This is better than that.
Here are my email transcriptions with Marcus Comstedt
Code:
"scherzox" <[email protected]> writes:
>> Hi, I'm Scherzo of Super Famicast. I talked to you quite a while back
>> about coding tips, DreamSNES status, and the possibility that I could
>> integrate some of what you've done with DreamSNES into Super Famicast.
>> You said you would talk with the rest of the team regarding this. I
>> was just wondering if you guys have considered it. If the answer is
>> no, that's fine.
Hi!
Thanks for reminding me. We discussed this and decided that the best
course of action would be to simply contribute our stuff to the
regular snes9x distro. That way anyone can use it just like the other
snes9x code.
We are in the process of commiting the code to the snes9x CVS, but
this will take some time as there is a bit of cleanup needed.
I can send you the CPU core right away if you like. Is there any
other part you were immediately interrested in?
// Marcus
Scherzo <[email protected]> writes:
>> Interesting. So you'll be merging in your sh4 cpu core and other sh4
>> specific code into the official snes9x code just in case someone,
>> besides us DC devers, needs to compile for that platorm? Pretty cool.
Yeah. Only the CPU core (and SA1) is SH4 specific, the other stuff is
written in C(++).
>> Yes, it would be great if I could get my hands on the cpu core before
>> you commit those changes.
Ok, I'm attaching it to this mail.
>> Also, if you have written any optimized sh4
>> routines for the functionality in gfx.cpp and it's related files, the
>> tile and sprite renderering routines, that would be nice too.
Nope, there we basically use the original C++ code as it is. Except
that we #ifdef out the parts that aren't used to avoid some runtime
checks.
I did a bugfix to the original sprite renderer (which dealt with
sprites in high-res mode, you could only see the bug in Tokimeki
Memorial's menu screen), but no optimizations that I can remember.
// Marcus
Again, thanks a lot. I really can't wait to try this out when I get home tonight. Do you think I'll have many problems dropping this into the 1.42 source tree that I've been using for Super Famicast? Do you know of any global functions or variables that have been added since 1.42 that is referenced in the code you provided? Of course, I'll find out when I get home and try it out, but I'd thought I'd just ask.
- Scherzo
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