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yuriks
why do you need 20MB of linear heap if you're not using it for emulator allocs?
(and the only hw stuff is a single texture + small misc buffers and sound buffers)
endrift
mostly it's 32MB for ROMs, ~500kB for emulator state
then hardware stuff for audio and video buffers (not sure how big this is)
~400kB reserved for loading and saving savestates
and then potentially about 2MB for the cached renderer
so all in all, not actually that much
it's just laying out the heaps so there's enough bits left over to not worry about it
yuriks
a 256x256x4 texture is 256k, and that's the only allocation of note I can think of
endrift
ok
so I should have space left over
yuriks
oh, +512k for the LCD FBs
endrift
and I can't render directly into the texture due to tiling :/
so I need another buffer for scratch space
yuriks
+256k (very high estimate) for misc renderer stuff
right, let's make that a RGB tex instead for 192k
the scratch surface can be GBA-size so, 240x160x3 -> 112.5k
1 meg for the basic renderer stuff
endrift
yep
also I totally just refactored the savestate code to take up less RAM
yuriks
one of the textures we can maybe move to VRAM
endrift
hopefully
that would be very good
yuriks
so, I don't think you'll need much more than 8MB for the linheap
endrift
ok
yuriks
it would be good if you could override malloc to allocate from the linheap
then you could just have a 2MB regular heap or something and throw the rest to the linheap
endrift
oh wow I was totally allocating this savestate wrong
I don't use malloc for big stuff
the only reason the heap is so big is so that I can allocate the ROM on it
I tried to allocate the ROM a different way but it didn't work
yuriks
yeah, my point is
the *only* thing you need the regular heap for afaik is thread stacks
for all the rest you can just use the linear heap
endrift
oh huh
yuriks
it would be neat if ctrulib could support that
Lectem
support what? thread stack mangement?
endrift
adjusting the stack size without overriding two whole functions?
yuriks
redirecting malloc to linearAlloc
(but then you need a separate allocation function to alloacate stacks)
endrift
that's a newlib thing right there
yuriks
yeah, it's more that ctrulib allocates stacks using malloc
endrift
oh
heh
Lectem
I wish IDA would be able to load multiple .o at once -.-
is it possible to name/rename an argument in ida ? cant seem to find it
endrift
n
the n key
Lectem
it renames the func
not the arg :/
endrift
you have to be on the same line as the arg
just like...select the arg and hit n
Lectem
mmhhh
doesnt work
always opens the function edit
endrift
weird
Lectem
the line of the func is the same of the args
oh
its actually in change type
yuriks
Lectem: yeah, hit Y
there are other ways but it's quite finicky
you know, just IDA's usually greate UI
endrift
does anyone know what the exact framerate for the 3DS is? Like, I know it's ~60, but the GBA is 59.73, and I was wondering if anyone has a more exact number than two sigfigs
yuriks
endrift: hmmm
(Action) conjures his memory
I think I did some kind of timing test to check that
Citra just uses 60, but that's probably not accurate in any way :P
should be reasonably easy to test though, just make a homebrew that measures ticks between vblanks
vaguerant
RetroArch reports around 59.83 with vsync on.
Might be same as the DS? 59.8260982880808.
yuriks
there's RA for the 3DS? O_o
but being the same as the DS (especially DSi) make sense
endrift
vaguerant: thanks
yeah that seems way closer
[master b091751] 3DS: Drastically improve sound
:D
yuriks
bet it still sucks here tho :P
endrift
here = ?
yuriks
o3DS that can't run it fullspeed :)
endrift
oh
yeah
it's gonna sound hella weird there
smea
does it still crash endrift ?
endrift
smea: yeah
well technically it's a freeze
but yeah :(
smea
a freeze ?
endrift
it hardlocks, not crashes
smea
why would you say it's a freeze rather than a crash ?
endrift
because there's no exception
smea
ah
how do you know ?
endrift
I think profi200 found that out?
smea
i see
well
does that sound like something your code would do ?
if not it's not unreasonable to think it might be the GPU acting up
endrift
I'm like 99% sure that the problem is in the drawing code
which has some gross sf2dlib nonsense going on that shouldn't need to be there
smea
i see
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