Search found 85 matches
- Fri Sep 18, 2020 7:11 pm
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Sonic Adventure New Year's 1998 "Kadomatsu" DLC
- Replies: 16
- Views: 12173
Re: Sonic Adventure New Year's 1998 "Kadomatsu" DLC
Hello I was never able to get ahold of speud to get permission to do so, and the license on the blueswirl site says explicit permission is required to post anything from that site elsewhere, so unfortunately I am not at liberty to post it. However, blueswirl contains instructions on how to make one,...
- Sun May 17, 2020 7:19 pm
- Forum: Hardware Modification and Repair
- Topic: 3D printed serial connector.
- Replies: 13
- Views: 3620
Re: 3D printed serial connector.
Hey, this is great! I don't know how feasible it would be with a consumer 3D printer, but one could maybe augment this with a cylindrical cavity for the bases of the pins that allow the pins to be threaded through, instead of needing tape. Like a wire guide, as depicted by this cross-sectional ASCII...
- Thu May 14, 2020 1:55 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
The OCINDEX cache mode? A while ago, I tried combining OCINDEX mode and MOVCA to allocate cache above the TA submission area, and submitting vertices using cache writebacks. It functioned, but the advantages I thought it would have over SQs didn't work out. Not OCINDEX, no. Basically the trick is d...
- Sun May 10, 2020 4:23 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Sorry this reply took so long. Writing and cleaning up benchmarks took some time. No worries, lol. Not in any rush here. :) Nope! SQs flush cache, The SH4 does not have any sort of cache coherency. It's easy to check that SQs do not cause cache flushes. Disable interrupts (so that the timer IRQ han...
- Mon Apr 27, 2020 5:31 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Are you using DMA? Looks like it uses the SQ if not. DMA should be 2x faster since SQ get squeezed by a 32-bit path to the SH4's BSC before hitting the 64-bit bus. DMA just goes straight through the 64-bit bus. The SQ operates at full bus width no problem. Nope! SQs flush cache, and there's an arch...
- Fri Apr 24, 2020 3:39 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
int pvr_prim(void * data, int size) { /* Check to make sure we can do this */ #ifndef NDEBUG if(pvr_state.list_reg_open == -1) { dbglog(DBG_WARNING, "pvr_prim: attempt to submit to unopened list\n"); return -1; } #endif /* !NDEBUG */ if(!pvr_state.dma_mode) { /* Send the data */ sq_cpy((v...
- Tue Apr 21, 2020 8:42 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Burn the CDIs with IMGBURN with the CDI plugin, use a speed like 16x or 48x, whatever the burner and disc have in common. Don’t use the cheap, plain unlabeled verbatims—use verbatim “music” CD-Rs or memorex or maxell brands. Burnt over 300 discs this way when testing my own stuff and have near 100% ...
- Tue Mar 31, 2020 8:43 pm
- Forum: Gaming Forum
- Topic: Dreamcast Classic
- Replies: 18
- Views: 4020
Re: Dreamcast Classic
I never really liked the mini/classic consoles. The only one that caught my interest was the SNES mini because it came with an official release of Star Fox 2, but when I saw it at a convention, it ran horribly on the SNES mini. Don't know if the build they put on there was poorly optimized or if th...
- Tue Mar 24, 2020 2:00 pm
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Sonic Adventure New Year's 1998 "Kadomatsu" DLC
- Replies: 16
- Views: 12173
Re: Sonic Adventure New Year's 1998 "Kadomatsu" DLC
What, this? https://www.youtube.com/watch?v=NaDA5ItjU7Y
We already have that one!
(Thank you Google Translate, lol)
We already have that one!
