Search found 2 matches

by Xvoid6f
Thu Jul 21, 2005 4:31 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 52972

sceGu

Correct me if I am wrong. I have not looked at the source code to the new gu blit backend. But, if the blit was implemented using palettized 8-bit textures, each texture being an 8x8 tile, and rendering the tilemaps on screen as such--wouldn't this run at far beyond 60 fps? I've seen the snes9x gu b...
by Xvoid6f
Sun Jul 03, 2005 12:22 pm
Forum: PSP Development
Topic: PSP Video Memory Bandwidth
Replies: 12
Views: 6287

I have tried this sample. I see that the example is using "pixels" which is presumably in main ram. You have posted benchmarks of blitting from vram -> vram. How do you set this up? Can we specify a relocatable section, and maybe have "pixels" mapped to somewhere in vram?