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Why is this advertising-like stuff worth of hackernews?


It's newsworthy as it shows just how quickly Elon can 'gift his tech' compared to say Apple or Amazon. Elon also did this for superchargers a few years ago. https://news.ycombinator.com/item?id=17990007


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Are you talking about when he chose not to violate US sanctions when the Ukrainian government asked him to turn Starlink on for Crimea?


I think the article says the same. The gba port is impressive.

I guess FPU would not be even required with 120 pix horizontal resolution.

CM33 does in a single cycle even more: 2 16 bits multiplications, addition and accumulation, for instance.

Still it is the first time the "full" Quake was ported in less than 300 kB.


Agreed on other counts except for FPU.

Quake performs one FPU divide per pixel for texture mapping perspective correction.

ARM7TDMI does not have any kind of divide, so perspective correction is tricky, even if it's just 120 px horizontally.


Afaik, Quake does not do one divide per pixel, it is in steps of 8 pixels (see dscan.c in winquake). Yes, there is non divide but instead of taking hundreds of cycles, tables and other approximations could be used. Of course, div/vdiv which take only 14 cycles or less are a strong boost on CM4/33.


Oh, it divides only once every 8 pixels and interpolates in between and still looks so good? I stand corrected.

By the way, it's "d_scan.c" for anyone who's trying to web search for it.


It means almost an order of magnitude less divisions (and additional calculations as well).

Quake had to do this because it would have been too much especially for a low-end Pentium when it was released in 1996. Yes it is not even noticeable, especially at low res.


Abrash did this in Quake because those divides are _Free_ when intervened with other code. Pentium FPU is pipelined, you can push FDIV, then FXCH to another data and do something else for a while instead of waiting for the result. The price is hand tuned assembly code that works fast only on Intel FPU in 1996. AMD caught up in 1998-99 finally implementing pipelined FDIV and 0 cycle FXCH.

https://www.phatcode.net/res/224/files/html/ch63/63-02.html


OMG that link (and its parent) is extremely interesting! Thank for sharing!


Depends on the textures used. High contrast textures with vertical lines (e.g. dark wood on bright wall) would make the distortion very visible even at 320x200. However most of the game's textures are not like that.

There are some user made maps however where this can be seen (e.g. i remember playing a map which was supposed to be inside a fantasy town and it used a bunch of wood-on-wall textures that made the distortion apparent).


The LCD internal memory is write only and it is used just to hold the image being shown. Unlike the GBA where the video RAM is like a GP RAM, just slower.


It's even simpler than this. On the "pregnancy test" Doom is actually running on a pc and the scaled video is sent via usb to the replaced microcontroller which drives the replaced display. Source: https://mobile.twitter.com/Foone/status/1302834931421175809


Lots of people trying to compare our 10k-year old technology (200 years if we talk about machines, even less if we talk about robots) with something that evolved basically with billions of trial/errors in millions of years.

At this point we should check which animal can travel as fast as a shuttle and go back and forth to the moon.


Is that a trick question: because humans are animals?!


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