Archive for the ‘Console Development Semester 2’ Category

For the past 2 weeks i have been preparing for the demo scene presentations. We were given the task to create a small demo in the language of C with restrictions to 4kb of  non-lib .data/.rodata. For this i wanted to recreate the game of life which i did in the first year in C# [...]

This week we followed on from last weeks look at floating points. We look more in depth with how they are represented Binary floating point is setup with (Sign) Mantissa x Base ^ Exponent for example 9.3¹º x 10 ^ 6 miles IEEE 754 standard This is set out like (-1)S x (1+F) x 2(E [...]

This week we learnt about floating point numbers. We took a step back and looked at the maths and different types of numbers.  Looking at Unsigned binary integers with 8 bits up to 256 patterns ranging from 0..255. 16 bits up to 65,536, 32 bit with up to 4 billion patterns. Signed binary integers take [...]

Following on from last week we carried on using proDB to analyse our optimisations. There was no lecture this week we just spent more time gathering more results and comparing the optimisations. We found out instruction cache misses had decreased with our optimisation only by a small amount, we also found out the frame completes [...]

This week we learnt more about optimising we looked at a new tool called proDG This tool enabled us to see graphicaly how much our optimisations had on the psp. It allows you to capute data from the psp and analyse it. We used it for our orizuru program which is a simple application which [...]

After a long needed break it was good to get back into console development, having not done any for about 5 weeks i struggled to get the PSP dev kit to compile. After looking over my notes i soon realised the problem i was having was with wrong psp-gcc command. We returned to the problem [...]