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Thread: M68K for DC

                  
   
  1. #181
    DCEmu Coder GPF's Avatar
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    Default Re: M68K for DC

    quick update I was able to compile the c68kexec.c file with -O3 since the machine here at work has 512mb(lot faster too)

    also here is the error I get if I try to compile ym2612.c with an optimzation greater than -O1

    Code:
    make.exe -f "c:\Dev-Cpp\Examples\Dreamcast\Genesis Plus DC\Makefile.win" out/ym2612.o
    sh-elf-gcc.exe -fno-builtin -fno-strict-aliasing -fomit-frame-pointer -fno-optimize-sibling-calls -fno-exceptions -O3 -ml -m4-single-only -D_arch_dreamcast -D_GENS_SOUND_ -c source/sound/ym2612.c -o out/ym2612.o -I"c:/Dev-Cpp/dcinclude" -I"include" -I"include/sound" -I"include/cpu" -I"include/m68k" -I"include/dreamcast" -I"include/c68k" -I"source/c68k"
    
    c:\DOCUME~1\DAVIST~1.ACC\LOCALS~1\Temp/ccm8baaa.s: Assembler messages:
    c:\DOCUME~1\DAVIST~1.ACC\LOCALS~1\Temp/ccm8baaa.s:7529: Error: pcrel too far
    c:\DOCUME~1\DAVIST~1.ACC\LOCALS~1\Temp/ccm8baaa.s:8764: Error: pcrel too far
    
    make.exe: *** [out/ym2612.o] Error 1
    I just can't test it at work , I tried chanka but I only have the built in intel onboard video, so I am guessing that why it crashes after I press init.

    Troy

  2. #182
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    Default Re: M68K for DC

    chanka only seems to wanna work with xp or at lest anybody that i talk to on the board with 2000pro like me just can't get it to recoginize a disk no matter what.
    I really wish I could use chanka instead of coastering cd that was supposed to work all because I had files wrong before I started the selfboot process.

  3. #183
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    Default Re: M68K for DC

    oh and keep up the hard work with cpu core. can't wait until some of the other coders can reap the benefits of all your hard work by putting in some of their hard work and politely using your core for other systems

  4. #184
    DCEmu Coder GPF's Avatar
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    Default Re: M68K for DC

    quick update I was able to compile the c68kexec.c file with -O3 since the machine here at work has 512mb(lot faster too)
    Ok the -O3 didn't seem to make much of a difference, maybe 1 frame faster.

    Stef, I sent you a PM, with the location of my GCC 3.4.0 toolchain.

    GuyMelof, yeah I only use XP. and Stef is doing an awesome job on this project. Its been years since I have played a sonic on the genesis.

    It was funny my daughter saw me playing Sonic and was wondering what it was, she loves the Sonic 1,2 and Shuffle on the dreamcast. I told her it was the game I played when I was a kid .


    Troy

  5. #185

    Default Re: M68K for DC

    Gpf- now that you got the display to work properly, do the games still run b/w 25-30 fps? Also, this is w/o sound correct?

  6. #186
    DCEmu Coder GPF's Avatar
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    Default Re: M68K for DC

    yeah based on the fps output from the dc-tool window its running around 25-30 fps with sound. I would say the avg is about 26 fps. but Sonic has a lot of sprite corruptions and really is unplayable, stef is still working on that with c68k emulation. I haven't tried anything other than sonic yet.

    Troy

  7. #187

    Default Re: M68K for DC

    [quote author=GPF link=board=dcemu;num=1083323639;start=180#183 date=06/09/04 at 18:33:37]It was funny my daughter saw me playing Sonic and was wondering what it was, she loves the Sonic 1,2 and Shuffle on the dreamcast. I told her it was the game I played when I was a kid [/quote]

    That's so sweet

    Sonic the Hedgehog 1 still has an incredible charm 8)

    Can't wait to play it on DC again with this awesome project ;D

    Chris

  8. #188
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    Default Re: M68K for DC

    magicians! you guys are fn awesome! woohoo... (bounces about in ones chair and looks strange to his cat)... yay!

  9. #189
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    Default Re: M68K for DC

    I uploaded an updated version of C68K, actually i just upload the complete Genesis Plus DC sources
    You can grab it here :
    http://gens.consolemul.com/download/GenPlus_DC.zip

    Here are the majors changes in this new version of C68K :
    - IRQ callback stuff modified.
    - Memory read / write functions prototype modified.
    - removed need of dword read / write handler.
    - MOVEM instructions fixed (sonic garbages fixed )
    - others minors tweak or changes...

    Now, the core is really close to musashi, you can really easily change from musashi to C68K.
    The only difference is that it uses FASTCALL convention...
    so if you have a function as :

    Code:
    void write_byte(unsigned int adr, unsigned int value)
    {
     Â*// write byte stuff
     Â*....
    }
    just do that instead :

    Code:
    void write_byte(unsigned int adr, unsigned int value)
    {
     Â*write_bytef(adr, value);
    }
    
    void FASTCALL write_bytef(unsigned int adr, unsigned int value)
    {
     Â*// write byte stuff
     Â*....
    }
    I tested quickly yesterday Genesis Plus DC (optimisation set to -Os for C68K and musashi and -O2 for the rest) :

    * frame skip set to 0 :
    Â*- musashi : 24 FPS
    Â*- C68K : 29 FPS (game speed too slow)

    * frame skip set to 3 :
    Â*- musashi : 11 FPS (game speed too slow)
    Â*- C68K : 15 FPS Â*(game speed ok, a bit fast maybe)

    * frame skip set to 4 :
    Â*- musashi : 8 FPS (game speed too slow, but close ok)
    Â*- C68K : 12 FPS Â*(game speed too fast)

    I'm a bit disapointed, C68K doesn't seems that fast, or maybe something else than VDP is eating CPU time (i tried to disable sound but that didn't make any difference since anyway, for some weirds reasons, the sound didn't worked during my tests :-/)

    An auto frame skip option would be great imo, i'll see what i can do about that

  10. #190
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    Default Re: M68K for DC

    I feel the need for speed. it looks like some speed ups are kicking in that's hella cool.

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