10 February 2021, 12:08 | #61 |
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5% doesn't sound like a lot of CPU time... but it is.. especially when you are pusing against the wire on an A500.... It *could* be the difference between Dhalsims legs being long or being shortend !
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10 February 2021, 12:36 | #62 | |
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Would love to. |
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10 February 2021, 12:38 | #63 |
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10 February 2021, 12:39 | #64 |
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Well, let's see how much CPU is taking the game (I am talking on SNES graphics size).
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10 February 2021, 13:02 | #65 |
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10 February 2021, 13:06 | #66 |
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10 February 2021, 13:15 | #67 |
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Everything else is in hand at the moment, and awaiting investigation on my side as to the feasbility of several techniques that may be required to get it working
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10 February 2021, 13:21 | #68 |
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10 February 2021, 15:40 | #69 | |
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/Running away very quickly before Dan gets him |
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10 February 2021, 16:44 | #70 | |
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The video talks about high CPU usage especially on a stock A500, this seems like a terrible idea. |
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10 February 2021, 16:56 | #71 | ||
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I do understand this sentiment though, I didn't make that video with the idea being it would be useful in all cases. As always, it's a choice between various compromises. Quote:
It says the effect uses 5-6% CPU on a base A500, which is not really that high. It's certainly a lot lower than TFMX/OctaMed require for their mixing routines It's true you do need Chip RAM buffers, but they are small - only 666 bytes in total for the effect as presented in the video (note: this scales with sample rate). *) It mentions high CPU usage only in terms of the more CPU intensive HQ mixer I also demonstrate. |
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10 February 2021, 17:22 | #73 | |
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10 February 2021, 17:26 | #74 | |
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10 February 2021, 17:34 | #75 |
OCS forever!
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10 February 2021, 18:03 | #76 | |
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My bad about misinterptreting the video roondar. I thought 5% was for the A1200. This does mean though you need Fast RAM. That's kind of an odd configuration, OCS + Fast RAM. Leaves a lot of OCS systems out. |
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10 February 2021, 18:08 | #77 | |
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You just need your small "mix buffer" that HAS to be in chip mem |
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10 February 2021, 18:35 | #78 |
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Damn, that sounds super interesting.
Pun intended.. Will have a look into it.. @Roondar: Why'd you chose the number of the beast for your buffer? @Roondar 2: Have you or anyone else tried out if this plays along with PTPlayer? Last edited by Tigerskunk; 10 February 2021 at 19:12. |
10 February 2021, 20:07 | #79 | |
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10 February 2021, 20:33 | #80 |
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@Dan: I'm interested in how you will store your data for the blitter objects for this. Will you store 32x32 first then followed by 16x16 boxes at the end?
Or do you just have a look up table pointing to 16x16 sprites for each frame? Which would take a lot of memory on top of all the gfx data. |
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