Originally posted by Reinhart@Fri, 2006-03-31 @ 06:54 PM
The ability to handle lots of sprite without bothering with memory management ...
[post=145387]Quoted post[/post]
register unsigned int StackPtr asm ("r15") = 0x6004000;
register unsigned int StackPtr asm ("r15") = 0x6004000;
"volatile" helps here too.Originally posted by Rockin'-B@Mon, 2006-04-03 @ 01:32 PM
Doing this in a function:
Code:register unsigned int StackPtr asm ("r15") = 0x6004000;
Is optimized away.
If your entry point isn't called "start" you can specify it on the linker command line using the "-e" switch. That may help.But I still have some assembler startup code (modified from Charles and the like), but still the file isn't even linked by the linker. You know this code isn't referenced elsewhere(since it's executed first), so that might be a reason. But when I tried to do it in a C file (with section attribute), it was linked.
Could it be that the C file includes other stuff which is referenced, but the SGL_CRT0.S does not?
Originally posted by antime+Mon, 2006-04-03 @ 05:29 PM-->QUOTE(antime @ Mon, 2006-04-03 @ 05:29 PM)"volatile" helps here too.
[post=145451]Quoted post[/post]
[/b]
@Mon, 2006-04-03 @ 05:29 PM
If your entry point isn't called "start" you can specify it on the linker command line using the "-e" switch. That may help.
[post=145451]Quoted post[/post]
Originally posted by Rockin'-B@Mon, 2006-04-03 @ 08:16 PM
Remaining probs are the wrong text problem (I could narrow the reason a bit, maybe it's gone, now) and some apps exit to multiplayer now.
[post=145453]Quoted post[/post]
That speed change doesn't affect the memory speed, does it?Though, the speed increase with higher clock is only about 7 percent, instead of 10 percent expected (anyone guess why?).
Originally posted by ExCyber@Tue, 2006-04-04 @ 04:34 PM
That speed change doesn't affect the memory speed, does it?
[post=145467]Quoted post[/post]
Originally posted by Rockin'-B@Tue, 2006-04-04 @ 04:45 PM
Though, the speed increase with higher clock is only about 7 percent, instead of 10 percent expected (anyone guess why?). And I'm having some garbage on the right screen side, where the 32 additional pixel per line appear.
Originally posted by vbt@Thu, 2006-04-06 @ 07:18 PM
Have a look at this function :
SPR_SetEraseData( 0x0000, 8-1, 0, 352-1, 224-1 );
[post=145527]Quoted post[/post]