All Posts (jorgeche)




#1
Re: Oculus Rift and Project Morpheus
Posted on: 3/26 0:20
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Sigh... Facebook is buying Oculus Rift.

http://www.engadget.com/2014/03/25/facebook-oculus-vr-2-billion/
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#2
Re: Oculus Rift and Project Morpheus
Posted on: 3/24 0:08
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Yeah from a consumer perspective I prefer Sony's solution too, I just can't handle PC gaming anymore, tried it once and I ended up spending more time trying to get the games running at a smooth framerate without losing visual fidelity than playing them. I know I know, console gaming is far off from the perfect visual/smooth experience, but since you can't tweak anything I just completely forget about that and just enjoy myself playing. But from a developer perspective I don't see Sony allowing Indie access to their VR SDKs anytime soon, so I will eventually double dip if Morpheous catchs on, for now just want to make sure the Rift is a justified purchase.
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#3
Re: Oculus Rift and Project Morpheus
Posted on: 3/22 19:35
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
I really envy you KR115E haha.

I've got the idea that it should be possible to create a strong sense of "decoupling" by using Kinect and Oculus Rift by reproducing your movements using the tracking capabilities of Kinect but not to place your "virtual head" over your "virtual body", but instead to letting you see it from a 3rd point of view. There are already experiments using VR which make you feel you're out of your body by feeding a stereoscopic video of yourself by moving a dual camera around, but I imagine that if you are given a task like a puzzle to solve by using in conjunction the visual and physical sensations, since you stop worrying about the simulation and have to concentrate in the task at hand, it could retrospectively create the illusion of some kind of onmipresence, just like when after you do any task you have the experience of having been conscious of all the sensitive stimulus (vision, hearing, etc.) regarding of not being paying attention to all of them at the same time.

I know that Kinect 1 has a lot of lag and may not work at all for what I envisioned, but I think that something like Move won't suffice either, so I have to settle for Kinect 1 until the 2 is available for PC.
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#4
Oculus Rift and Project Morpheus
Posted on: 3/22 1:21
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Hi guys, since I haven't seen any thread about Sony's announcement regarding it's VR project, which I thought would be a hot topic here, I' have been wondering if any of you have the Oculus Rift, I'm really excited about these technologies and seriously considering to buy the new DK2 in conjunction with MS's Kinect to implement some ideas based on phenomenology (a mind theory besides other things). Any experiences?
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#5
Re: Call stack and nested function calls
Posted on: 1/21 5:37
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Solved:

http://www.planetvb.com/modules/newbb ... t_id=27088#forumpost27088
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#6
Re: gccVB 4 and PC-relative calls/jumps
Posted on: 1/21 5:23
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Quote:

Greg Stevens schrieb:


here is main and the incorrect function call which looks like __vbvectors_end+0x3f0311 since it went beyond the end of the linking area. I still don't understand how it calculated a mirrored address correctly though.


That part led me to the solution of a problem related that I had which crashed the game when running on the VB. I was getting the same references in my assembler code (__vbvectors_end+0xXXXXXXX ), but after compiling gccvb 4 with the patches blitter provided in the following thread, the linker now outputs the right addresses for the relative jumps.

http://www.planetvb.com/modules/newbb ... t_id=26112#forumpost26112
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#7
Re: Call stack and nested function calls
Posted on: 1/17 0:38
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Using Rboy's debugger I've made some sense of the memory status, and how the stack relates to the .bss section.

I have reduced the RAM footprint to 15612 bytes, but still it crashes on the real hardware.

The RAM dump doesn't show anything strange.

Attach file:


txt sections.txt Size: 61.92 KB; Hits: 38
bin ram_sys.bin Size: 64.00 KB; Hits: 16
vb skeleton.vb Size: 256.00 KB; Hits: 23
Edited by jorgeche on 2014/1/17 0:56
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#8
Call stack and nested function calls
Posted on: 1/16 20:26
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Hi guys, I'm experience some very strange behavior while running my code on the VB, however all works just fine in both Rboy and Rdragon .

The problem seems to be related to nested function calls and the size of the call stack, for example:

void callNested5(int* dummy){
vbPrint(0, 1, 5, "5", 0);
callNested2(dummy);
}

void callNested4(int* dummy){
vbPrint(0, 1, 4, "4", 0);
callNested5(dummy);
}

void callNested3(int* dummy){
vbPrint(0, 1, 3, "3", 0);
callNested4(dummy); // if this call is allowed the game crashes on the VB
}

void callNested2(int* dummy){
vbPrint(0, 1, 2, "2", 0);
callNested3(dummy);
}

void callNested1(int* dummy){
vbPrint(0, 1, 1, "1", 0);
callNested2(dummy);
}

int callRecursive(int number){

//vbjPrintInt(number, 1, 20);
return 0 == number? 0: callRecursive(--number);
}

int main(void){

vbDisplayOn();

copymem((void*)CharSeg3+(254*16), (void*)ASCII_CH2, 258 << 4);

WA[31].head = WRLD_ON;
WA[31].w = 384;
WA[31].h = 224;
WA[30].head = WRLD_END;

VIP_REGS[BRTA] = 32;
VIP_REGS[BRTB] = 64;
VIP_REGS[BRTC] = 32;

int dummy = 0;

while(1) {
callNested1(&dummy);
callRecursive(2);

}
}

As soon as I put in the call to callNested4 from callNested3 the screen just stays black on the VB.

The recursive call crashes the program too but only in the VB.

I'm compiling with GCCVB 4, does anyone else experience the same problem?

BTW: I've tried a barebones test program with only libgccvb and the problem does not arises, neither by calling callNested1 nor callRecursive so I suspect that it has to do with the size of my engine, but it buffles me that in the emulator the code works.

Is there any way to know how the stack and the .bss sections are related? I have some big structs in the .bss.

Jorgeche
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#9
Re: Interrupt vectors
Posted on: 1/16 2:20
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
Quote:

Tauwasser wrote:


However, hardware reading should be on after reset. Maybe you forgot to enable interrupts at all? See the sei and cli commands.

cYa,

Tauwasser


Didn't work, I'm using:

HW_REGS[SCR] &= ~(S_HWDIS | S_INTDIS);
HW_REGS[SCR] |= S_HW;

doesn't S_INTDIS disables the interrupt?

BTW, I was reading the official development manual, and in page 4-4-10 it says:

"An interrupt will not be generated if a 1 is stored in bits 3-1"

The problem is that:
bit 1 = SGN, always 1 for standard controller according to the manual
bit 2 = A button
bit 3 = B button

so it will never trigger the interruption according to this, and even if it worked, I couldn't use it to catch presses of A and B buttons, and the interrupt only triggers when bits 15-4 changes to 1, so a "keyUp" event wouldn't work at all.

It looks like I will have to keep the old method, which on it's own has it's advantages since I don't have to worry for other game's logic being processed at the time of the button's press.

Jorgeche
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#10
Re: Interrupt vectors
Posted on: 1/16 1:54
Nintendoid!
Joined 2006/3/15
Ecuador
195 Posts
PVBCC 3rdCoderLong Time User (8 Years)
I've been able to trigger the call for vpu_hnd by setting the following:

VIP_REGS[INTENB]= RFBEND | LFBEND;

Still not sure if it makes sense to do rendering (mainly setting up WORLDS and affine tables), but at least it works.
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