No only 320x240 etc set res in sdl for dc cant have anything other then 320x240 or 640x480 set the above in video.txt to 8 bit pal above would be 60fps
big panel are a no no many abused the engine on pc because they can on pc or wii or something with more ram and cpu speed..
Where talking all software rendering here DC cant do anything software rendering and do the colour decoding in cpu time and music
and decoding of png or gif at the same time .. Other then using 8bit pal your stuffed ..
Max fps on 16bit pal is 18fps max with dips to 10fps..
I did debug and profile 16bit pal is cpu bound using 100% of the sh4 cpu at 15fps sadly ...
No optimizing i can do for this other then limit to 256 colour which is what 8bit pal mode does
see the example games one was 32bit mode now running 60fps other was 16 bit mode and is now 60fps
both before where 10fps to 15fps..
There now using half the ram as well more colours more ram use..
When i added the 16/32 modes it was just proof they work but the openbor team was correct
You would not want the opengl version on dc where talking max 6mb for the whole game..
Not like you cant do complete proper long games at 60fps just have to work to it's limit
like it was a console..
At this limit you have more then megadrive or neogeo machine..
Dreambor memory saving script by ripfire
Example
4 layers 320x240 proper converted 60fps
https://streamable.com/e70w46Example 2
https://streamable.com/wry0bn 60fps steady
Example3
https://streamable.com/k9ldzr now 60fps
cant use 16 bit pal mode
# 8bit 60fps
#
# 16bit 10 to 15fps double memory use
#
# 32bit 5 to 10 fps even more
video 0
colourdepth 8bit
Code: Select all
######################### Video Modes #############################
#
# Syntax: video [value]
#
# [value]: 0 = 320x240
#
# 1 = 480x272 not supported
#
# 2 = 640x480
#
# 3 = 720x480 not supported
#
# 4 = 800x480 not supported
#
# 5 = 800x600 not supported
#
# 6 = 960x540 not supported
#
###################################################################
video 0
######################### Colour Depth ############################
#
# Syntax: colourdepth [value]
#
# [value]: 8bit 60fps
#
# 16bit 10 to 15fps double memory use
#
# 32bit 5 to 10 fps even more
#
###################################################################
colourdepth 8bit
############################ Scenes ###############################
#
# Syntax: scenes [path]
#
# [path]: data/8_char_limit_and_must_end_with_Slash/
#
# Supported Scenes: gameover.txt, logo.txt, intro.txt, howto.txt
#
###################################################################
#scenes data/scenes2/
########################## Backgrounds ############################
#
# Syntax: backgrounds [path]
#
# [path]: data/8_char_limit_and_must_end_with_Slash/
#
# Supported Backgrounds: title, titleb, logo, select, unlockbg, hiscore
#
###################################################################
#backgrounds data/bgs2/
########################## Level Order ############################
#
# Syntax: levels [filename]
#
# [filename]: levels2.txt
#
# Usage: File to load up levelorder instead of default levels.txt
#
###################################################################
#levels levels2.txt
########################## Model List #############################
#
# Syntax: models [filename]
#
# [filename]: models2.txt
#
# Usage: File to load up model list instead of default models.txt
#
###################################################################
#models models2.txt
course panels cant be as big as on pc