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Discuss Mikhail Tkach's InfoNES port

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criznach:
MikeT - what version of InfoNes is this built on?  I thought I'd do some profiling in visual studio to see where the inner loops spend most of their time.

cool_walking_:

--- Quote from: doc/readme.html ---InfoNES v0.97J RC1
--- End quote ---

Yes, I do have a habit of answering questions addressed to other people.

Chronon:
It's not the worst habit ever!   :)

criznach:

--- Quote from: cool_walking_ on October 15, 2007, 04:00:14 AM ---
--- Quote from: doc/readme.html ---InfoNES v0.97J RC1
--- End quote ---

Yes, I do have a habit of answering questions addressed to other people.

--- End quote ---

Thanks!  I guess I couldn't see past all the japanese in the readme...

Funny though, when I build the windows version of .97JRC1 in visual studio, it uses the cpp files.  The rockbox version uses the .c files.  I haven't checked to see if there are differences yet.

I was able to profile the windows version in VC6 and learned a few things.  The sound code eats a lot of processor time.  So I suspect that adding sound for rockbox is going to be a challenge.  Also, the K6502_Read function eats around 25-30% of the cpu just reading opcodes and parameter bytes from ROM.  The windows version runs the emulator in a separate thread.  I'm not sure how or if that would benefit rockbox, but I'll continue to look at it.

ComposerDude:
Rockboy uses one thread for both sound and graphics emulation; this is because of resource eating. On some targets, the sound is pretty good, on others it's unbearable. This is also the reason why there's an option to turn the sound off in Rockboy, and why disabling sound speeds up the game so dramatically.

I don't know what it would take to write this into InfoNES, but it would certainly make it more compatible with other supported DAPS, if my logic serves correctly.

Enjoy the day, fellow travelers,
ComposerDude

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