The default emu_debug_alloc_size is 8MiB. It prints a message "[Zehn] emu_debug_alloc_size too small!" if the executable needs more.
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Show posts MenuQuote from: gameblabla on April 22, 2016, 02:45:25 AM
Mame for TI Nspire, you want it ?
It's yours my friend, as long as you debug it with GDB !
TNS file
Github repo
Trying to port Wolf4SDL and guess what ? Crashes.
Crashes before the application even starts...
Same thing for MAME apparently.
Quote from: catastropher on April 20, 2016, 04:35:07 PMMaybe, but I'd expect that mipmapping might slow it down.Quote from: Vogtinator on April 19, 2016, 04:16:59 PMThanks for the suggestion! I actually didn't realize the Nspire has cache... oops haha I've changed my texture format to be indexes into a color table (8 bits, 4 bits, or 1 bit). Hopefully that'll increase the chance of a texture fitting in cache! I may also implement mipmapping and reduce the resolution of the textures (right now I'm using 128x128... perhaps 64x64 or 32x32 will work better).
I experimented a bit with nGL and found that the caches (I and D) are your biggest friends and enemys. Especially on the Nspire, RAM is horribly slow, so huge tables will cause more slowdowns than speedups. Still: Do many benchmarks and profile everything!
QuoteAre there instructions for the emulator somewhere? I never could get it to work for some reason so I've been testing on the real device.https://github.com/nspire-emus/firebird/wiki/First-Time-Setup
QuoteAlso, how would I go about profiling things?Either manually by putting some output into your code or by running it through a profiler such as gprof or valgrind's cachegrind on x86 or ARM.
Quote from: catastropher on April 19, 2016, 03:42:18 PMI experimented a bit with nGL and found that the caches (I and D) are your biggest friends and enemys. Especially on the Nspire, RAM is horribly slow, so huge tables will cause more slowdowns than speedups. Still: Do many benchmarks and profile everything!Quote from: Vogtinator on April 19, 2016, 03:10:11 PMIndeed it is! I actually got lighting/dithering to work faster than texture mapping for colored walls. The tricky part is getting that to work with textures. Luckily, I think I've found a solution that involves several huge color tables haha
Gouraud shading is using interpolated vertex normals for lighting, isn't it? If so, definitely awesome!
QuoteRight now, my biggest bottleneck is that I'm doing perspective-correct texture mapping for every pixel. I'll likely do what Descent did and only do it once every 16 or 32 pixels. Curse you ARM for not having a division instruction!
Quote from: catastropher on April 19, 2016, 04:34:21 AMQuote from: Vogtinator on April 19, 2016, 04:24:58 AMhaha While I can't do either of those things, I have figured out a way to do gouraud shading with textures at a very low cost... hopefully I'll add that in once I get it fast enough!
That looks great! Now add shadows and ambient occlusion to make it look even better
QuoteFor anyone who's interested in a bit of eye-candy (hopefully it'll look a bit familiar):That looks great! Now add shadows and ambient occlusion to make it look even better
QuoteLol, imagine if Nspire C had linking capabilitiesIt has: https://hackspire.unsads.com/index.php/Syscalls#NavNet
Quoteand someone made a game that had a quadruple screen mode that allowed one to use 4 TI-Nspires as one large screen. It would be akward XD*awesome!
Quote from: Adriweb on March 26, 2016, 12:07:16 AM
It's been talked about on TI-Planet and, well, the Ndless repo (see the recent commits) along with several Ndless programs that got updated for it
QuoteThanks, I got rid of the last "cannot find". Two more to goRun "git reset --hard; git pull" and then "make clean; make" in the repository.
No, actually, only one. The -lnspireio one was fixed too with a make in the ndless-sdk/thirdparty folder.
Quote from: Hayleia on March 13, 2016, 12:23:48 PM
I'm trying to compile Jetpack Impossible (to then make it compatible with the CR4 models) but I see this when I try.
make
nspire-gcc -Wall -W -marm -Os -c Jetpack.c -o Jetpack.o
mkdir -p .
nspire-ld Jetpack.o -o JetpackImpossible.elf
arm-none-eabi-ld: cannot find -lnspireio
arm-none-eabi-ld: cannot find -lndls
arm-none-eabi-ld: cannot find -lsyscalls
collect2: erreur: ld a retourné 1 code d'état d'exécution
Makefile:39 : la recette pour la cible « JetpackImpossible.elf » a échouée
make: *** [JetpackImpossible.elf] Erreur 1
No idea what I have to do.
Plus, I already had to change something in os.h to get to this point. It was looking for syscall-decl.h but it doesn't exist, so I replaced it with syscall-list.h. Not sure if I was supposed to do that.
Quote from: DJ Omnimaga on March 13, 2016, 10:09:03 PMQuote from: Vogtinator on March 13, 2016, 11:06:55 AMWhat about nDoom, Crafti and gp-SP?
I can't say how the difference is as I do not have a HW-W calc, but gbc4nspire is definitely usable: https://github.com/ndless-nspire/Ndless/issues/26
Quote from: Adriweb on March 10, 2016, 06:47:25 PM
Edit: technically, kArmTI isn't outdated, since IIRC it's based on the latest nspire_emu (which is old but doesn't get new versions since Firebird is its logical successor) and gets updated from time to time... But yeah, its emulation accuracy is not as good as Firebird.
Quote from: Jean-Baptiste Boric on March 08, 2016, 02:16:57 PM
I used that page as a starting point, but I've done my reverse-engineering with only arm-none-eabi-objdump since I don't have IDA. I've requested an account, now waiting for the email.
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