Go Back   Project64 Forums > Search Forums

Showing results 1 to 25 of 452
Search took 0.01 seconds.
Search: Posts Made By: MarathonMan
Forum: Open Discussion 30th August 2014, 02:28 AM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
Point taken. Still bothers me to all hell I...

Point taken.

Still bothers me to all hell I can't convince you of anything regardless of how much evidence I supply without getting lip, so regardless of the fact that I feel like I could respond...
Forum: Open Discussion 29th August 2014, 11:38 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
**** 0000000000004460 <do_abs>: ...

****

0000000000004460 <do_abs>:
4460: 31 c0 xor %eax,%eax
4462: 66 0f 1f 44 00 00 nopw 0x0(%rax,%rax,1)
4468: 0f b7 0c 02 movzwl...
Forum: Open Discussion 29th August 2014, 11:37 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
Factually speaking, you accused me of deceiving...

Factually speaking, you accused me of deceiving RPGMaster, and again did it in the last post post. That comment was made high in the post due to the fact that our two functions, do_abs and RSP_VABS,...
Forum: Open Discussion 29th August 2014, 06:01 AM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
First off, sue me for pasting my the entirety of...

First off, sue me for pasting my the entirety of my do_abs function without the ret. It's the same thing, only I had the freedom of passing through xmm registers as you later said.

EDIT:...
Forum: Open Discussion 29th August 2014, 02:15 AM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
Those are just AVX versions of SSSE3 instructions...

Those are just AVX versions of SSSE3 instructions (hence the V prefix).
http://msdn.microsoft.com/fr-fr/library/bb514028(v=vs.90).aspx

The SSSE3 instructions are actually a byte smaller a piece...
Forum: Open Discussion 29th August 2014, 01:47 AM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
For vectorization, yes. I've only really studied...

For vectorization, yes. I've only really studied Clang in this regard, since gcc's intermediate output is sorcery, but Clang, at least, trips all over code generation when it comes to vectorization....
Forum: Open Discussion 26th August 2014, 02:13 PM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
The multiplies and whatnot from SSE4 do help, he...

The multiplies and whatnot from SSE4 do help, he just doesn't want to use them for whatever reason. I used the 32x32 multiplies from SSE4 in both RSP and RDP plugins.

Whether it's because he...
Forum: Open Discussion 25th August 2014, 06:26 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
order needs to be a compile time constant; a...

order needs to be a compile time constant; a const int type may not suffice. To prevent issues, I'd just use either a macro or a immediate value. You might be able to get away with a little more, you...
Forum: Open Discussion 23rd August 2014, 02:05 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
Can you paste your code somewhere public? ...

Can you paste your code somewhere public?

AFAIK, there's no really pretty way to do SMC in C. A couple months ago, I wrote a library hoping to use dynamic codegen for CEN64, but couldn't figure...
Forum: Open Discussion 22nd August 2014, 12:41 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
If you get some results on this, I'd be...

If you get some results on this, I'd be interested in hearing how it goes. I've always wondered how SMC code is handled in modern x86 pipelines due to the fact that, as you probably know, the ISA...
Forum: Open Discussion 11th August 2014, 03:26 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Regardless of the OpenGL standard you wish to...

Regardless of the OpenGL standard you wish to target, can't you just generate textures for each frame and render them to a quad? This is what I did for the initial version of the VI rendering system...
Forum: Open Discussion 19th July 2014, 05:45 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
The plugin is certainly a step in the right...

The plugin is certainly a step in the right direction, but is definitely not a means of be-all-end-all N64 emulation woes.



It's not well-documented that any wgl* functions have to be executed...
Forum: Open Discussion 9th July 2014, 06:56 PM
Replies: 182
Views: 33,344
Posted By MarathonMan
I'm not very good at English, just C. What I...

