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Developer Thread


Re: Developer Thread

Postby Robotbeat » Mar 11, 2001 @ 12:23am

Can't MIPS Casio devices use 64-bit chunks?<br>I know PocketPC OS doesn't support it, but isn't Pocketquake mostly OS-independent? I think the MIPS cpus are like 64-bit. It sucks that everything only uses 32-bits!
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Re: Developer Thread

Postby Dan East » Mar 11, 2001 @ 3:31pm

Do all Casio Pocket PC devices have the R4100 CPU?<br><br>Dan East
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Re: Developer Thread

Postby CARPEDIEM » Mar 11, 2001 @ 3:53pm

I think so, the E-125 and the EM-500 have the same processor according to casio it's a VR4122. But it works just as fast with the R3900 processor config.<br><br>Anyway, i've been going through the sound code and realized that it doesn't use a lot of precision since i have changed most of the code from float to long and there doesn't seem to be a difference. So that might be useful if you plan on converting it to fixed point someday since now you know that precision is not needed so bad in it.<br><br>Anyway, i only got 0.3 more fps so far so changing it is not primordial i think, ohh, something else, sound is really great at 22050 so you might want to add an option for that since using it with earphones gives a really inmersive experience.<br><br>How is your work going?<br><br>
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Re: Developer Thread

Postby CARPEDIEM » Mar 12, 2001 @ 12:22pm

Hey dan, do you remember the name of the function that was modified that caused the glitch in the wall textures when you got really close to them?, I'd like to see what speed increase it gives. Perhaps it's not a lot and we could also make it a toggle.<br><br><br>
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Re: Developer Thread

Postby Dan East » Mar 12, 2001 @ 1:32pm

D_DrawSpans8 and D_DrawZSpans.<br><br>Dan East<br><br>Last modification: Dan East - 03/12/01 at 10:32:45
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Re: Developer Thread

Postby CARPEDIEM » Mar 12, 2001 @ 3:59pm

Whoops, my framerate dropped from 7.8 fps to 5.4 when i switched back to the old D_DrawSpans8<br>
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Re: Developer Thread

Postby Phantom » Mar 13, 2001 @ 3:07am

Carp dude,<br><br>That's not because of the perspective correction, it's because of the fixed point code in that function. :) You could theoretically put back the perspective correctness and at the same time keep the fixed point code. That takes some coding though.<br><br>- Jacco.
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