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My game isn't running on PPC's!


My game isn't running on PPC's!

Postby Daywalker » Feb 27, 2002 @ 2:47pm

Ok, I wanted to test my game on a PPC, but it didn't work. It showed a message like: Some important files are missing or you don't have enough space. Got to settings->system->...

But the PPC had 23 mb program space and I'd copied both GX.dll and FMODCE.dll on the device. Because I can't remeber the functions name which returns the actual path, I've copied all files in the My Device folder. That works on the emulator, but not on the PPC. (All files like dll's and exe are compiled for the right processor)
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Postby simonjacobs » Feb 27, 2002 @ 3:15pm

If you want any help at all you might want to post the FULL error message you get.

I'm happy to try and help you, but I dont have any psychic powers so please describe the problem in a bit more detail :)
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Postby RICoder » Feb 27, 2002 @ 4:53pm

I have some more questions. Did you let eVC++ download the app to the PPC, or did you just do it yourself?

It is a possibility that you are using a DLL in emulation that is out of date on your PPC.

Also, provide Make/Model/OS/Chipset info
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Postby Daywalker » Feb 27, 2002 @ 7:44pm

Thanx for your replies. I think I solved the problem:

short int PrecomputedRGBData[256][256][256];

If I delete this line, the game works.
1. Is it possible that there's an array limit (like 1024 KB)?
2. How could I faster convert RGB to the PPC format than discribed in the MS GAPI tutorial?
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Postby MirekCz » Feb 27, 2002 @ 7:48pm

ehh, this array looks like 256*256*256*2 bytes.. ehhh, that's huge...32mb actually.. now how many PPCs could handle that?:)

well converting a 24bpp value to 16bpp value (that's what you need?) is pretty simple and it was covered on those forums few times already. Please look around previous post here or in phantom;s forum and you will find it.

Hope that's what you need.
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Postby Daywalker » Feb 27, 2002 @ 8:06pm

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Postby Dan East » Feb 27, 2002 @ 8:08pm

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Postby MirekCz » Feb 27, 2002 @ 8:10pm

With best regards,
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Postby Dan East » Feb 27, 2002 @ 8:18pm

If you're set on using a LUT, then here's a more reasonable method which would split the difference between memory requirement and performance.

Your LUT contains 256*256*256 elements, but only 32*64*32 unique values. So use the shifted RGB value as the index instead:

*screenbuffer=ComputedRGB[red>>3][green>>2][blue>>3];

Of course you would build the LUT appropriately. That technique would require a LUT of 131 kb, with 32*64*32 elements.

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Postby Daywalker » Feb 27, 2002 @ 8:19pm

Thanx, I was using the the precomputed data for my particle effects only, so it seems to be the best way to convert it at startup. My textures are automaticelly converted.
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