Search found 38 matches

by Kaiser
Sat May 12, 2012 12:49 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

Very odd. I'll need to add some sort of checksum comparison then. Not sure what went wrong with the IWAD output.
by Kaiser
Fri May 11, 2012 10:10 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

You're getting the P_Grouplines error each time you select a map? Sounds like wadgen isn't properly generating the game data. Are you using the Wadgen version from the DS branch?
by Kaiser
Thu May 10, 2012 8:10 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

Tried both waiting for the right VCOUNT value as well as setting REG_VCOUNT to 192 for each 64k of data I dma to the VRAM. Still got flickering unfortunately but at this point now, I can live with just 256kb of data to work with. The only real issue I am getting now is the final level due to the lar...
by Kaiser
Wed May 09, 2012 4:17 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

If I were to use all four banks, would it help if I waited for REG_VCOUNT being >= 192 or <= 215 in between DMA'ing each bank?
by Kaiser
Wed May 09, 2012 2:00 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

Been thinking though, it would be nice to be able to leverage all VRAM banks. There has to be a way to use them and at the same time, wait for the frame to finish drawing before using the banks again.
by Kaiser
Tue May 08, 2012 7:38 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

More or less, yeah. It depends on the dimensions though. If the sprite is 72x80, then I want it resized to 64x64. If the sprite is 80x112, then I want it resized to 64x128 and so forth. Basically rounding width or height to the nearest or highest power of two.
by Kaiser
Tue May 08, 2012 7:12 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

Some scenes are pushing it, but I know where to look to for optimizations. I can render linedefs instead of segs and for leafs, I can possibly merge vertices that lies on perpendicular edges of the subsector. I could start off with just splitting up the sprite columns at first just to see how much t...
by Kaiser
Tue May 08, 2012 5:03 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

The problem is that most sprites after padding are at 128x128. The majority of the sprites are usually around ~72-90 in width, which results in a lot of wasted space after padding. So for example, the pinkie demon's first frame is 68x82 (roughly). Breaking it up into several tiles (64x64, 8x64, 64x3...
by Kaiser
Tue May 08, 2012 3:59 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

I think I found some bugs: R_PadTextureDims always returns the original width - I think it should return mask. there may be some buffer overruns in the sprite loading code - maybe R_PadTexture. Just the width? I guess something is wrong with R_PadTextureDim's logic. I'll look into it later today. A...
by Kaiser
Mon May 07, 2012 9:11 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120436

Re: Doom64 DS

Is GFX_Flush getting set twice because of the main loop code or is it because it's just too fast? :P
I never really knew that it was possible though. I am assuming that I'll have to do wait for the next VBlank until I should start flushing.