Search found 9480 matches

by BlackAura
Mon Oct 05, 2009 9:39 am
Forum: Programming Discussion
Topic: Paletted Textures
Replies: 20
Views: 9643

Re: Paletted Textures

Yes, I'm sure. The PVR's interal frame buffer is 32 bit, so it has no problem writing 32 bit values, but it seems that whatever is responsible for reading texture colors can only process 16 bits at a time, so reading colors from a 32 bit palette takes twice a long as normal. Makes sense. It wouldn'...
by BlackAura
Sun Oct 04, 2009 11:57 am
Forum: Programming Discussion
Topic: Paletted Textures
Replies: 20
Views: 9643

Re: Paletted Textures

Are you sure about that? The DC's internal rendering buffer appears to be 32-bit anyway, and the internal palette banks are all 32 bits wide. I can't imagine what extra work the PVR would be doing that would cause it to halve the fillrate. Then again, I will freely admit that my knowledge of how the...
by BlackAura
Wed Sep 23, 2009 9:20 am
Forum: Developmental Ideas
Topic: PDF reader
Replies: 5
Views: 2424

Re: PDF reader

At a rough guess, an A4 page rendered to fit full screen (around 640x900, 16-bit) would be just over 1MB. I wouldn't have a clue about US paper sizes, but I'd guess they'd be comparable. You wouldn't be able to zoom that in any way, of course. You'd have to increase the rendering size a lot, but the...
by BlackAura
Tue Sep 22, 2009 8:27 am
Forum: Off-Topic Forum
Topic: I think linux might have "broken through" with ubuntu
Replies: 87
Views: 15222

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

It's like how ubuntu has not changed its windows 95ish theme in forever :? Windows 95 looks like this: http://upload.wikimedia.org/wikipedia/en/9/90/Am_windows95_desktop.png Notice that the entire UI only has 16 colours, and that everything is flat, dark gray, and square. Ubuntu looks absolutely no...
by BlackAura
Thu Sep 17, 2009 9:06 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Snes Graphics Packs?
Replies: 5
Views: 2766

Re: Snes Graphics Packs?

The graphics packs weren't required for speed reasons. They were required because, initially, emulators didn't support the decompression chip used by these games. Instead, you have a data file containing the decompressed graphics (I have no idea how these were obtained - probably by running the data...
by BlackAura
Mon Sep 14, 2009 12:23 pm
Forum: Official DreamSNES Forum
Topic: I was Wondering when there will be a new Build Release
Replies: 27
Views: 18242

Re: I was Wondering when there will be a new Build Release

I think it's a balance between the amount of effort required to make a good emulator, expectations about what a good emulator actually is, and how desirable the end result is. PC emulators from the days when PCs had CPUs as powerful as the Dreamcast's weren't actually that good. In the early days of...
by BlackAura
Mon Sep 14, 2009 11:31 am
Forum: Gaming Forum
Topic: Next Sonic Game to Be 2D HD
Replies: 149
Views: 14995

Re: Next Sonic Game to Be 2D HD

"Speed returns"? Seriously? Ugh... The original 2D Sonic games were essentially your standard platform games. They had two distinguishing features. The first (and, in my opinion, most important) was it had a real sense of momentum. Speed was a small part of this. More important was that yo...
by BlackAura
Mon Sep 14, 2009 8:50 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Help with DC disk (ubuntu/linux)
Replies: 12
Views: 2494

Re: Help with DC disk (ubuntu/linux)

With wodim, you should use the "dev=/dev/whatever" syntax. If you only have one CD drive, you shouldn't even need to do that. On the version of cdrecord included in older Ubuntu releases the "dev=/dev/whatever" syntax works, but I don't think it ever worked with the official cdre...
by BlackAura
Sun Sep 13, 2009 9:18 am
Forum: Official DreamSNES Forum
Topic: I was Wondering when there will be a new Build Release
Replies: 27
Views: 18242

Re: I was Wondering when there will be a new Build Release

A framebuffer-based GPU doesn't generally do much to help you emulate a scanline/tile-based VDP/PPU-type processor (aside from things like scaling/filtering the rendered frame). Aside from using it as a simple blitter, no. It's no help at all. Genesis Plus uses the Dreamcast's 3D hardware as a blit...
by BlackAura
Sun Sep 13, 2009 9:10 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Help with DC disk (ubuntu/linux)
Replies: 12
Views: 2494

Re: Help with DC disk (ubuntu/linux)

Given a directory "data" which contains the contents of the disc, and the file "ip.bin" which contains the bootsector, you should be able to burn a working disc like this: dd if=/dev/zero of=audio.raw bs=2366 count=300 cdrecord dev=?,?,? -multi -audio audio.raw mkisofs -l -C `cdr...
by BlackAura
Sat Aug 22, 2009 9:38 am
Forum: Front Page News and Forum Guidelines
Topic: Doom for Dreamcast v1.1.4
Replies: 6
Views: 3828

