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Desmume crackling audio
Desmume crackling audio











desmume crackling audio
  1. Desmume crackling audio full#
  2. Desmume crackling audio code#
  3. Desmume crackling audio plus#

Graphics calculations are way different though, and are usually reported much faster by the emulators, so I always re-profile any graphics "optimizations" on real hardware to make sure I haven't run into something that the emulator just happens to run fast.Īh yes, that was an earlier and much more crude hack. I suspect this is due to the ARM9's weird TCM cache implementation, but I really don't know what's going on. I've generally found that my physics and AI calculations are proportionally slower on real hardware than the emulator reports, by a small margin.

Desmume crackling audio full#

Go withdraw a full squad of Pikmin and see the numbers change and the framerate drop.) It's crude but effective, and keeping in mind the 550k cycle limit per frame allows me to get a rough estimate of what percentage of my frame time is taken up by a particular routine. (If you're running the game, hit Select a few times to pull this up. So, any bit of the engine I wish to time, I just surround with matching start/stop calls using the same topic, and then print the results of all the topics out to a text console on the bottom screen. I can issue a start and stop keyed on a topic, and it will measure the number of cycles between the calls. The NDS does have hardware timers, so I wrote a quick and dirty set of profiling functions. (DesMuMe is my usual emulator for quick testing, no$gba is the most hardware accurate and has an excellent debugger, but it still falls short of real hardware testing for timings.)

Desmume crackling audio code#

Since the code runs from RAM after the level is loaded, the read speed of the cart itself doesn't factor into things at all.Įmulators are generally pretty accurate at CPU timings, but other hardware timings are lacking, especially with the amount of time it takes the GPU to process certain operations. I have a real NDS unit that I test on with an R4 flashcart from time to time. Not sure if I'll end up doing anything useful with the engine once it's done (obviously I cannot do anything meaningful with a Pikmin clone due to IP reasons) but I'm enjoying just being able to push the limits of the system. It's a whole ton of fun, I'll say that much. I had to start actually profiling my code, and the recurring theme was that the bottlenecks were almost never where I thought they would be, and usually surprised me. The std::priority_queue was handling 100 or so objects really really fast, and the system was lagging badly because the drawing itself was poorly optimized and needed to be revisited. Then I actually tested the thing, and came to the (obvious?) conclusion that I had wasted a great deal of time. I was just sure this was going to be the slowest part of the draw, so I spent probably two weeks on sorting implementations alone before finally giving up and choosing a std::priority_queue just to have something that worked. Right at the start of the project I spent ages trying to come up with the fastest way to sort all of my objects back to front, to make the renderer work. Getting over 100 objects to draw, have basic physics applied to them, and perform AI in a reasonable amount of time has led to some eye opening revelations.

Desmume crackling audio plus#

Square roots are already slow on normal systems, and they're just ridiculously slow on this thing, plus you've only got something like 550k hardware cycles per frame to get everything done. All of your math ends up being done in 12.20bit fixed point. Despite supporting 3D graphics, it entirely lacks useful things like a floating point unit, or a hardware divide.

desmume crackling audio

I've been spending a great deal of time working on a game engine for a Nintendo DS unit, which is a very constrained little system.













Desmume crackling audio