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ZerionSeven's Avatar
Posts: 68 | Thanked: 84 times | Joined on Mar 2007 @ Lappeenranta, Finland
#71
Originally Posted by El Amir View Post
thanks, but just to be sure:

i have the loader on my n800 but cant seem to find the files to load...
where do i find those???
is it this?
http://www2.lut.fi/~thietan1/repo/di...n800_armel.deb

thanks
That is the package that contains the game program and the loader. The content packages are available for download at http://sc2.sourceforge.net/downloads.php. The links are right above the "The official Ur-Quan Masters remix packs" section. The only one needed to run the game is uqm-0.6.0-content.uqm, but all will work, including the remixes, lower on the page.
 
Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#72
Originally Posted by ZerionSeven View Post
It would obviously be better to have scaling of the RGB formats directly and not have to waste time with the color conversion, and I don't see how it could hurt to have a request for the feature. I'm fairly new to all this maemo stuff, and software development in general, so it would probably be better if someone with a bit more knowledge about these things than me would write the request.
Well, I'll try to do something about this. Generally you go bugs.maemo.org, search for "resolution" keyword, browse through the list of already submitted issues and see that nobody has requested support for setting low screen resolutions yet. This is what needs to be done.

Actually as I've written in the quake2 thread, I've optimized the conversion to a point, where even with overhead caused by it, the SDL_DisplayYUVOverlay with a 400x240 image scaled to 800x480 seems to be so much faster than doing SDL_UpdateRect with XSP pixel doubling that it actually gets better fps with the overlay. Also, with overlay, I can do partial screen updates, which I believe is broken with XSP. Though I've not yet made an version of UQM to use the faster version, since it will need some changes to make it work with 16-bit surfaces, where quetoo uses only 8-bit, and I've been a bit busy with other things lately.
This probably explains why YUV overlay is competitive to XSP and actually faster for quake2. As 8-bit paletted mode is not native for N800 and not supported directly by hardware, it also requires software conversion to 16-bit when blitting.
 
ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#73
UQM renders at 32bpp internally.
 
Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#74
Originally Posted by ArnimS View Post
UQM renders at 32bpp internally.
Then it also requires conversion to 16bpp on blitting right now degrading performance.

LCD controllers of both Nokia 770 and N800 support 32bpp RGB modes in hardware according to documentation, but kernel framebuffer driver does not have code to support this color depth. Most likely adding support for 32bpp to framebuffer driver is simple (fanoush already has a patch to fix broken YUV420 mode on Nokia 770, and this work is somewhat similar), it should just copy some existing video mode support code and set a different value in LCD controller register. But more problems have to be solved in userland as we don't have any flexibility in video modes selection (the same problem as with setting low resolution). Another problem is that 32bpp mode will require twice the video memory and will double RFBI/SOSSI bandwidth requirement which will be quite bad for N800 with slow video bus. But if we assume that 32bpp mode will be always used together with pixel doubling (or upscaling 2x and more), it should fit video memory size and layout fine (it will be enough to store two 400x240 32bpp screens and even implement double buffering).

Do many games want 32bpp video mode? Will they be fine with 400x240 resolution restriction?

Last edited by Serge; 2007-11-14 at 07:43.
 
ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#75
Originally Posted by Serge View Post
Then it also requires conversion to 16bpp on blitting right now degrading performance.

LCD controllers of both Nokia 770 and N800 support 32bpp RGB modes in hardware according to documentation, but kernel framebuffer driver does not have code to support this color depth. Most likely adding support for 32bpp to framebuffer driver is simple (fanoush already has a patch to fix broken YUV420 mode on Nokia 770, and this work is somewhat similar), it should just copy some existing video mode support code and set a different value in LCD controller register. But more problems have to be solved in userland as we don't have any flexibility in video modes selection (the same problem as with setting low resolution). Another problem is that 32bpp mode will require twice the video memory and will double RFBI/SOSSI bandwidth requirement which will be quite bad for N800 with slow video bus. But if we assume that 32bpp mode will be always used together with pixel doubling (or upscaling 2x and more), it should fit video memory size and layout fine (it will be enough to store two 400x240 32bpp screens and even implement double buffering).

Do many games want 32bpp video mode? Will they be fine with 400x240 resolution restriction?
About 2/3 of the games i've seen use 32bpp internally.
Approximately 1/2 of the games can run at 320x240.

I don't think that 32bpp framebuffer mode is interesting. The 320x240 games run fast enough with Xsp, and 800x480 or 640x480 games would require too much framebuffer memory.

Exult is one of my top priorities - it is almost fast enough on 770. It renders to 800x480 in 8bpp, so could it benefit from some optimized final-blit using these strange yuv tricks?
 
Posts: 39 | Thanked: 7 times | Joined on May 2007
#76
I've got uqm_0.6.2-7zs.n800 running on my N800 with latest OS2007. It seems to be a very nice game to have on this device. Unfortunately, it repeatedly crashes the whole machine to a reboot after about 20 minutes of playtime. Before, it will often stall in between for some seconds with controls not responding, but it will come back.

Another problem is that I can't get back to the game screen once tabbed out to the desktop. Only way to stop the game is to kill the process then.

Thanks for the work on the port and packaging. I'm looking forward to upcoming releases...
 
cddiede's Avatar
Posts: 1,034 | Thanked: 784 times | Joined on Dec 2007 @ Annapolis, MD
#77
I LOVE being able to have UQM on my N800. I'm also very excited to update to the new IT OS2008 (especially to remove that under clocking from my CPU).

Unfortunatly, I'm afraid if I upgrade that I won't be able to re-install UQM on my N800.

Does anyone know if uqm_0.6.2-7zs.n800 works or can be made to work on IT OS2008???

Now that I'm used to having it, a Nokia tablet without UQM just isn't worth having!
 
Posts: 12 | Thanked: 3 times | Joined on Feb 2008
#78
I'm also very curious if UQM will ever be ported up to work on OS2008. Star Control 2 has always been #1 on my list of best PC games ever.
 
Bundyo's Avatar
Posts: 4,708 | Thanked: 4,649 times | Joined on Oct 2007 @ Bulgaria
#79
Um, the game is working beautifully in n8x0 with whatever os...
 
Posts: 12 | Thanked: 3 times | Joined on Feb 2008
#80
Originally Posted by Bundyo View Post
Um, the game is working beautifully in n8x0 with whatever os...
Yeah, I never actually saw anything that said that. Seemed like a lot of people had it running in 2007, but nobody had it up in 2008 last I checked.

But I installed it, and it's awesome. So, uh, thanks.
 
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