Search found 38 matches

by Kaiser
Mon May 07, 2012 4:42 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

I actually thought that was the problem at first but after calling swiWaitForVBlank before I call glFlush, I found that it didn't have any effect at all and the flickering persisted. I am thinking it's how I am storing the texture data. I may need to create two separate buffers for VRAM_A/B and VRAM...
by Kaiser
Mon May 07, 2012 6:29 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

I think I am able to achieve desirable performance thanks to a update to the sight checking code, however once again, it affects the VBlank as it gets worse when performance increases. It's also affected by how large the data is when I call dmaCopyWords. Unfortunately swiWaitForVBlank doesn't help a...
by Kaiser
Sun May 06, 2012 8:16 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Yeah, I've seen that too. I've tried toying around with swiWaitForVBlank but seems like I keep getting that flicker that covers the top half of the screen. It actually gets worse when there's more stuff to DMA, so it gradually gets worse as you progress through the level. I am thinking about reverti...
by Kaiser
Sun May 06, 2012 4:19 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Made some more updates (http://doom64ex.svn.sourceforge.net/viewvc/doom64ex/trunk/DS/Doom64DS/) I've made some modifications to the zone system which allows me to only copy new textures to gfx_tex_buffer if needed and free a block when not used in the last couple of frames. Though it has somewhat he...
by Kaiser
Fri May 04, 2012 4:38 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Whoops, I forgot to include the tonic library which contains the asm for memcpy32. And also, yeah Wadgen is Visual Studio 6 (the original Doom64EX project was all in MSVC 6.0 and I just never bothered to upgrade Wadgen to the latest MSVC). The frame rate issues is coming from textures/sprites being ...
by Kaiser
Fri May 04, 2012 5:45 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

New version is up in case anyone is interested Doom64DS: http://doom64ex.svn.sourceforge.net/viewvc/doom64ex/trunk/DS/Doom64DS/ Wadgen (Needed to generate game data): http://doom64ex.svn.sourceforge.net/viewvc/doom64ex/trunk/DS/wadgen/ There's still some issues though, one of them is performance iss...
by Kaiser
Thu May 03, 2012 8:38 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Yeah, they're not. Now since I know how to properly utilize banks F and G, I just might have enough room to cache the palettes of all textures and sprites without having to worry about doing double buffer swaps on them like with texture data. This should help simplify things in the code too.
by Kaiser
Thu May 03, 2012 8:20 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Ah, okay, seems like both banks E and F were conflicted then. I didn't even realized that I was suppose to map slot 4 for bank F.
by Kaiser
Thu May 03, 2012 7:25 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

you are alternating texture banks each frame, but what about the palettes? cheretic uses a single 8 bit palette so I did not have to worry about this. are you reloading the entire palette vram each frame? if the palette vram is not available when the hardware needs it (ie you have it unlocked for w...
by Kaiser
Thu May 03, 2012 4:40 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120437

Re: Doom64 DS

Hard to tell without something to look at, but are you compensating for the texture addresses starting at vram_a vs vram_c on alternating frames? In regards to framerate, are you scaling the textures each frame or loading from disk each frame? 5 fps is really slow adding a vblank wait would not mak...