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Thread: M68K for DC

                  
   
  1. #91
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    Default Re: M68K for DC

    Ian - If you have any useful modifications you've made to GP, could you send them to me? I think I know what was wrong with the menu system from GP/DC (and how to fix it - yay!) so it might be possible to do another release fairly soon-ish (assuming I get some free time, of course).

  2. #92
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    Default Re: M68K for DC


    Sure BA i can just send the whole source to you Put a link up mostly only code hacking that kind of thing. Might be some thing usefull.

  3. #93
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    Default Re: M68K for DC

    Cool, thanks.

  4. #94
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    Default Re: M68K for DC

    Well, i've some news about C68K (a new 68k core i wrote in C, designed for speed) :

    I finally implemented all opcodes, but there are still many bugs to fix Â*:-X
    I first tested it on a PC Genesis Plus version... i implemented "on-the-fly" core switch and it worked well, i succefully played with Sonic 1, Sonic 2, Sonic 3, Aladdin ... i had to switch to musashi sometimes because of multiples bugs in C68K.

    Nice, it (almost) works on PC, what about the DC ?
    So i implemented C68K in Genesis Plus DC, but just with inlines methods using musashi or C68K depending a #define (understand by that : no "on-the-fly" core switch as PC version).... then it failed
    even with -O0 optimisation :-/

    So i did a new PC build with inlines methods instead of the complete multi core support and i got the same result on PC version... weird, i finally discovered that sonic1 (my favorite test rom) didn't work with that implementation hopefully Aladdin did work

    -> testing DC version with aladdin (arg 1.2 MB to upload instead of 350 KB for each test)...
    Â* IT WORK ! at least with optimisation set to O0, and believe me, with O0, Genesis Plus DC doesn't run very fast (about 11-12 FPS)...

    After severals tests, i discovered that -O1 optimisation level just break C68K
    but -Os does work
    unfortunatly, C68K wasn't designed for -Os optimisation, and i think it perform better with -O2 than -Os but at least i can get it to work with optimisation...

    I don' really benched C68K versus musashi on DC, but i will do it that tonight and report result here...

    For those who want to include C68K in their project just for testing purpose (remember the core is still in development), i can give a pre-compiled obj file (-Os optimisation level) with .h file and an interface which permit to use musashi or C68K depending CPU68K_USE_MUSASHI or CPU68K_USE_C68K definition... some stuff as memories handlers and interrupt callback need to be modified also, the current C68K interrupt callback is wrong, i'll redo it later as musashi one.

  5. #95
    DCEmu Coder GPF's Avatar
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    Default Re: M68K for DC

    [quote author=Stef link=board=dcemu;num=1083323639;start=90#93 date=05/24/04 at 09:52:33]testing DC version with aladdin (arg 1.2 MB to upload instead of 350 KB for each test)...[/quote]


    Just a suggestion, burn the rom to a cd and remove it from the romdisk, makes each test a lot quicker.

    Anyway sound like great progress. What compiler version are you using on the dreamcast?

    Troy

  6. #96
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    Default Re: M68K for DC

    [quote author=GPF link=board=dcemu;num=1083323639;start=90#94 date=05/24/04 at 13:29:34]Just a suggestion, burn the rom to a cd and remove it from the romdisk, makes each test a lot quicker.

    Anyway sound like great progress. What compiler version are you using on the dreamcast?[/quote]

    I guess the best thing to do is to get a BBA since even the bin file alone is really huge (more than the rom actually)

    I'm using GCC 3.0.4 and the least we can say is that SH-x CPU support is far from perfect... enabling optimisations sometime break the code.
    C68K use a tricky feature of GCC (computed label), i think it's why optimisations can easily mess up code.

    I did some tests, i have about 29 FPS with C68K where i had 24 FPS with musashi (with -Os switch), that is not really relevant about how many time C68K is faster than musashi... but that give an idea about how far we are from full speed :-/
    Of course that depend *a lot* from the game, but anyway, there is still a lot of work to do

  7. #97
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    Default Re: M68K for DC

    GPF asked the same question i would. its not that newer versions are better, but that every version after (iirc) 3.0.x has SH-4 support broken (problems with ?regression?)

    this is however really great news ;D
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  8. #98
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    Default Re: M68K for DC

    I was under the impression that the newest ones fixed the problems. No speed increase to speak of, but perhaps less likely to break code with -O2/3?

  9. #99
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    Default Re: M68K for DC

    I am using 3.4.0 gcc for my gba emulator with -O4 with no problems so far. with binutils 2.14 , only had to change the sh-elf-objcopy parameters.

    Troy

  10. #100
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    Default Re: M68K for DC

    Ah yes, was it you that mentioned you were going to compile at work? Something about it sucking up lots of memory when it compiled? Anyway, maybe Stef should give that a shot. I'm glad to see that he's been able to get it up and running, even if all the bugs haven't been ironed out.

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