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Author Topic: rockdoom question  (Read 4271 times)

Offline everett1911

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rockdoom question
« on: January 06, 2010, 10:03:20 PM »
I was wondering, is there any possible way to listen to music while playing rockdoom?

because as soon as I launch rockdoom from the plugins menu, all music stops playing (aside from the radio, though it also stops when you start the game) and it's kinda annoying.

my mp3 player is a iriver h10 5gb. would it have anything to do with this?
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Offline AlexP

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Re: rockdoom question
« Reply #1 on: January 07, 2010, 03:11:06 AM »
Nope, Rockdoom requires too many resources to be able to play music at the same time.
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H140, F60, S120, e260, c240, Clip, Fuze v2, Connect, MP170, Meizu M3, Nano 1G, Android

Offline josh.e

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Re: rockdoom question
« Reply #2 on: January 09, 2010, 02:51:04 PM »
Well ummmm... what would be the stipulation to rockboy i know the reasoning for a nonexisting rockboy for gba is not enough memmory can music be ran in background of current rockboy or can we step up the RAM
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Offline torne

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Re: rockdoom question
« Reply #3 on: January 09, 2010, 04:16:01 PM »
The limiting factor is not really memory but processing power; running Rockboy stretches the CPU on almost all of the supported players to the limit (and beyond, in fact, which is why it doesn't run many games at full speed on most of them). Playing music in the background as well would need even more CPU power.

The GBA would require even more processing power; many of the targets have enough memory for it, but are far from being fast enough.
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some kind of ARM guy. ipodvideo/gigabeat-s/h120/clipv2. to save time let's assume i know everything.

Offline kkurbjun

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Re: rockdoom question
« Reply #4 on: January 11, 2010, 11:48:09 AM »
To follow on torne's response:

Rockboy does allow music to continue while playing a game on the Gigabeat F/X as long as the ROM is small enough to fit in the plugin buffer. 

Other targets do not have enough processing power for this feature.

Fullspeed GBA 'emulation' could be possible on most/all of the ARM targets since the code could partially be executed natively, but it would require writing an 'emulator' from scratch.

-Karl
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Offline saratoga

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Re: rockdoom question
« Reply #5 on: January 11, 2010, 12:33:42 PM »
Processing power and also not being able to share IRAM between the codec and plugin.
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Offline torne

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Re: rockdoom question
« Reply #6 on: January 11, 2010, 03:11:05 PM »
Quote from: kkurbjun on January 11, 2010, 11:48:09 AM
Fullspeed GBA 'emulation' could be possible on most/all of the ARM targets since the code could partially be executed natively, but it would require writing an 'emulator' from scratch.

No, not really, I'm afraid; the GBA's processor is a minor part of the problem, it's only a 16Mhz ARM7TDMI crippled by a slow 16-bit external bus with a large number of wait states. The big problem with GBA emulation is the 2D graphics hardware, which is spectacularly powerful for such a tiny system and requires the majority of the processing time when emulating it on a PC.

Using native execution of instructions gains you very little, because you'll have to stop executing them natively *very* frequently every time there is a peripheral register read/write, and this happens *constantly* because of the heavy dependence on accelerated hardware. The actual CPU is idle a lot in most games.
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some kind of ARM guy. ipodvideo/gigabeat-s/h120/clipv2. to save time let's assume i know everything.

Offline kkurbjun

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Re: rockdoom question
« Reply #7 on: January 12, 2010, 03:26:03 AM »
Quote from: saratoga on January 11, 2010, 12:33:42 PM
Processing power and also not being able to share IRAM between the codec and plugin.

:) That too, I had forgotten about that part.

Quote from: torne on January 11, 2010, 03:11:05 PM
Using native execution of instructions gains you very little, because you'll have to stop executing them natively *very* frequently every time there is a peripheral register read/write, and this happens *constantly* because of the heavy dependence on accelerated hardware. The actual CPU is idle a lot in most games.

I agree that the video emulation would take a significant amount of processor time, but the CPU is still a significant contributor in games (at least in gpsp) (http://gpsp-dev.blogspot.com/2007/04/profiling-performance_02.html). 

Igpsp was able to get 50-80% full speed at 81 MHz on the Ipods (http://ipodlinux.org/wiki/Igpsp), so with significant work on the CPU I still think it /could/ be possible to get at least some games running full-speed (probably without sound).  The effort required to do so would be tremendous though.
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Offline torne

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Re: rockdoom question
« Reply #8 on: January 12, 2010, 06:37:07 AM »
Hmm, that's interesting. A lot of games that I've looked at don't actually idle the processor, which doesn't help I guess: they sit busy-waiting on a variable which will be set by an interrupt handler. The emulator will have to emulate this because it's difficult to recognise that it's pointless. :)
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some kind of ARM guy. ipodvideo/gigabeat-s/h120/clipv2. to save time let's assume i know everything.

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