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How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
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IzzehO
2010-07-14 , 13:08
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
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Originally Posted by
The Quote Train
Awesome, when did this new version come out?
Any improvement in sound smoothness?
Earlier today for Pandora, just need a proper recompile for N900.
Changes from previous:
- Improved triangle buffering. Due to the low amount of RAM the RSP had access to it could only store ~32 (64 in FZero X's case) transformed vertices at one time. This meant that some programs loaded in 32 vertices and drew them, then directly after loaded in the next 32. My optimisation involved dynamically mapping these 32 vertex locations to a 256 sized buffer and only flushing the buffer when a state change occurs or its full. I used this size so i could continue using UNSIGNED_BYTE index buffers in GL (and i don't think many models actually exceeded 256 verts). With my current fairly naive implementation, The initial scene of Super Mario's Bob-Bomb battlefield (the first level) went from 318 draw calls (21 vertices per call) to 116 draw calls (57 vertices per call) which resulted in it going from ~18 fps to ~21 fps. This is pretty much best case scenario though, Other games do not show any improvement ie Banjo Kazooie. Anyway it makes a noticeable difference in some games.
- Added support for noise and k4/k5 in combiner. I haven't been able to test noise yet though, i can't find anywhere where its used.... apparently the invisibility effect of sm64 uses it.... but i'm not up to that bit yet.
- Redid texture cache. Added support for using IA textures. For some reason though using IA texture in some games causes a null pointer exception, so they're off by default.
- Fixed Wave Race 64 menu, have no idea how i did it...
- I also broke clipping so don't enable it.
- Various other fixes.
And plans to fix Tony Hawk and Starcraft in the next edition. That said, go try out Tony Hawk now... if your tripping you will LOVE the texture bugs :P
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