For A320, we use -march=mips32 -mtune=mips32r2 since the jz4740 CPU is mips32r1.
For GCW0 we use -march=mips32r2.
Instructing GCC about the pipeline of the Xburst might lead to a performance increase though.
I'm going to open up a ticket to see if you guys can do the "bilinear plus" filter from visual boy advanced it is cpp source code, and I don't know where they got it but looking over it it looks to be exactly identical to C. When I used the filter it looks better than the stock bilinear.
Next about the xburst coprocessor, I don't see anything in GCC about it at the time being. Anyway I can't wait to try it out, I'm going to try it on my pc and see if the thing is able to work with the larger dumps.
Edit: OK nevermind I can't compile it(my gcc version's aparently too ancient) oh well. I'll hopefully get the zero within a few days and will spin up a vm with the toolchain in it to see how things work.
Edit2: Also something that I'm probably going to open up an issue on github for is this "bilinear plus" filter from VBA. It makes the game look better(not sure exactly how) but there's less blurriness on the sprites(when I look at a screenshot). Although the project itself is CPP, the code for the filter looks to be _completely_ C, and whilst I don't know how complex it'd be to add another filter to the source code, since the code seems to already be in C, I am hoping it's not terribly complex. Since especially for GB/C games that extra filter will certainly make them look much smoother.http://sourceforge.net/projects/vbam/