Author Topic: tiDE Feature Requests  (Read 21379 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55882
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
Re: tiDE Feature Requests
« Reply #75 on: December 09, 2010, 12:17:21 am »
Cool. Make sure those l_calls are well optimized, unlike TI's. ;)

SirCmpwn

  • Guest
Re: tiDE Feature Requests
« Reply #76 on: December 09, 2010, 12:18:02 am »
They are as optimized as they are going to get, but they are actually slower than TI's bcall, because they do considerably more.  But they use SMC, so they are much, much faster the second time they run.
« Last Edit: December 09, 2010, 12:18:25 am by SirCmpwn »

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55882
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
Re: tiDE Feature Requests
« Reply #77 on: December 09, 2010, 01:05:22 am »
Slower? O.O

But will there at least be some much faster routines that will be practical in game dev like sprites or will it be like Bitmap in Axe? If it's too slow, maybe people will just continue writing their own routines. :(

You mention that SMC will make them faster the second time they run, though. Could you elaborate more on this?

Offline jnesselr

  • King Graphmastur
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2270
  • Rating: +81/-20
  • TAO == epic
    • View Profile
Re: tiDE Feature Requests
« Reply #78 on: December 09, 2010, 07:09:35 am »
Slower? O.O

But will there at least be some much faster routines that will be practical in game dev like sprites or will it be like Bitmap in Axe? If it's too slow, maybe people will just continue writing their own routines. :(

You mention that SMC will make them faster the second time they run, though. Could you elaborate more on this?
IIRC, each program is designed to work starting at $0000, or the very first memory location, and all subsequent data is based off of this instead of $9D95 like in TIOS.  So, what Sir is doing, is finding the offset when the program is first run, and changing all the addresses to suite.  That's why it's slower the first time, but much faster other times.

What I want to know, though, is how SirCmpwn managed to do multithreading with l_calls that do SMC.

SirCmpwn

  • Guest
Re: tiDE Feature Requests
« Reply #79 on: December 09, 2010, 08:51:20 am »
lcalls are library calls, and they are used to call routines inside of libraries.  kcalls are internal calls, used to call routines inside of your program.  lcall is considerably slower than kcall or bcall (TIOS), because it has to look up the library, which should already be loaded in RAM, and use SMC to fix the address before returning with all original registers intact.

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55882
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
Re: tiDE Feature Requests
« Reply #80 on: December 09, 2010, 09:47:02 am »
Ah, I see then, so for immediate speed it's best to use kcall or write your own routine, then?

Offline LordConiupiter

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 339
  • Rating: +3/-0
  • Just one of the thousands of Axe-fans...
    • View Profile
Re: tiDE Feature Requests
« Reply #81 on: December 09, 2010, 11:27:08 am »
couldn't you pre-write the program when copying to RAM, when it's started? Then you could write the location of the loaded lcall in stead of the lcall ASM code in ARC.
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

SirCmpwn

  • Guest
Re: tiDE Feature Requests
« Reply #82 on: December 09, 2010, 06:46:35 pm »
LordConiupiter, not easily.  There would be issues with that, files would be bigger, and it would be more of an inconvenience on the programmer.  It really isn't that slow, user's won't notice a different.  And after the first time, it is the same speed as a regular call.

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55882
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
Re: tiDE Feature Requests
« Reply #83 on: December 09, 2010, 07:12:12 pm »
Ah, right, it shouldn't be too bad, then. I was worried for example that a tilemapper lcall (just an example) would take half a second or something the first time. :P

SirCmpwn

  • Guest
Re: tiDE Feature Requests
« Reply #84 on: December 09, 2010, 07:12:59 pm »
Oh no, not at all :P

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: tiDE Feature Requests
« Reply #85 on: December 10, 2010, 10:10:23 am »
Idea for tiDE:

HEX Sprite Generator?  Probably already planned, but just checking :D

SirCmpwn

  • Guest
Re: tiDE Feature Requests
« Reply #86 on: December 10, 2010, 04:41:22 pm »
Planned, implemented in another project.  I'll just pull in the source code.
And if you have feature requests, you *are* on the team, why not just add them yourself? ;)

Offline LordConiupiter

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 339
  • Rating: +3/-0
  • Just one of the thousands of Axe-fans...
    • View Profile
Re: tiDE Feature Requests
« Reply #87 on: December 10, 2010, 05:32:39 pm »
LordConiupiter, not easily.  There would be issues with that, files would be bigger, and it would be more of an inconvenience on the programmer.  It really isn't that slow, user's won't notice a different.  And after the first time, it is the same speed as a regular call.
OK, I was just worries about the same thing DJ was worried about, but when it doesn't take that long, it's not necessary to do very difficult things.
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: tiDE Feature Requests
« Reply #88 on: December 10, 2010, 05:33:37 pm »
Planned, implemented in another project.  I'll just pull in the source code.
And if you have feature requests, you *are* on the team, why not just add them yourself? ;)

Yes, or e-mail you if they are hard to do by me.

I am working on something at the moment, since you're not gonna program much in the next times