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Old 12-31-04, 02:00 PM   #16 (permalink)
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I uploaded a new version 31-12-04:

-fixed the white bars bug
-fixed a bug where the Application gets flooded by WM_PAINT messages
-fixed the bug where parts of the image is cut off when switching landscape/portrait
-fixed a bug, where only the upper left corner accepted the change to pause mode
-some performance improvements

Landscape mode is slightly faster than portrait mode.

Tala
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Old 12-31-04, 02:13 PM   #17 (permalink)
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with OpenGL ES, we should not need the GAPI tweak by Picard should we?
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Old 12-31-04, 02:20 PM   #18 (permalink)
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with OpenGL ES, we should not need the GAPI tweak by Picard should we?
Using Picards GAPI driver has no effect. It is a native VGA application now using OpenGL ES for screen rendering.

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Old 12-31-04, 10:11 PM   #19 (permalink)
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Originally Posted by Tala
The OpenGL build needs to convert the frambuffer into a texture(which has a really strange format) and renders the texture to a quad using bilinear filtering. The conversion to a texture format is done in software and takes about 5.6ms using a custom assembly routine, while the second step is done in hardware and is almost neglible.
I first used the standard OpenGL implementation of texture conversion and almost gave up, since it took 34ms!!! Then i wrote the conversion in assembly and it was much faster :)
Tala
How are you converting the texture?
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Yeti 3d - First Person shooter for the PocketPC
http://www.intuitex.com/yeti.html
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Old 01-01-05, 07:09 AM   #20 (permalink)
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Quote:
How are you converting the texture?
It was basically reverse engineering. I loaded up a texture using glTexImage2d(). Then i observed how the texture was stored in graphics memory. Then i could write a custom routine, which loads a 256x256 texture directly into graphics memory including conversion, which was about 7 times faster.

Btw, do you know how to enable a synchronous eglSwapBuffers? To my surprise i get tearing artifacts. I first thought it was because the texture cache may hold old texels after loading a texture but upon closer examination it was because of a not synchronous eglSwapBuffers.

Tala
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Old 01-01-05, 12:07 PM   #21 (permalink)
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I made 2 Screenshots to give you an impression how the image quality has improved:

QVGA/Pixel doubled Version:


VGA/OpenGL Version:


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Old 01-01-05, 01:00 PM   #22 (permalink)
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thanks tala! the new version seems much more stable with no more UI graphics glitches..
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Old 01-01-05, 04:09 PM   #23 (permalink)
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Originally Posted by Tala
It was basically reverse engineering. I loaded up a texture using glTexImage2d(). Then i observed how the texture was stored in graphics memory. Then i could write a custom routine, which loads a 256x256 texture directly into graphics memory including conversion, which was about 7 times faster.

Btw, do you know how to enable a synchronous eglSwapBuffers? To my surprise i get tearing artifacts. I first thought it was because the texture cache may hold old texels after loading a texture but upon closer examination it was because of a not synchronous eglSwapBuffers.

Tala
I don't get the tearing with my game. It may just because I am only running at 30fps, but it all seems fine. I did have some problems early on, but that was becuase I was calling eglSwapBuffers twice instead of once DOH.

Totally gratuitous iimage attached. How do you post large images? I can only post upto 450*450.
Attached Images:
File Type: jpg Out3a.jpg (13.2 KB, 455 views)
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Old 01-01-05, 04:27 PM   #24 (permalink)
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All I know is that Zelda: A Link to the Past looks great on this, I even got Tecmo Super Bowl 3 running at a great speed with some interesting cartoonish sounds, but still it is pretty awesome to be able to play. Nice Work!!!
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Old 01-01-05, 06:31 PM   #25 (permalink)
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does this work with the X30's?
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Old 01-01-05, 09:34 PM   #26 (permalink)
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Originally Posted by Tala
I made 2 Screenshots to give you an impression how the image quality has improved:

QVGA/Pixel doubled Version:
http://ambox.bei.t-online.de/tala/SampleNormal.jpg

VGA/OpenGL Version:
http://ambox.bei.t-online.de/tala/SampleOpenGL.jpg

Tala
What game is that?
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Old 01-01-05, 10:12 PM   #27 (permalink)
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Originally Posted by R0ninBlade
does this work with the X30's?
LMAO, HAHAHAH.. AHAHAH... AHAH...... HAH.... hah.......... no. heheh.

javageek: Chrono Trigger.

Great job, Tala! It looks fantastic! :approve:
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Old 01-04-05, 09:07 PM   #28 (permalink)
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New version is here (01-04-05)

-fixed a bug where the window had no focus initially (and did not get keyboard input)
-fixed a bug where the emulator crashed when switching orientation and no game was loaded
-added possibility to make screenshots (quick hack to make the screenshots i posted here and is not fully tested)

Most importantly i did some special timing optimizations for framskip 1. This is for all games and only those, which can run with frameskip 1 and sustain 30fps. The result is (mostly) smooth scrolling synchonized to screen refresh. I am interested how this works for you.

Tala

Last edited by Tala; 01-04-05 at 09:09 PM.
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Old 01-05-05, 12:00 PM   #29 (permalink)
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Tested the new version with Parodious.. framerate is 5-6 frames faster now.. thanks for the continued work Tala!
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Old 01-05-05, 02:13 PM   #30 (permalink)
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Lol this looks good but I'll just stick with Morphgear. It's easier cause it can play all my games.
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