreamcast in this case) and does some clever recompiling directly in memory so it can run on the system you're using. It doesn't mean that the emulator is written in ASM, but it does do some clever things with the original game to make it run better on the CPU it's being run on (MIPS or ARM in this case)
I'm glad drk||Raziel publicly acknowledged this >_>TaG said:The current speed (as stated by the on screen couters) is around 10%. THIS IS WRONG, IT IS ACTUALY LOWER. The interpreter runs underclocked (to make the speed bearable). This also happens on the pc build of nullDC when using interpreter (for the same reasons). The rps field (renders per second) is accurate.