I'm not very good at English, just C. What I meant was JD's/angrylion's (and, by extension, CEN64's), had a separate memcpy for every different type of RDP instruction. You can hoist up the memcpy...
Forum: Open Discussion 9th July 2014, 02:19 PM
Replies: 182
Views: 33,344
Posted By MarathonMan
The CEN64 plugin is mostly constrained by the...

The CEN64 plugin is mostly constrained by the RSP/VR4300 simulation.



I've told Mr. Cat my views on this before. The SSE in CEN64 isn't all that optimized because it's constantly pulling values...
Forum: Open Discussion 3rd July 2014, 12:21 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Thank you. I've been trying to understand all...

Thank you. I've been trying to understand all that for awhile and that was a great concise write-up.



marshallh/retroactive is designing a HDMI converter that attaches directly to the RCP pins,...
Forum: Open Discussion 2nd July 2014, 03:59 PM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
A couple posts back, when somebody posted the TV...

A couple posts back, when somebody posted the TV capture image, the hues on the two images were vastly different. Was that just capture card related, or :confused:
...
Forum: Open Discussion 2nd July 2014, 03:39 PM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Agree. The RDP just generates framebuffers of...

Agree. The RDP just generates framebuffers of arbitary dimensions and the VI scales them accordingly. Heck, even the CPU can just render images of whatever size it wants and tell the VI to output...
Forum: Open Discussion 23rd June 2014, 01:43 PM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
I've been curious about this. As you know, I've...

I've been curious about this. As you know, I've been using OpenGL and using the canned scaling methods (currently NN, but perhaps I should switch to bilinear?). Do you know which algorithm the VI...
Forum: Open Discussion 27th May 2014, 12:42 PM
Replies: 1,290
Views: 511,622
Posted By MarathonMan
FWIW, I saw a ~5%+ speed boost across all ROMs,...

FWIW, I saw a ~5%+ speed boost across all ROMs, even though I only "trained" the binary with PGO using one specific ROM. It's easy enough to do with gcc that it can't hurt to try, and I'll be...
Forum: Open Discussion 23rd May 2014, 01:20 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Be aware that the vertex/shader model in newer...

Be aware that the vertex/shader model in newer OpenGLs has completely replaced the fixed-pipeline model of 1.x... The vertex/shader model will yield significantly more performance for things like...
Forum: Open Discussion 20th May 2014, 08:35 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Wasn't one of the biggest reasons people were...

Wasn't one of the biggest reasons people were screaming "open-source" was because the community could fix things?

AFAIK, nobody's done anything with PJ64 outside of fruit edition, which... well....
Forum: Open Discussion 20th May 2014, 03:20 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
At least for PJ64: 1.6 was a team-effort. 1.7,...

At least for PJ64: 1.6 was a team-effort. 1.7, 2.x+, etc. are all a single-handed effort on zilmar's part. Given that only one person is doing the grunt of the work, the community is less active in...
Forum: Open Discussion 20th May 2014, 12:32 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
I've written about my thoughts on this before....

I've written about my thoughts on this before. I'm a firm believer that the plugin-based systems of N64 emulators led to the death of N64 development.

People always end up getting so pissed off at...
Forum: Open Discussion 8th May 2014, 04:15 PM
Replies: 2
Views: 1,508
Posted By MarathonMan
http://1.media.dorkly.cvcdn.com/96/34/b9a0250cb093...

http://1.media.dorkly.cvcdn.com/96/34/b9a0250cb09356db4ca1d664c7959f18-navi-the-legend-of-zelda-ocarina-of-time.jpg
Forum: Open Discussion 23rd April 2014, 09:22 AM
Replies: 1,804
Views: 522,382
Posted By MarathonMan
Maybe, but a lot of people seem to have the same...

Maybe, but a lot of people seem to have the same opinion as I.

MSDN:



AMD: http://i50.tinypic.com/oua4qb.png
Showing results 1 to 25 of 452

 
Forum Jump

All times are GMT. The time now is 08:09 AM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.