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Thread: M68K for DC

                  
   
  1. #201
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    Default Re: M68K for DC

    Hola - Not quite. Aside from the compatability problems, the rest of the emulator still isn't fast enough. The VDP emulator is still taking up a huge ammount of time, as is the Z80. Those need to be improved a lot before we're anywhere near full speed.

    Stef - How fast does the thing run if you disable the VDP and Z80, but leave the 68k clocked at 8MHz?

  2. #202
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    Default Re: M68K for DC

    does the atari st use the 68k too?

  3. #203
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    Default Re: M68K for DC

    As said BlackAura, unfortunatly 68k isn't all in genesis.
    The VDP engine is still really slow, Z80 isn't really fast too :-/
    We can have full speed game with frame skip set to 2 or 3... but the goal is to have full speed without any frame skip

    Yeah, Atari uses 68000...

    BlackAura> I'll test and report you results...

  4. #204

    Default Re: M68K for DC

    edit- prob fixed

  5. #205
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    Default Re: M68K for DC

    would this new core now make atari st emulation a serious possibility, ? /me looks for an sdl atari st emu

  6. #206
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    Default Re: M68K for DC

    By disabling VDP, Sound and Z80 (22 cycles by line instead of 228 ). PVR display is also disable, i have FPS from serial port :

    C68K : between 120-190 FPS with an average 141 FPS
    musashi : between 43-95 FPS with an average 63 FPS

  7. #207
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    Default Re: M68K for DC

    [quote author=Christuserloeser link=board=dcemu;num=1083323639;start=195#195 date=06/12/04 at 13:55:16]Good to see you (er or read you ) Will, we all missed you ;D[/quote]

    It does seem like I've been gone for a long time

    Anyhoot, I'm trying to get the source for GenPlus (from the link above) compiled but I'm getting too few arguments for 'pvr_txr_load_dma'. What version of KOS should I be using?

  8. #208
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    Default Re: M68K for DC

    I'm having trouble getting any kind of timing information out of my PVR-based renderer. Using KOS's built in timing functions, it's taking 4ms to submit an empty display list, and 5ms to submit a display list containing 3000 polygons. Obviously something's not right there, either in my code (why would it be waiting for 4ms?) or in the way KOS is timing it. Considering that Musashi + everything else is taking around 14ms by itself, there's no way my code is taking 4ms and not dropping down to 30FPS.

    Assuming KOS is wrong, or I've made some stupid mistake somewhere, I think it might be possible to send the display list for an actual screen out in around 3-4ms, which would leave 13ms for everything else. If c68k is taking around 7-8ms, which is what it looks like based on your results, that gives us around 5ms for the Z80 and sound code.

    That is, of course, assuming I can get the PVR-based VDP emulator working acceptably. At the moment, I'm having trouble parsing the sprite table and getting any meaningful result. Basically, I'm getting large quantities of garbage.

    Unfortunately, I don't know any way to benchmark the Z80 without the 68k, because the Z80 relies on the 68k to be able to do anything. Maybe try with the Z80 at very low clock speed and time each frame, then try with the Z80 at full speed and time each frame, then subtract one from the other...

    Also odd - I tend to get a framerate of 60-70FPS with Musashi and nothing else enabled, where you seem to be getting 60-90FPS. Very weird. I'm using Sonic 1 as a test game, compiled against KOS 1.2.0 using GCC 3.0.4

  9. #209
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    Default Re: M68K for DC

    [quote author=BlackAura link=board=dcemu;num=1083323639;start=195#207 date=06/13/04 at 18:41:01]I'm having trouble getting any kind of timing information out of my PVR-based renderer. Using KOS's built in timing functions, it's taking 4ms to submit an empty display list, and 5ms to submit a display list containing 3000 polygons. Obviously something's not right there, either in my code (why would it be waiting for 4ms?) or in the way KOS is timing it. Considering that Musashi + everything else is taking around 14ms by itself, there's no way my code is taking 4ms and not dropping down to 30FPS.[/quote]

    Maybe only the first DL sent take a minimum time, for init stuff... no other idea :-/

    Unfortunately, I don't know any way to benchmark the Z80 without the 68k, because the Z80 relies on the 68k to be able to do anything. Maybe try with the Z80 at very low clock speed and time each frame, then try with the Z80 at full speed and time each frame, then subtract one from the other...
    We can do that :
    downclock 68000 at 50 cycles by line, then overclock Z80 *a lot* (something as 3000 cycles by line), others part will be insignifiant... but first we should find a game where Z80 is always used, i think it's ok for Z80

    Also odd - I tend to get a framerate of 60-70FPS with Musashi and nothing else enabled, where you seem to be getting 60-90FPS. Very weird. I'm using Sonic 1 as a test game, compiled against KOS 1.2.0 using GCC 3.0.4
    Don't worry, i said between 43-90 FPS
    with an average 63 FPS ... and i just noticed i tested that with Castlevania Bloodline
    i guess i'll have the same result as u with Sonic 1... i compiled both core with -Os, others parts are complied with -O2 since i can't link with -Os :-/

  10. #210
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    Default Re: M68K for DC

    I could care less if its using a little frame skip of 2 if it has fullspeed with sound and saving. I doubt many people would.

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