Search found 9480 matches

by BlackAura
Mon Jun 29, 2009 10:51 am
Forum: Programming Discussion
Topic: Trying to make a Dreamcast Mappy playback library
Replies: 49
Views: 7977

Re: Trying to make a Dreamcast Mappy playback library

Unless you have a particular reason to keep all those kos_img_t structs around, you could just pre-compile all the polygon headers while loading the map. So, instead of this bit: maplpDDSTiles[i] = (kos_img_t *)malloc(sizeof(kos_img_t)); maplpDDSTiles[i]->w = mapblockwidth; maplpDDSTiles[i]->h = map...
by BlackAura
Mon Jun 29, 2009 10:23 am
Forum: Gaming Forum
Topic: Xbox 360 Wireless Networking
Replies: 13
Views: 1483

Re: Xbox 360 Wireless Networking

The newer WRT54G models have different hardware, less available flash, less RAM, and a different OS. They usually can't be flashed, but the WRT54GL models can (basically the same as the last flashable WRT54G, but slightly more expensive).
by BlackAura
Sun Jun 28, 2009 11:05 am
Forum: Gaming Forum
Topic: Xbox 360 Wireless Networking
Replies: 13
Views: 1483

Re: Xbox 360 Wireless Networking

We once tried using one of those for the same purpose. Didn't work. It can only be used to create a new wireless network - it can't connect to an existing one. The hardware can usually do it, but the firmware on the device usually can't. Most manufacturers sell three classes of device - a wireless r...
by BlackAura
Fri Jun 26, 2009 11:29 am
Forum: Programming Discussion
Topic: Paletted Textures
Replies: 20
Views: 9886

Re: Paletted Textures

If a single translucent pixel was at the top and everything under it was opaque, then I believe PowerVR would only have to blend with the first opaque pixel below it and nothing more whereas conventional GPUs would blend all the pixels below, barring software-based deferred rendering...??? That's r...
by BlackAura
Thu Jun 25, 2009 9:14 am
Forum: Programming Discussion
Topic: Paletted Textures
Replies: 20
Views: 9886

Re: Paletted Textures

pvr_txr_load_ex(texture_pointer, image_data, width, height, PVR_TXRLOAD_8BPP); should be pvr_txr_load_ex(image_data, texture_pointer,width, height, PVR_TXRLOAD_8BPP); What is an "alpha-only texture"? and why "PVR_LIST_PT_POLY" because PVR_LIST_OP_POLY and PVR_LIST_TR_POLY both w...
by BlackAura
Wed Jun 24, 2009 8:44 am
Forum: Off-Topic Forum
Topic: I think linux might have "broken through" with ubuntu
Replies: 87
Views: 15787

Re: I think linux might have "broken through" with ubuntu

Face it, we (computer users) grew of out terminals for a reason. If you hand an office worker/house wife/whatever a copy of MS-DOS and ask them which they'd rather use, that or Windows, it's Windows. Because they either: a) can't remember the commands b) never used DOS as an OS Which means you're d...
by BlackAura
Sun Jun 21, 2009 9:23 pm
Forum: Gaming Forum
Topic: wii softmod?
Replies: 9
Views: 1010

Re: wii softmod?

Thus far, the Homebrew Channel has been unaffected by any firmware updates. However, any firmware updates past 3.0 have tried to block the Twilight Hack, which is used to install the Homebrew Channel, and have patched the code signing bugs exploited by the Homebrew Channel installer. Twilight Hack n...
by BlackAura
Sun Jun 21, 2009 8:33 pm
Forum: Programming Discussion
Topic: Trying to make a Dreamcast Mappy playback library
Replies: 49
Views: 7977

Re: Trying to make a Dreamcast Mappy playback library

Yeah, you can have 8bpp images with transparency. You just need to make sure you're using a palette mode that supports an alpha channel (either ARGB1555 or ARGB8888 would be best), and that you set one of the colours to transparent. I wouldn't bother about optimizing the byte swapping. It's not real...
by BlackAura
Sun Jun 21, 2009 12:59 pm
Forum: Programming Discussion
Topic: Paletted Textures
Replies: 20
Views: 9886

Paletted Textures

The topic of paletted textures came up recently, and since it seems that nobody has the slightest clue how they work, I figured I might as well try to explain it. Most of this can be deduced from the pvr.h file included with KOS (which is how I managed to get this working), but it can be a bit of a ...
by BlackAura
Sun Jun 21, 2009 11:03 am
Forum: Programming Discussion
Topic: Trying to make a Dreamcast Mappy playback library
Replies: 49
Views: 7977

Re: Trying to make a Dreamcast Mappy playback library

I think I know what that is. That assertion is from the memory allocator - it indicates that something's corrupted the heap. Usually, this happens when you allocate a buffer of one size, and use it as if it were a different size. KOS allocates additional padding around each memory allocation, and ch...
by BlackAura
Thu Jun 18, 2009 10:04 pm
Forum: Developmental Ideas
Topic: Single DOS games possible?
Replies: 2
Views: 2609

Re: Single DOS games possible?