(Thank you Google Translate, lol)
- Mon Mar 23, 2020 12:32 am
- Forum: Programming Discussion
- Topic: Restoring profiling to the KOS toolchain
- Replies: 18
- Views: 2415
Re: Restoring profiling to the KOS toolchain
Awesome! Thanks for this! I remember seeing that someone else wrote a library for the SH4 performance counter. They seemed to be getting odd results, with it looking like the results were being multiplied by the peripheral clock or something (which does not make sense). The library I made does not s...
- Fri Mar 20, 2020 2:32 pm
- Forum: Programming Discussion
- Topic: DreamHAL - Dreamcast Hardware Abstraction Layer
- Replies: 21
- Views: 5306
Re: DreamHAL - Dreamcast Hardware Abstraction Layer
So I had a pretty dumb problem where division involving negative numbers was pretty broken using MATH_Fast_Divide() and MATH_Invert(). This has now been fixed in sh4_math.h version 1.1.1. The now-fixed MATH_Invert() has been renamed to MATH_Fast_Invert() for consistency with naming convention (so if...
- Sat Feb 29, 2020 12:59 am
- Forum: Gaming Forum
- Topic: Dreamcast Classic
- Replies: 18
- Views: 4020
Re: Dreamcast Classic
Ah, I've been meaning to send them a letter asking if they'd be willing to provide the community with hardware documentation. We don't actually need the SDKs or anything, just an official source for official hardware docs/errata sheets/specifications would be super nice. Even a modern day Dreamcast ...
- Mon Feb 24, 2020 3:24 am
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
Ok, I think I fixed it. Just pushed an update to the DreamHAL repo.
- Mon Feb 24, 2020 1:50 am
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
I'm not sure what's difficult about multiplying a texture's horizontal dimension by STARTUP_video_params.video_scale_multiplier; that's all there is to it. There's no fancy algorithm or anything like that. If that doesn't work right, it means my scale might be off by a tiny bit. Sounds like that mig...
- Sun Feb 23, 2020 12:11 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Glad it's working for you! I did recently update it to make it even better, too. Check the version at the top of the file to make sure you're using the latest version. :) I found ways to make use of parallelism for prefetching and added some other things (Sum of Squares, linear interpolation & s...
- Thu Feb 20, 2020 2:53 pm
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
Hmm, so apparently KOS assumes RGB565 (16-bit color), potentially in more than just vid_init. So if you set the color mode to FB_RGB565 and use one of the PVR 32x32 resolutions, it may show up properly. If it works, it means something in KOS needs to be changed to allow for the other RGB modes.
- Thu Feb 20, 2020 9:54 am
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
Aha! That makes sense! Thanks. I've also noticed that kos internally configures some pvr parts with an assumed 640x480 resolution so those might need to be modified. If you are referring to the vid_init() function in init.c, that's what I'm overriding by writing those 3 KOS parameters. But, if you ...
- Thu Feb 20, 2020 12:34 am
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
Yeah, I don’t know much about working with the holly either, but if using it you should probably stick to the PVR 32x32 modes—that’s why I made them: no overdraw, no wasting pixels. The Dell 1702fp is one of the monitors I tested, seems like your model is a much updated version of it. It’s a 5:4 mon...
- Tue Feb 18, 2020 4:14 pm
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
Re: High Resolution Dreamcast Video Modes!
Oh yeah, the stuff I have in dc_main.c is just my really garbage code for making sure the resolutions were all set correctly. 1280x960 is just one of the higher ones and its framebuffer is exactly the same size as 640x480 so I used it to ensure that my memsets don’t overrun the buffer like they do w...
- Sun Feb 16, 2020 7:31 pm
- Forum: Programming Discussion
- Topic: High Resolution Dreamcast Video Modes!
- Replies: 14
- Views: 29454
High Resolution Dreamcast Video Modes!
Hi all! I spent a lot of time the last couple weeks working on getting the Dreamcast to output all kinds of high resolution video modes. It's part of DreamHAL, which I have written about here: https://dcemulation.org/phpBB/viewtopic.php?f=29&t=105371 The files of interest are "startup_suppo...