SebRmv
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Posts posted by SebRmv
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bon anniversaire 0

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10020 now

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bon anniversaire Orion, encore en retard
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Bon anniversaire, un peu en retard.
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Hola, bon anniversaire mon Fred, en retard.
J'espère que ça t'inspire de jouer à PES

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I didn't even know about this flag

Thanks for pointing that thus.
While reading the description, I also read the following warning (in Jag_v8)
WARNING - writing a value to the flag bits and making use of those flag bits in the following instruction willnot work properly due to pipe-lining effects. If it is necessary to use flags set by a STORE instruction, then
ensure that at least one other instruction lies between the STORE and the flags dependent instruction.
So let's deviate from the original subject

Does it mean that for leaving an interruption handler, the sample code
given by Atari does not always work?
Remember that the sample code (given by Atari) is:
int_serv: movei GPU_FLAGS,r30; point R30 at flags register load (r30),r29; get flags bclr 3,r29; clear IMASK bset 11,r29; and interrupt 2 latch load (r31),r28; get last instruction address addq 2,r28; point at next to be executed addq 4,r31; updating the stack pointer jump (r28); and return store r29,(r30); restore flags
Is the restore flags instruction is at the good place?
If I understand correctly the warning, they say that
is is not safe to put the last store after the jump.
This theory is consistent with the following remark (found in bug sections)
· We've found that you can't put the IMASK clear in the delay slot of the jump out of the interrupt, becausethe instruction that was interrupted may not get the correct register bank (TWI - Brian McKee)
Does anybody have experienced such things?
I may have a (random) bug related to this.
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Ah zut, un peu en retard.
Happy birthday quand même
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Bon anniversaire les frangins

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Happy birthday Symm
mmyS yadhtrib yppaH -
Just to announce a major update of the Jaguar C library and the Removers library.
As I am a lazy guy, go read the details there:
http://www.atariage.com/forums/index.php?s...t&p=1520793
or (in french)
http://www.yaronet.com/posts.php?s=91336&p=3
Cheers

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I will make bench this night.But, don't forget that you can not read at GPU_RAM+$8000, it's a write only access.
(To allow faster transfers into the GPU space, all the registers are also available as thirty-two bit memory, at an offset of 8000 hex from their normal addresses. At this address, the internal memory is write only. p43/141)Thanks, I forgot this point.
So basically, I would like to compare
DRAM->DRAM in PIXEL mode (DEPTH16)
to
DRAM -> GPU in PIXEL mode (still DEPTH16)
GPU -> DRAM in PHRASE mode
(which is 39 cycles/phrase if I have understood correcly)
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Assuming that resolution is DEPTH16
What about DRAM->DRAM in PIXEL mode
In particular, I wonder whether
DRAM->DRAM in PIXEL mode
is faster or slower than
DRAM->GPU (fast access) in PIXEL mode
(assuming that it is correcly aligned to work: edit: by the way, does fast access work in pixel mode with DEPTH16)
GPU (fast access) -> DRAM in PHRASE mode
ie we blit in two times, using the GPU RAM as intermediate buffer
Thanks
edit:
and thus, what about normal (slow) access
DRAM -> GPU in PIXEL mode : 7 * 4 = 28 cycles/phrase if I have understood correctly what precedes
GPU -> DRAM in PHRASE mode : 11 cycles/phrase according to the benchmark above
so, that would be 39 cycles/phrase
and, depending on the answer to the question,
DRAM -> GPU in PIXEL mode : 7 * 4 = 28 cycles/phrase if I have understood correctly what precedes
GPU (fast access) -> DRAM in PHRASE mode
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thanks, I will take a look at ADDC
I think you can compile it directly for linux because lazarus is multiplatform
maybe you could add a linux version to the distribution

I just quickly tested this morning and I was too lazy to recompile it

but I'll try that.
If I manage to get lazarus working on my PC, I will even try to fix the
problem of ADDC (and probably SUBC too)
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I have just tested it. It works even with wine under linux!!
This is really a cool app, thank you Orion!
I found a bug: ADDC is not correctly emulated.
Looking at the source, I think you update the Carry FLAG too early.
(ie before doing the addition !)
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A question about the GPU (or DSP)...
Can a division operation be interrupted?
Will it work correctly if during the interruption, other divisions are performed?
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I have dimensioned the band to have the same height than a sprite, consequently each sprite is in one or 2 band
Yes. Ok. Thank you for the details

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(pas un fake, pour une fois
)on m'aurait mentiiiiii ?

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Bon anniversaire SCPCD

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Just tested this morning and this is (really) true! I find strange that this bug is not (AFAIK) documented anywhere else.
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The next thing to think about is the case of sprite that is between 2 band, and for that there is 2 solution :- cut the sprite and add it to both band
or
- the OP read 2 band by line so it can finish to draw previous sprite.
I have chosen the 2nd one, because it's the one that take less CPU time.
Interesting. But this works just because you know that any sprite is at most on two strips, doesn't it?
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Interesting. Thanks for the fix

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bon anniv' pmdata
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Well, I told RaZ about it when it happened, in January. I must admit I've not done any testing since.Try to archive your personal messages (without checking "Delete messages after archiving" !) and see if you receive them.
If you don't, tell me and I'll bugger RaZ again to fix it.
In the meantime, I've bumped the capacity of the PM boxes to 200 messages, so we'll have a little time before us.
It does not seem to work.
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It seems that the forum software currently is temporarily unable to send email messages.Consequently, do not use the "Archive Messages" in the Messenger area. You will not receive your messages, and if the "Delete messages after archiving" option was checked, they will be lost !
We're sorry for the inconvenience, and we'll try to resolve this issue as soon as possible.
Is this resolved?
[project W] A Warlord-like Game Demo
in General
Posted · Report reply
All the credits go to Fadest. My contrib is almost empty...