0 Members and 3 Guests are viewing this topic.
I've been working on nKaruga since quite some time now, and although it's reasonably fast on monochrome TI-Nspires, it's accurately twice as slow on color calcs, although it's the same code running and that the monochrome screen is being configured in 16-bits mode by the game.
│16:22:32 &aeTIos | void set_display_buffer(void* buffer) │ │16:22:32 &aeTIos | { *(volatile void**)0xC0000010 = buffer; │ │16:22:32 &aeTIos | } │ │16:22:32 &aeTIos | void update_at_vblank() │ │16:22:32 &aeTIos | { while((*(volatile unsigned*)0xC0000020 & 4) == 0) { } *(volatile unsigned*)0xC0000028 = 4; set_display_buffer(nspire_displayed_screen); │ │16:22:41 &aeTIos | }
So you don't handle those different LCDs differently? Using the monochrome LCD in 16bpp mode like a color one looks awful.
I've run a few tests and I'm fairly sure it's n2DLibs sprite drawing function.
I already did test IkarugaX for you, and the time-to-scroll-sprite-over-screen time is almost the same, namely 06:55 seconds. When I take away the fullscreen pic on the background, it's suddenly three times as fast: 01:91 seconds.
Well matref and pierrot already tried to that but for some reason it was slow too -.-
Also, I have no color calc to test, only monochrome.