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yuriks
this reminds me
smea
does anyone know how long steveice has been working on that ?
yuriks
that I should iimplement/whip someone into implementing stubs for the camera in citra so bravely default will get past the intro
smea: dunno
if it's like y2r it's really easy to figure out though
y2r basically gives away everything heh
smea
i don't want to jump to conclusions
but that code looks like it was written with a datasheet in hand
idk
yuriks
I get what you're saying, heh
oh, it's not documented on 3dbrew at all
uh, yeah
smea
i mean right ?
did that bowling game have any camera stuff maybe
yuriks
(Action) checks
smea: bpb does have symbols for cam
smea
oh alright
yuriks
structs and the whole ordeal
smea
then he probably got it from there
yuriks
matches the PR
smea: bunnei's knocking down frag lighting too
smea
that's awesome
i guess there wont be anything left for me to do
yuriks
with the papers out there, bpb symbols, found register names, there's really no excuse anymore :P
smea
heh
yuriks
you could always do the DSP
before Lectem or me does it lol
(as if I can ever find time to work on stuff <_<)
smea
i probably wont touch the dsp
i mean
i like sound
but it's not really my thing
yuriks
I've been mostly either making citra fast or infrastructural work that doesn't require REing anything
oh, except for that FP crap I guess
archshift
omg cam:u support
yuriks: Do you know what this means? This means we can implement cam:u in Citra :)
Normmatt
archshift, you mean the camera applet isn't already supported ?!?!?!
archshift
:O
I know right?! The citra team is just so damn lazy smh
Normmatt
:P
yuriks
archshift: [03:30:53] <yuriks> that I should iimplement/whip someone into implementing stubs for the camera in citra so bravely default will get past the intro
are you volunteering? :D
archshift
perhaps after/during working on the game list :P
we still haven't even stubbed the microphone either, which is blocking a few games too I think
IIRC Nintendogs fails because of that
endrift
ughhh trying to use GX to tile and convert RGBA8 -> RGB565 at the same time is really unhappy
oh and the pixels are in the wrong format anyway of course
(Action) gets excited because this task seems to be vectorizable
> VFPv2 does not have bitwise ops
fu*k
profi200
We all like the 3DS, don't we? :)
shuffle2
just save your pennies for nintendo's next trademark underpowered device
maybe it will have decent simd by accident
profi200
It will come with a coffee machine build in. Money well spend :)
vaguerant
Two coffee machines.
The second cup is integral to how you play the games.
Except it's usually just the same coffee as the first cup.
Hooray, mGBA nightly.
Gonna try out the new sound.
Subv
endrift: there are some color conversions i was never able to perform correctly, they just freeze the gpu
RGBA8_To_RGB565 is not one of those, though, it should work
vaguerant
Sound is great, endrift. Seems like the only thing holding the audio back is games running just-sub-fullspeed.
Hmm. Maybe I spoke too soon?
Entering and exiting the emulator menu seems to randomly corrupt audio.
Keep doing it a few times and eventually you get good sound again.
profi200
endrift: Maybe you could use "restricted" and -fstrict-aliasing to get a bit of a speedup.
If you mark pointers as restricted the compiler will generate better code. But be careful of aliases then.
-Ofast turns on -fstack-arrays. That sounds dangerous.
The default stack is not very big.
Default stack size is 0x8000.
And the stack is on the heap (which is very unsafe imho).
endrift: The audio is *way* better now but left and right are not in sync which creates some sort of echo effect and that causes the left speaker to sound louder as the right one.
If the emu freezes the sound keeps playing. It repeats samples endlessly.
Performance is roughly the same as before. Just a little bit smoother.
yuriks
endrift: you could convert the format using the GPU, maybe...
if the channels are at least in the same positions, just R and B swapped, then you can setup a tev to swap the channels
profi200
Maybe instead of letting it repeat the currently loaded samples play them once only?
In Pokemon games if you press A to get the next text you can clearly hear the remaining sound problems.
The sides are not in sync and sometimes the sound repeats.
vaguerant
Is scaling really not essentially free on 3DS?
The PokeMini port
's author left out 3* scale for performance reasons.
yuriks
it is if you use the GPU
endrift
<Subv> [05:57:11] RGBA8_To_RGB565 is not one of those, though, it should work // It does if I leave out tiling at the same time
<vaguerant> [06:01:45] Entering and exiting the emulator menu seems to randomly corrupt audio. // This should be transient
<profi200> [06:02:45] endrift: Maybe you could use "restricted" and -fstrict-aliasing to get a bit of a speedup. // I've got a few restricted pointers, but not enough. There's a lot of type punning so I'm wary of -fstrict-aliasing
<profi200> [06:09:06] -Ofast turns on -fstack-arrays. That sounds dangerous. // Oh, maybe I should turn that off
<profi200> [09:54:43] endrift: The audio is *way* better now but left and right are not in sync which creates some sort of echo effect and that causes the left speaker to sound louder as the right one. // This has been going on for ages and I'm still not sure what the cause is. They SHOULD be the same, but clearly aren't.
<yuriks> [10:09:31] if the channels are at least in the same positions, just R and B swapped, then you can setup a tev to swap the channels // That would require setting up the GPU first ;)
<profi200> [10:14:38] Maybe instead of letting it repeat the currently loaded samples play them once only? // The repeat trick is how I got it smooth anyway. I don't know if I can queue up samples any other way.
<profi200> [10:19:31] The sides are not in sync and sometimes the sound repeats. // Sound repeating only happens when games aren't full speed. Which is a lot of the time.
So, yes, lots of constraints
yuriks
hmm, what does -fstack-arrays do?
profi200
Keeps all arrays in stack.
yuriks
as opposed to...?
profi200
Even the ones without a fixed size.
yuriks
oh, yeah, that's problematic on a small-stack system like the 3DS
large stacks need more love :P
xyz
isn't fstack-arrays a fortran option?
profi200
https://gcc.gnu.org/onlinedocs/gfortran/Code-Gen-Options.html That's for fortran but it has the same effect for the C/C++ compiler.
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