Re: Doom for Dreamcast v1.1.4

You mean the original Doom WADs, or something else? You can get the original Doom WADs from id's website , although they're kind of expensive. You can also get them from Steam , with somewhat more reasonable prices. In the case of the Steam version, you get the original DOS Doom files, and a preconf...
by BlackAura
Mon Aug 10, 2009 6:57 am
Forum: Off-Topic Forum
Topic: PC loses time
Replies: 1
Views: 372

Re: PC loses time

A month ago I replaced/upgraded the RAM, motherboard, CPU, Video Card, AC Adapter from 90W to 130W. NO overclocking, problem persists That's the entire computer, basically. There's really only two things that could be causing this. The first option is the motherboard's RTC. Windows only uses the RT...
by BlackAura
Sat Aug 08, 2009 6:00 am
Forum: Front Page News and Forum Guidelines
Topic: Open Sonic port for Dreamcast Released
Replies: 65
Views: 14065

Re: Open Sonic port for Dreamcast Released

True, but my impression was that you could distribute your code under the GPL and Starscream under the Starscream license. As source code, certainly. As a compiled binary, no. Once compiled, the two are linked into a single program. The license for Gens should probably have been GPL, with an except...
by BlackAura
Fri Aug 07, 2009 10:54 am
Forum: Programming Discussion
Topic: 2D Tile Editors
Replies: 18
Views: 3725

Re: 2D Tile Editors

The funny thing is that I don't think I ever actually used the collision mask in my actual game code. I just used one of the tile-attributes and only did tile-based collision. I was pretty lazy with all this stuff... Yeah, sounds about right. Tile-based collision is much simpler to use and edit. Th...
by BlackAura
Fri Aug 07, 2009 10:07 am
Forum: Programming Discussion
Topic: 2D Tile Editors
Replies: 18
Views: 3725

Re: 2D Tile Editors

Its not surprising that it needs such an old version to compile. I haven't touched the code since 2005, so I guess it was to be expected. As for the slowness, I never noticed it back then, so that's a bit odd to me. nVidia's drivers, more likely than not. A couple of driver versions ago, just runni...
by BlackAura
Fri Aug 07, 2009 8:02 am
Forum: Front Page News and Forum Guidelines
Topic: Open Sonic port for Dreamcast Released
Replies: 65
Views: 14065

Re: Open Sonic port for Dreamcast Released

I don't think there's a violation of the GPL, all the source for open sonic is there. The allegro isn't part of that project and it's being improved. That doesn't matter. The entire work, Allegro included, has to be distributable under the terms of the GPL. Essentially, the GPL is intended to ensur...
by BlackAura
Fri Aug 07, 2009 7:28 am
Forum: Programming Discussion
Topic: 2D Tile Editors
Replies: 18
Views: 3725

Re: 2D Tile Editors

I couldn't get your editor to compile on Linux using anything newer than wxWidgets 2.4. The experience was... "painful", I think, would be a good description. wxWidgets 2.4 on Linux seems to still be using GTK1, looks hideously ugly, and is almost unbearably slow. I think I may have a go a...
by BlackAura
Thu Aug 06, 2009 10:45 am
Forum: Programming Discussion
Topic: 2D Tile Editors
Replies: 18
Views: 3725

Re: 2D Tile Editors

Thanks - I'll have a look at it.

From a superficial glance over the code (and not having run it - I'm on my Macbook which doesn't have wxWidgets), it looks a lot like what I'd have written anyway, except using wxWidgets instead of Qt.
by BlackAura
Wed Aug 05, 2009 9:58 am
Forum: Developmental Ideas
Topic: iOQuake3 Dreamcast port?
Replies: 16
Views: 5952

Re: iOQuake3 Dreamcast port?

Using JJ10DM's SDRip, a full 1.1gb GDI can be dumped in ~30min. That's around 640kb/s - while that's not bad at all considering it's connected to the Dreamcast's serial port, it is really kind of slow. The GD-ROM drive is capable of around four times that, while the Dreamcast's RAM is capable of ar...
by BlackAura
Sun Aug 02, 2009 10:26 am
Forum: Developmental Ideas
Topic: iOQuake3 Dreamcast port?
Replies: 16
Views: 5952

Re: iOQuake3 Dreamcast port?

While it's possible (Raster managed it for the commercial version of Quake 3), it's hardly simple. No existing Quake 3 data set would be compatible with it, for a start. The data set that's least resource intensive is Quake 3 itself - everything else was developed much later, and has correspondingly...