You could, but it would be pointless. It just about worked for MAME because of the way MAME works. MAME is an enormous piece of software, with hundreds of different emulators for different components, and different types of arcade machines. The full version of MAME could not possibly run on a Dreamc...
by BlackAura
Wed Jun 17, 2009 9:54 am
Forum: Programming Discussion
Topic: Seems KOS reserves around 3~4 MBytes? (RESOLVED)
Replies: 20
Views: 6065

Re: Seems KOS reserves around 3~4 MBytes? What to do...

Thinking about it, you might have malloc debugging turned on. Check kos/kernel/libc/koslib/malloc.c - if you can see that DEBUG and KM_DBG are defined, that means you have malloc debugging turned on. It seems to be enabled by default at the moment. DEBUG adds some additional checks and assertions. I...
by BlackAura
Tue Jun 16, 2009 9:05 am
Forum: Programming Discussion
Topic: Where to start with a DC homebrew
Replies: 8
Views: 2292

Re: Where to start with a DC homebrew

Most of SDL's APIs are a great deal more complex, and often less flexible, than KOS's native APIs. Unless you require portability to other platforms, and there's no other way to accomplish it (which there is), there is no reason to use any part of SDL. The only parts of SDL that are noticeably diffe...
by BlackAura
Tue Jun 09, 2009 10:48 am
Forum: Programming Discussion
Topic: Technical question about the way the DC boots games...
Replies: 32
Views: 3552

Re: Technical question about the way the DC boots games...

Basically, the Dreamcast's boot process works something like this: On startup, the BIOS is mapped starting at memory address 0x00000000. The SH-4 resets itself, and then immediately starts running code from the BIOS. Side note - the BIOS is a ROM chip, isn't reflashable, and doesn't get mirrored to ...
by BlackAura
Mon Jun 01, 2009 12:15 pm
Forum: Gaming Forum
Topic: PS3 Slim Discussion
Replies: 29
Views: 1720

Re: PS3 Slim Discussion

Assuming this is real (and it really looks like it - only a marketing company could come up with this crappy video), this is probably the stupidest thing that Sony has ever done. Essentially, it's a PSP with a smaller screen, no UMD drive, and a different memory card port. As far as I can tell, the ...
by BlackAura
Thu May 28, 2009 1:45 am
Forum: Programming Discussion
Topic: Maximum Resolution on Dreamcast
Replies: 20
Views: 11556

Re: Maximum Resolution on Dreamcast

(Not knowing anywhere near as much about the PS2's hardware as I do about the Dreamcast's...) I know that there's nowhere near enough VRAM in the PS2 to store a high-def framebuffer. Assuming you actually want textures, something along the lines of 960x540 sounds about right - that's about 2MB for t...
by BlackAura
Tue May 26, 2009 7:45 am
Forum: Programming Discussion
Topic: Maximum Resolution on Dreamcast
Replies: 20
Views: 11556

Re: Maximum Resolution on Dreamcast

It's a bit more complicated than that. I don't remember all the details, but it depends on not only the basic number of pixels but also how fast the color components are changing in general. You could have just, say, 128 pixels, and going from one end of the spectrum to the other on a pixel edge ca...
by BlackAura
Sun May 24, 2009 9:56 pm
Forum: Programming Discussion
Topic: Maximum Resolution on Dreamcast
Replies: 20
Views: 11556

Re: Maximum Resolution on Dreamcast

For VGA output, that should work. VGA consists of five separate analog signals (red, green, blue, horizontal sync, vertical sync), each of which are carried on dedicated signal lines. Since the signal lines carry the actual signal, you can use almost any resolution you like, up to the point where th...
by BlackAura
Sun May 24, 2009 12:23 pm
Forum: Programming Discussion
Topic: Maximum Resolution on Dreamcast
Replies: 20
Views: 11556

Re: Maximum Resolution on Dreamcast

Ah. So widescreen on PAL and NTSC requires a software solution because the hardware resolution is fixed (per the respective standard)? So is it possible to implement a hardware widescreen resolution eg 640x360 on the dreamcast vga output? Yes, and yes. The number of scanlines in PAL and NTSC is abs...
by BlackAura
Sat May 23, 2009 10:03 am
Forum: Programming Discussion
Topic: Maximum Resolution on Dreamcast
Replies: 20
Views: 11556

Re: Maximum Resolution on Dreamcast

What resolution (geometry??) is commonly used to create widescreen in standard definition games in either PAL or NTSC? eg on ps2/wii? The same as 4:3 games. There's absolutely no difference between a widescreen and non-widescreen signal, so all you need to do is squash the screen so it'll look corr...