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ASM Sources!!!!!!!!!!!!!!!!!!!!!!

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Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Thu Sep 10, 2009 7:28 am Post subject: ASM Sources!!!!!!!!!!!!!!!!!!!!!! |

How would I go about getting rid of these ASM source files in GLQuake _________________ Dont even try to port Quake 4 to the ipod

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Sep 10, 2009 9:12 am Post subject: |

REWRITE THE CODE TO NOT USE ASM!!!!!!!!!!!!!!!!!!!!!! edit: Heh, same number of exclamation marks. Must be the threshold of sanity there. _________________ Quake Maps

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Thu Sep 10, 2009 9:23 am Post subject: |

it's pretty easy -- there are about a dozen ASM functions in the glquake source. Of those, only about a third are necessary and they all have C replacements, another third have C replacements that are empty (i.e. not needed at all, they just set some flags on the CPU), and the last third are never actually called.
So you just use the C versions for the first category, and rip out the second and third categories entirely.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Sep 10, 2009 11:31 am Post subject: |

yeah, the assembler code is entirely optional. its slightly faster, but tbh that's more because it has a better algorithm in a few places (its not 100% identical to the C code). Of course, that really only affects the sw renderer. Just remove the files and then figure out how to enable the C versions of the functions.
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