+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Need some H/DMA clarification
Pages: 1 [2]
Author Topic: Need some H/DMA clarification  (Read 2 times)
Lenophis
Guest
« Reply #15 on: October 20, 2006, 12:57:01 pm »

I was changing the wrong parts of each table entry when I was making those screenshots.

Quote from: byuu on October 20, 2006, 03:22:12 am
Ouch! 17fps Embarrassed
That's with sound disabled. It's 2 or 3 fps with sound enabled. Yeah, my machine sucks that much. See why I keep pulling for a faster bSnes? I know it's possible with no accuracy lost. Wink

Quote from: Nightcrawler on October 20, 2006, 07:46:38 am
You should be able to figure that out by the pattern with some trial and error. You may want to post a bit of the table here and maybe some of the guys here can help you that way.
Those screenshots and a few others were the trial and error. Dragonsbrethren managed to break the gradiant for more than I did a couple of times. Tongue

It looked as though we would go the entire night without figuring out what to do. Then our unofficial programmer appeared and stepped in. After more tests, it was finally fixed. I'll tell you one thing, I've seen enough 5's and 6's to last me an entire week. =\\

Quote from: Nightcrawler on October 20, 2006, 07:46:38 am
That's like a newb asking 'How do I hack a ROM?'. That's why I was so snappy.
And the documentation never once mentioned how flexible the tables can be. I was asking a general question because I thought the tables followed some generic format (which again isn't pointed out). Do you see why I was so frustrated now?

I'll be posting a screenshot of the fixed screen when the rest of the stuff with it gets fixed. Fortunately, I already know how to do that. :laugh:
Nightcrawler
Guest
« Reply #16 on: October 20, 2006, 01:22:24 pm »

Quote from: Lenophis on October 20, 2006, 12:57:01 pm
Quote from: Nightcrawler on October 20, 2006, 07:46:38 am
That's like a newb asking 'How do I hack a ROM?'. That's why I was so snappy.
And the documentation never once mentioned how flexible the tables can be. I was asking a general question because I thought the tables followed some generic format (which again isn't pointed out). Do you see why I was so frustrated now?

I'll be posting a screenshot of the fixed screen when the rest of the stuff with it gets fixed. Fortunately, I already know how to do that. :laugh:

The format of the table depends directly on WHAT you're doing with HDMA. HDMA can be used for a whole lot more then just gradients. It's dependent on what registers you choose to write to and what format the data needs to be in for them. That's the concept behind HDMA which it just didn't seem like you were picking up. That's why I suggested you were trying to grasp more than you were ready for just yet and should go back a few steps and pick up the concepts that make this one more difficult.

It will only snowball if you keep skipping ahead like that. I'm willing to help you learn the information you're missing if you want to take the time. If your already content with just having the problem fixed, then we'll just go about our business and forget about the whole thing.  Wink I'm all about learning the underlying concepts rather than just the surface material to get this particular job done.
DaMarsMan
Guest
« Reply #17 on: October 20, 2006, 03:18:25 pm »

I still don't understand how some of the table formats work. I agree that the documents don't cover all the different formats. What I did was look at a table in a game that I wanted to replicate and use that formats. You will see that there are different ways to do the same thing. In the case where you could use an autoincrement you could also use a standarad 4byte. That's why I stick with the four byte method, it gives you complete control of each scanline. When table size is not an issue it's the best option.
byuu
Guest
« Reply #18 on: October 20, 2006, 04:34:14 pm »

Quote
That's with sound disabled. It's 2 or 3 fps with sound enabled.



 Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes

If you have a retro computing store near you, you may consider purchasing a 387 floating point coprocessor. bsnes uses 64-bit math, which is generally done using floating point calculations. The base 386 that you are using would have to emulate this in software. I think you can get at least 10fps with sound if you purchase this addon coprocessor. I think they retail for about 17 and a half cents at the moment. If you can spare that, they just snap right into your motherboard. No need for a cooling fan or anything (which in case you haven't seen one before, the newer processors generate a lot more heat, and so they typically have fans that you put on top of them to keep them cool).

 Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes
« Last Edit: October 20, 2006, 04:41:08 pm by byuu »
Lenophis
Guest
« Reply #19 on: October 20, 2006, 04:47:39 pm »

Quote from: byuu on October 20, 2006, 04:34:14 pm
Quote
That's with sound disabled. It's 2 or 3 fps with sound enabled.

Unfortunately, yes. :'(

My system specs:

550MHz AMD Athlon (socket A I believe)
384 megs RAM (SD RAM probably)
64 meg PCI nVidia GeForce 3
OS: XP, against my wishes. I'd much rather use 2k but it has hardware conflicts with my machine.
DirectX 9.0c

There's probably something else, but the machine is general crap by today's standards. It gets done what I need though. Not like I can afford to upgrade anything in it anyway.
byuu
Guest
« Reply #20 on: October 20, 2006, 05:18:27 pm »

Quote
550MHz AMD Athlon (socket A I believe)

Then there's something seriously wrong with your PC Sad
My Pentium III 600mhz laptop (which is the slowest PC I could even find for testing) gets ~30-45fps in most games with no frameskipping on my latest WIP with PGO optimizations. Throw in a little frameskipping and you can reach 60fps in less demanding games.

2-3fps is about what a 486SX would clock in at.
Lenophis
Guest
« Reply #21 on: October 20, 2006, 10:28:39 pm »

Quote from: byuu on October 20, 2006, 05:18:27 pm
Quote
550MHz AMD Athlon (socket A I believe)

Then there's something seriously wrong with your PC Sad
It ran that fast even when I was using 2k. I don't run any resource hogs either.

Quote
My Pentium III 600mhz laptop (which is the slowest PC I could even find for testing) gets ~30-45fps in most games with no frameskipping on my latest WIP with PGO optimizations. Throw in a little frameskipping and you can reach 60fps in less demanding games.

2-3fps is about what a 486SX would clock in at.
It starts out at about 32 fps, but then when the game actually gets going is when it drops. So yeah, any chance of a faster version? :'(

--Edit--
There is one thing I forgot to point out. Everytime I've been running bSnes is with no frameskip, and it on normal speed. I've tested some frameskipping and it seems to top out at setting 6 and does no better any higher. It does run really choppy though. Enabling the sound makes the whole thing crawl at a grand 6 fps (with frameskip!).

While on the subject of frameskip, I have a suggestion for something to add. A slowdown button. While kinda pointless, it's the exact same thing as frameskip, more or less.
« Last Edit: October 22, 2006, 12:56:45 am by Lenophis »
Neil
Guest
« Reply #22 on: January 01, 2009, 08:43:09 pm »

-necrobump to save a thread from the great board prune of 2009-
extra commentary on HDMA is never a bad thing.
Pages: 1 [2]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC