JetSetIlly Posted May 30, 2021 Share Posted May 30, 2021 (edited) 23 minutes ago, johnnywc said: Hi there! The game does not roll on real hardware; I'm assuming the point in the game is when the hill appears or during a transition screen wipe to another screen? Yes. About halfway through the hill stage. Quote The ARM cycle counting thing sounds very interesting; how is it done and is it something developers can use? Probably the most frustrating part of developing for the ARM is trying to speed optimize code without any true benchmark telling you whether or not the changes you've done are helping or not. ? Cycle counting is part of my emulator. It differs to Stella in that Stella executes the ARM program instantly, relative to the 6507. I've tried a different approach whereby the 6507 is stalled with NOPs like in the real hardware. Cycle counting is tricky with the ARM however so it's not perfect but it is helpful to make sure the program isn't going bezerk. I hope to get the emulation to a state where it is accurate enough for optimisation work but it's not there yet. This is the link to the README where I briefly discuss ARM emulation. https://github.com/JetSetIlly/Gopher2600#arm7tdmi-emulation (Current code supports CDFJ+ but I've not prepared a binary yet) Quote Yes, MAM is enabled in Turbo Arcade. The screen will roll without it (mostly because we need to update the entire 40x184 view screen on every frame from compressed data). MAM is enabled, but we never write to the MAM control address because Chris aka cd-w provided me with a CDFJ+ driver that has MAM enabled by support so I can save a few bytes of ROM not having to enable it in code (same for RobotWar and Gorf Arcade). Ah. Of course. I didn't think about it being enabled in the driver. Quote It is an upgraded CPU but I'm not sure what the specs are. @batari Fred would have all the info about that. Edited May 30, 2021 by JetSetIlly 1 Quote Link to comment Share on other sites More sharing options...
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