Search found 4810 matches

by BlueCrab
Thu Jun 21, 2018 10:06 pm
Forum: Developmental Ideas
Topic: SD Isos... Maby?
Replies: 1
Views: 29

Re: SD Isos... Maby?

I don't see why anyone would object to SD ISOs of any sort of homebrew stuff that you might want to create/link to/etc.

Anything commercial (real games) is of course completely against the rules here, but it didn't seem like that's what you were talking about.
by BlueCrab
Sun Jun 17, 2018 6:55 pm
Forum: Dreamcast Gaming and Emulation
Topic: SegaTech Mirror
Replies: 1
Views: 60

Re: SegaTech Mirror

Seems like the Internet Archive has it archived: https://web.archive.org/web/20160302002 ... ch.com:80/
by BlueCrab
Sat Jun 16, 2018 12:42 pm
Forum: Programming Discussion
Topic: A bunch of sound questions...
Replies: 1
Views: 74

Re: A bunch of sound questions...

Answers, in order: 1. The limit of 4 is just a default -- it could be changed (at compile-time), keeping in mind that you'll be allocating more memory and other such things to do so. There's no way to change it at run-time at the moment, although such a thing could probably be done without too terri...
by BlueCrab
Tue Jun 05, 2018 9:17 pm
Forum: Programming Discussion
Topic: Shadows/Lights example?
Replies: 13
Views: 845

Re: Shadows/Lights example?

As far as I know, you could render at just about any size you want (down to a one-tile sized target, probably), presuming you set up the PVR's registers to do so. Of course, I've never tested that theory at all. Screen sized output is obviously the easiest thing to do, as it doesn't really involve m...
by BlueCrab
Mon Jun 04, 2018 7:54 pm
Forum: Programming Discussion
Topic: Shadows/Lights example?
Replies: 13
Views: 845

Re: Shadows/Lights example?

I think that what kazade meant is that it is rendered once per frame, per light -- which obviously gets quite expensive as you have more models with shadows and more light sources (which is probably also what Urban Chaos did, based on your description there).
by BlueCrab
Mon Jun 04, 2018 11:20 am
Forum: Programming Discussion
Topic: Shadows/Lights example?
Replies: 13
Views: 845

Re: Shadows/Lights example?

The render-to-texture stuff is sorta unfinished. There are some loose ends that still need to be tied up at some point. When I added it to KOS, I really had very little idea what I was doing in messing with the PVR stuff -- I was basically just trying to restore what limited render-to-texture functi...
by BlueCrab
Sat Jun 02, 2018 8:57 pm
Forum: Official Sylverant PSO Server Forum
Topic: Need help with PSO Patcher!
Replies: 14
Views: 133

Re: Need help with PSO Patcher!

You should just be able to select the CDI file itself (don't try to extract it) as an image to burn in LiquidCD. You don't have to do anything else special with it. It's been a long time since I've tried, but I'm pretty sure there's just an option to burn an image file and you should be able to do e...
by BlueCrab
Sat Jun 02, 2018 7:50 pm
Forum: Official Sylverant PSO Server Forum
Topic: Need help with PSO Patcher!
Replies: 14
Views: 133

Re: Need help with PSO Patcher!

If you're using a cdi image, then you won't be using cdrecord. If I recall correctly, there was a free program for Mac called LiquidCD that should be able to burn cdi files just fine without you needing to do much. You could use the instructions from Marcus' site (the one you linked to) if you were ...
by BlueCrab
Tue May 29, 2018 10:39 am
Forum: Programming Discussion
Topic: What do src_enable/dst_enable do?
Replies: 3
Views: 98

Re: What do src_enable/dst_enable do?

I had no idea the Dreamcast had an accumulation buffer! Nice! No promises on how it works or anything like that, as I was only extrapolating from a few words of comments in the Reicast source code. :wink: Also, it's important to note that it doesn't even appear that Reicast implements support for t...
by BlueCrab
Tue May 29, 2018 12:31 am
Forum: Programming Discussion
Topic: What do src_enable/dst_enable do?
Replies: 3
Views: 98

Re: What do src_enable/dst_enable do?

