Frame Timing

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Re: Frame Timing

Postby Ian » Tue Jun 07, 2016 3:30 pm

Goes something like this ..

rendered frame
invalidated 1024 1024 512 128
rendered frame
invalidated 1024 1152 512 128
rendered frame
rendered frame
rendered frame
rendered frame
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rendered frame
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rendered frame
rendered frame
invalidated 1024 0 512 128
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invalidated 1024 128 512 128
rendered frame
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invalidated 1024 1024 512 128
rendered frame
invalidated 1024 1152 512 128
rendered frame
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invalidated 1024 0 512 128
rendered frame
invalidated 1024 128 512 128
rendered frame
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rendered frame
rendered frame
rendered frame
invalidated 1024 1024 512 128
rendered frame
invalidated 1024 1152 512 128
rendered frame
rendered frame
rendered frame
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invalidated 1024 0 512 128
rendered frame
invalidated 1024 128 512 128
rendered frame
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So at most, 1 texture per frame.
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Re: Frame Timing

Postby Ian » Tue Jun 07, 2016 3:42 pm

Okay, last piece of info
The videos textures are 512x256.

Image

So it should look like this

rendered frame
invalidated 1024 1024 512 128
invalidated 1024 1152 512 128
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
rendered frame
invalidated 1024 0 512 128
invalidated 1024 128 512 128

.. etc
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Re: Frame Timing

Postby nuexzz.. » Tue Jun 07, 2016 6:41 pm

ho this reminds me of the replacement texture :cry: . add please do so with custom packs fun! :roll:
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Re: Frame Timing

Postby Bart » Tue Jun 07, 2016 7:05 pm

So there should be two textures uploaded per frame. This is very interesting and could very well lead to an important discovery. Unfortunately, I might not have time to look into it until later this week. It'll take some effort but if I can home in on the code that actually loads up the textures in sequence, it should be very informative. I'll bet it waits for some number of frames and then loads up the next two textures. It almost certainly expects an interrupt after each upload...
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Re: Frame Timing

Postby Ian » Fri Jun 10, 2016 3:19 am

So there should be two textures uploaded per frame.


I think so :) I don't see any kind of tearing on the real hardware.
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Re: Frame Timing

Postby Joaquim Gonçalves » Fri Jun 10, 2016 6:09 am

That Scud Race Plus Video need to be fixed, it just cut it self in the middle. Maybe is the one causes the problems on the speed.
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Re: Frame Timing

Postby Shekel » Fri Jun 10, 2016 6:48 pm

Jiterdomer left an interesting comment on a YouTube video:

"This intro was actually taken from "Supercars" that eventually evolved into Scud Race."
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Re: Frame Timing

Postby Bart » Sun Jun 12, 2016 7:05 pm

I just took a look at this FMV sequence. It's a pretty complex piece of code. Will take me a while to figure out, unfortunately. It's not a simple loop with one level of stack depth but unfortunately a lot more convoluted than that. I think I've located where the main bit of code is, though, and now I need to work my way out and understand where the actual top-level loop is.
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Re: Frame Timing

Postby Ian » Mon Jun 13, 2016 2:53 am

Maybe the textures are compressed or something in memory
I noticed the emulation CPU speed makes a big differences to the frame rate of the video
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Re: Frame Timing

Postby Bart » Mon Jun 13, 2016 1:36 pm

That seems to be exactly what it's doing.
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