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by Vanfanel
Wed Feb 06, 2013 1:52 pm
Forum: Gaming
Topic: Cannonball - The Enhanced OutRun Engine
Replies: 3
Views: 2204

Re: Cannonball - The Enhanced OutRun Engine

Don't waste time optimizing the engine itself. SDL backend is the main concern: -Software blitting is what kills everey emulator and native engine on the Pi. -Software scaling is very CPU intensive, too. You can try my native dispmanx backend instead. It will run way faster than the lame, slow Xorg ...
by Vanfanel
Tue Feb 05, 2013 8:49 am
Forum: Gaming
Topic: Cannonball - The Enhanced OutRun Engine
Replies: 3
Views: 2204

Re: Cannonball - The Enhanced OutRun Engine

Great, thanks for the instructions and video. However, I see running this (incredible) piece of reimplementation in the lame Xorg causes some serious slowdown. Why not running it on the framebuffer console? It's sad seeing this great game, on the Pi natively at last, running that bad.
by Vanfanel
Sun Jan 27, 2013 2:18 pm
Forum: Gaming
Topic: Bypass Boot to Execute Game?
Replies: 4
Views: 959

Re: Bypass Boot to Execute Game?

disable swapping, network interfaces initialization... take a look in /etc/init.d, there must be other scripts you don't need :)
by Vanfanel
Sat Jan 26, 2013 10:39 pm
Forum: Gaming
Topic: Bypass Boot to Execute Game?
Replies: 4
Views: 959

Re: Bypass Boot to Execute Game?

You can use the raspi-config utility to disable booting into the (crappy) Xorg. Then you can list the scripts being run at boot, wich are in /etc/init.d and tear down anything you don't need: rsyslog, x11-common, ssh, ntfs, network services, etc... You can get a pretty fast boot without any unused s...
by Vanfanel
Sat Jan 26, 2013 1:55 pm
Forum: Gaming
Topic: Atari800 port with native GLES2 rendering.
Replies: 52
Views: 20990

Re: Atari800 port with native GLES2 rendering.

Thanks A LOT for the explanations, Andrey! And for the source to experiment and learn from! :D
I'm sure I will come back to ask some questions...
by Vanfanel
Fri Jan 25, 2013 12:45 pm
Forum: Gaming
Topic: Atari800 port with native GLES2 rendering.
Replies: 52
Views: 20990

Re: Atari800 port with native GLES2 rendering.

Now... is it possible for you (one of these days) to give us a little and general guideline about rendering the video output onto a GLES surface Agree with Vanfanel, this opens the can of worms I totally agree with my compañero sevillano here, the real porting revolution starts the moment you share...
by Vanfanel
Fri Jan 25, 2013 10:18 am
Forum: Gaming
Topic: Atari800 port with native GLES2 rendering.
Replies: 52
Views: 20990

Re: Atari800 port with native GLES2 rendering.

I was playing Boulder Dash yesterday with Atari800. Indeed, this is what I call perfection: -The Menu is keyboard-driven, integrated in the emulator and accessed via F1, it has every option at hand! Remember how important it is on the Rpi. X on the Pi is irritatingly slow, so no emulator should be u...
by Vanfanel
Thu Jan 24, 2013 3:38 pm
Forum: Gaming
Topic: Atari800 port with native GLES2 rendering.
Replies: 52
Views: 20990

Re: Atari800 port with native GLES2 rendering.

@whelsy, I appreciate your work but this Atari800 port is vastly superior to your Atari++ port. Rpi hardware can, via dispmanx or GLES, upscale any resolution to fullscreen 1920x1080 (for example). Any raster graphics-based game/emulator can be upscaled this way: the final image is hardware-scaled t...
by Vanfanel
Thu Jan 24, 2013 10:07 am
Forum: Gaming
Topic: Atari800 port with native GLES2 rendering.
Replies: 52
Views: 20990

Re: Atari800 port with native GLES2 rendering.

Awesome work, Andrey! This, precisely THIS is the kind of work we need to improve gaming on the Pi!! I will test as soon as I can! (I just hope "Alternate Reality : The City" doesn't suck me in like last time and I end losing months of real life thanks to that game!) Any chance of seeing the GLES ba...
by Vanfanel
Fri Jan 18, 2013 12:43 am
Forum: Gaming
Topic: Doom
Replies: 12
Views: 2484

Re: Doom

I use prboom-plus on raspbian.
You can just "sudo apt-get install prboom", but it will install an old version.
I recommend you to compile from sources, it's dead easy.
by Vanfanel
Thu Dec 27, 2012 9:56 am
Forum: Gaming
Topic: Street Of Rage Remake
Replies: 43
Views: 13265

Re: Street Of Rage Remake

No sources = no port.
by Vanfanel
Sun Dec 16, 2012 3:33 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@ghans: I don't think libSDL people would be interested in my humble work,as they are about to release SDL 2.0 wich has a GLES and (hopefully) can simulate blitting by using hardware blending thechniques. Anyway, I saw there was need for accelerated scaling in current SDL 1.2.X since I was ashamed w...
by Vanfanel
Sat Dec 15, 2012 3:10 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Mequa: I'm thinking about using GLES on the dispmanx SDL backend for the same purpose.

