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ARM(StrongArm) assembler resources(for PocketSX(fpse(PSX Emu


Postby refractor » Jun 17, 2002 @ 9:09pm

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Postby Guest » Jun 18, 2002 @ 7:10am

Just to answers to dave.... i hardly work with fpse team, and i'm curently Fixing some part of emulation.

For now i've include the latest GTE engine emulation which is a lot of optimized (and none bugged), that make 3D game at least 2 time faster, the result is: Destruction Derby run between 3 and 8 fps in games. About the Fact that 3D game are slower than 2D game, it's normal due to the fact that 3D call need a lot of more line code to pass Coordinate, Object, texture , light etc..... so 3D use a lot of more Cpu than 2D....

I think to include CPU compiler core very soon.

This is the fastest core LDChen made (with two pass analisys), it's in pure C and it's faster than previous X86 asm specific.....
I really do not know how much it's faster but what i can say is that the Previous core was at least 4 time faster than Interpreter

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Postby Jadam » Jun 19, 2002 @ 8:30pm

well i just recieved the ARM SDT... hehe cool case :)
and i downloaded eVC++ so... ill install everything tomorrow when i go home. looks like ill have to remove my linux partition :(
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Postby Guest » Jul 7, 2002 @ 12:16am

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Postby Robotbeat » Jul 10, 2002 @ 5:54pm

Lighting calculations? Hardware lighting? Are you sure? Isn't that a sort of NVidia GeForce thingy?
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Postby billcow » Jul 10, 2002 @ 11:49pm

I could be wrong, but I think I heard that the playstation has a seperate unit (I hesitate to say CPU) that performs matrix calculations and such. This would be exactly the sort of thing that would be used for transform/lighting (They are both dot-products interpreted in different ways).
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