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Put the project back in its tracks (part 2)
Posted on 2008-03-18 00:00:00 |
I finally decided to base my idle loop skipper on the number of times a basic block is executed in a row: once a specific threshold is met for that value a V-Blank start (or end) interrupt is forced. It works well for Atelier Iris (runs at 45 fps+ on my computer), but it'll probably work less well on other games that have a more esoteric synchronization method. But since I'm not supporting a lot of games at the moment, I think I'll leave it as is for now.
Logically, the next part would be to fix the VU support, but I wanna do that on a demo first. That's what I'm gonna to work on tomorrow. There's also an annoying texture loading lag bug present when playing the game that kills all the pleasure of having high frame rates, but I'm gonna leave fixing that in another development (probably in the one after VU fixing). |