Per some comments in the Reicast source code (literally about 4 words, so I'm kinda guessing here because I've honestly never messed with those), it appears those two bits select between the use of the primary or secondary accumulation buffer.
by BlueCrab
Sat May 19, 2018 10:16 am
Forum: Official Sylverant PSO Server Forum
Topic: Need Help -- Two Issues!
Replies: 9
Views: 134

Re: Need Help -- Two Issues!

It does work on the Wii U... It's just a pain to get it set up initially because of the need to do the authentication on a Wii and all.
by BlueCrab
Wed May 16, 2018 10:18 pm
Forum: Official Sylverant PSO Server Forum
Topic: Need Help -- Two Issues!
Replies: 9
Views: 134

Re: Need Help -- Two Issues!

Nintendont will not allow you to play PSO online on the Wii U (or the Wii for that matter). Only Devolution can do that, which won't work with downloaded ISOs or anything else like that (since you'll need to have it do a disc authentication procedure with a real copy of PSO on a Wii). Sylverant requ...
by BlueCrab
Wed May 16, 2018 10:13 pm
Forum: Programming Discussion
Topic: Blending polys in the TR list
Replies: 13
Views: 292

Re: Blending polys in the TR list

Well, yes, that is indeed a problem, which can certainly easily be fixed. That said, I thought you also said that it was changing other parts of the variables (not just the last coordinate)? If it was only changing the last coordinate, I'd agree that that is the only problem, but you definitely said...
by BlueCrab
Tue May 15, 2018 10:44 pm
Forum: Programming Discussion
Topic: Blending polys in the TR list
Replies: 13
Views: 292

Re: Blending polys in the TR list

Ugh... I really hate to say this, but it honestly sounds like some sort of weird compiler breakage... Effectively, what's probably happening is that contribution ends up in the fr12-fr14 registers, and GCC doesn't realize that those get overwritten by the mat_trans_single3_nodiv() macro... Now, why ...
by BlueCrab
Sun May 13, 2018 5:55 pm
Forum: Programming Discussion
Topic: Blending polys in the TR list
Replies: 13
Views: 292

Re: Blending polys in the TR list

kazade wrote:
Sun May 13, 2018 3:01 am
I'll post back when my new libGL is ready to use.
By the way, if you're doing serious work on libgl and want to get it included in KOS, let me know as you get closer to being done with your work. Sadly, the libgl in KOS is without a maintainer since PH3NOM stopped working on Dreamcast stuff. :(
by BlueCrab
Wed May 09, 2018 8:58 am
Forum: Programming Discussion
Topic: How to make a cdi file from my recent compiled KOS project?
Replies: 6
Views: 151

Re: How to make a cdi file from my recent compiled KOS project?

Hi again, Thanks for your reply BlueCrab , I have executed those commands and I have some doubts with this. 1) With the first command (kos-objcopy -O binary hello.elf hello.bin) the terminal throw me some warnings or errors (I don't know) with a unexpected operator, like this. It's a important erro...
by BlueCrab
Tue May 08, 2018 6:04 pm
Forum: Programming Discussion
Topic: How to make a cdi file from my recent compiled KOS project?
Replies: 6
Views: 151

Re: How to make a cdi file from my recent compiled KOS project?

You'll need to create a 1ST_READ.BIN out of the compiled binary, then you can pretty much follow along just like you would have before (with BootDreams or whatever). To make a 1ST_READ.BIN, you'll want to take your .elf file that's compiled (in this case, hello.elf), and do the following: kos-objcop...
by BlueCrab
Sat May 05, 2018 8:41 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 461

Re: Graphics corruption on real hardware

SuperH isn't exactly a target that is prioritized by the GCC developers, and often times aggressive optimizations produce broken code because of that...

What version of GCC are you using and what flags were you passing to it related to optimization?
by BlueCrab
Fri May 04, 2018 11:17 pm
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 461

Re: Graphics corruption on real hardware

That is... certainly strange. Often when there are things that break on real hardware but not on emulators, it can be traced back to things where the emulator either doesn't bother with emulating (caches) or where it does so poorly. But, that certainly doesn't sound like it is the case there with th...
by BlueCrab
Fri May 04, 2018 11:12 pm
Forum: Gaming Forum
Topic: Anyone play Civ?
Replies: 4
Views: 248

Re: Anyone play Civ?

Well, I'm sure I don't need to say that I do... That said, I still tend to want to stick with Civ IV: BtS.

I should give Civ VI a try, since I have it, but finding time to do so is somewhat... difficult.