@recliq: I believe it can be done, yes, but for now (until I get some kind of accelerated blitting, wich is top priority now) you can boot your Pi in a 4:3 mode and disable 16:9 stretching on your monitor.
by Vanfanel
Sat Dec 15, 2012 11:16 am
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

Mequa: Demos are running at 30FPS after removing the FPS adjustment delay you posted.
I'm not diving into the code and there could be multiple causes to this, but maybe it's expected after all, isn't it?
by Vanfanel
Fri Dec 14, 2012 3:50 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Shawty: right, sir! :)
by Vanfanel
Fri Dec 14, 2012 3:06 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Mequa: The Raspbian makefile has a missing library route. Complete LDFLAGS line would be: LDFLAGS=-L/opt/vc/lib -lSDLmain -lSDL -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf -lEGL -lGLESv2 Without the additional -L/opt/vc/lib, it would compile but linker couldn't find the EGL and GLES libs. Runs fine...
by Vanfanel
Wed Dec 12, 2012 11:14 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

I'm trying to build this XAMOS, but I get
GameEngineWrapper.h:31:35: fatal error: boost/unordered_map.hpp: No such file or directory
What lib do I have to apt-get in raspbian? There seems to be a lot of this boost lib stuff.
by Vanfanel
Wed Dec 12, 2012 4:54 pm
Forum: C/C++
Topic: gcc and armhf binaries
Replies: 2
Views: 2920

Re: gcc and armhf binaries

Thanks, plugwash :)
by Vanfanel
Tue Dec 11, 2012 2:44 pm
Forum: C/C++
Topic: gcc and armhf binaries
Replies: 2
Views: 2920

gcc and armhf binaries

Hi there, Sorry for the newbie question but, would g++ produce arm-hardfloat binaries automatically in latest debian wheezy if I don't specify any compiler options? (no "-march=armv6 -mfpu=vfp -mfloat-abi=hard" or anything). g++ -v seems to suggest it's configured with these options: [email protected] ...
by Vanfanel
Tue Dec 11, 2012 11:39 am
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Mequa: This dispmanx backend has a blocking SDL_Flip() implementation, so if your application is waiting in each frame to keep a given speed, then you would be losing frames because you would be issuing buffer swap (in the SDL_Flip() function) too late, and changes won't take place until the next v...
by Vanfanel
Mon Dec 10, 2012 11:17 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

Ok, Mequa, this is how I would initialize the audio & video systems (I believe using EVERYTHING was causing the early exit error): #define SCREEN_HEIGHT 200 #define SCREEN_BPP 0 int main (void){ TTF_Font *font; // Initialize all SDL subsystems: if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { pr...
by Vanfanel
Mon Dec 10, 2012 5:06 pm
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Mequa: If I understood you well, you're trying to make it work from an X console, right?
If that's the case, it won't work. Could you test it without X, please?
by Vanfanel
Mon Dec 10, 2012 2:27 pm
Forum: Gaming
Topic: Cavestory (NXEngine) fixed for Raspberry Pi
Replies: 24
Views: 8556

Re: Cavestory (NXEngine) fixed for Raspberry Pi

@s-config: I tried starting a new game and dying on the spikes several times with no lock ups at all. Have you got an idea of how to reproduce the problem? Dying on the spikes causes the ORG player to change music so this kind of error could be my fault, but I can't reproduce it.
by Vanfanel
Mon Dec 10, 2012 9:24 am
Forum: Gaming
Topic: SDL 1.2 with dispmanx backend
Replies: 80
Views: 31025

Re: SDL 1.2 with dispmanx backend

@Mequa: sorry about that, I've translated initialization messages to english now. Can you pastebin your program's SDL graphics initialization code? If it's an available program I can test it myself. Are you trying to use it under X? It won't work, I believe. I don't have/want any X enviroment on the...
by Vanfanel
Mon Dec 10, 2012 9:12 am
Forum: Gaming
Topic: Halo Custom Edition
Replies: 12
Views: 5153

Re: Halo Custom Edition

Yawn...everywhere communism-socialism is tried it fails...why? what is the motivation to do better when there is no reward Yawn... simplistic analysis like this is empty and boring. I'm not discussing politics here. Just look at the Linux development model for a clean case of "motivation to do it b...

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