Dreamcast is 200Mz, 16 Mo Ram, 8 Mo Ram video.
Perhaps you can play the PS1 Version with Bleemcast (or another PS1 emu), but I don't know much about this emulator. A Gameboy emulator can work too.
Search found 152 matches
- Tue Jul 27, 2010 3:44 pm
- Forum: Programming Discussion
- Topic: A newbie want to port a PC game... Make it work on the DC!
- Replies: 7
- Views: 1050
- Tue Jul 27, 2010 3:22 pm
- Forum: Programming Discussion
- Topic: A newbie want to port a PC game... Make it work on the DC!
- Replies: 7
- Views: 1050
Re: A newbie want to port a PC game... Make it work on the DC!
I don't want to kill your dreams, but this seems really difficult. Have you try to use a linux cd on your computer ? For example, https://help.ubuntu.com/community/LiveCD
First try if your game works on linux on a computer. Is it a 3d game ?
First try if your game works on linux on a computer. Is it a 3d game ?
- Tue Jul 27, 2010 4:11 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
I made tests yesterday and this is the results : In VGA mode First, I test the known resolution : DM_320x240_VGA shows the exact 320x240 texture, and the monitor reports 640x480 60 Hz (31.4 Hz) DM_640x480_VGA shows the exact 640x480 texture, and the monitor reports 640x480 60 Hz (31.4 Hz) I played w...
- Mon Jul 26, 2010 2:37 am
- Forum: Gaming Forum
- Topic: RSG's Solar Struggle Discussion
- Replies: 58
- Views: 16315
Re: RedSpotGames New Game | Updated 24th/July
Please don't laugh at Alice Dreams...BILAL_XIA wrote: As for Alice Dreams out yet?
From what I gathered from the dated website it is been in demo stages from almost a decade.
- Fri Jul 23, 2010 3:06 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Playing with settings, I just had something bigger than 640 * 480 ! These settings give 720x576 vga. //720x576 VGA 50Hz vid_mode_t vid_768 = { DM_768x480, 768, 480, 0, CT_VGA, 0, [b]624, 863,[/b] 96,40, 0x18, 0x104, 0x36, 0x34b, 0x2c, 0x26c, 0, 1, { 0, 0, 0, 0 } } ; But it's strange as my monitor sa...
- Thu Jul 22, 2010 1:29 pm
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
BlueCrab : any idea to correct this ?
- Wed Jul 21, 2010 7:28 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Another tests, I thought it worked, but not really... I tried with the vid_set_mode before the pvr_init and after, and in VGA and NTSC, i have a good picture : vid_set_mode(DM_768x480_NTSC_IL,PM_RGB565); pvr_init(&pvr_params); vid_set_mode(DM_768x480_NTSC_IL,PM_RGB565); But this is not 768*480 b...
- Wed Jul 21, 2010 6:29 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Ok thanks for the answer, that's also the explanation for the 768*480 mode which didn't work in VGA, in my first tests. I hope the 640 * 480 is not the maximum hardware resolution blocked by something. By the way, if someone put the 768*480 in KOS code, I guess he tested the resolution at this momen...
- Tue Jul 20, 2010 2:42 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Thanks for the idea Quzar. By the way, this morning I have tested the 768*480 resolution in PAL and NTSC on my TV, and it doesn't work : it is still 640 * 480 and the image is no good (distorsion). Perhaps it is my hardware because i'm using a vga box which has a tv / pc option. Does someone has alr...
- Sun Jul 18, 2010 2:16 pm
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Christuserloeser : Yes, I tried F355 and the widescreen is 640 * 480 like the 4/3. I'm sure the other widescreen games do the same. In 3d game, it seems quite easy. In my 2d game, i'll have to use a ratio for each texture, which is doable, but, i'd like another solution. Indeed, we made too many eff...
- Sun Jul 18, 2010 11:22 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
Ok, I try to make the custom 768 * 480 VGA 60 Hz #include <dc/pvr.h> #include <dc/video.h> static pvr_init_params_t pvr_params = { /* Enable Opaque and Opaque modifiers. */ { PVR_BINSIZE_16, PVR_BINSIZE_16, PVR_BINSIZE_16, PVR_BINSIZE_16, PVR_BINSIZE_0 }, 512 * 1024 }; /* 768x480 VGA 60Hz (not worki...
- Sun Jul 18, 2010 4:52 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
From what I read, the 768 * 480 is not a standard vga mode, so i don't think it will work, but if someone can give me the good settings i can try. The wii is using a 720 * 480 resolution but with a yuv cable. The xbox 360 can be set up in 848 * 480 with a vga cable, i test this resolution on my tv a...
- Sat Jul 17, 2010 2:11 pm
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Re: Widescreen mode and kos ?
OK, thanks for the answer. It is a solution, but the 768 * 480 doesn't exist for the VGA mode. So i wonder if we can do, as I remember from openGL : namely drawing a scene in 740 * 416 for example, and then it renders in 640 * 480. So the tv or the monitor has just to strech to have a 16/9 display. ...
- Sat Jul 17, 2010 3:17 am
- Forum: Programming Discussion
- Topic: Widescreen mode and kos ?
- Replies: 39
- Views: 10990
Widescreen mode and kos ?
Hello, i wonder how can we give a widescreen mode support in a game made with KOS ? I currently use a 640*480 mode in vga, pal and ntsc. Is it possible to set the pvr_init to use a resolution of 740/416 for example to draw sprites, etc... and then the video output fits it in 640 * 480 ? Thanks for h...
- Fri Jun 18, 2010 3:54 pm
- Forum: Programming Discussion
- Topic: Getting started with programming again/
- Replies: 77
- Views: 11748
Re: Getting started with programming again/
Well, I can see 3 potential reasons why that might be the case: Newlib is more correct with regard to the standards, which takes up more space (most likely, IMO) Some new GCC optimization pass produces more code, but with less branches or somesuch (also likely) GCC is producing longer code for no p...
- Fri Jun 18, 2010 2:33 pm
- Forum: Programming Discussion
- Topic: Getting started with programming again/
- Replies: 77
- Views: 11748
Re: Getting started with programming again/
.elf files contain debugging information, so they're not a particularly useful means of comparing the actual code size that results. Its quite possible that GCC has changed its default debugging symbol output to be more verbose in that time period. If there's a huge difference in the .bin files tha...
- Fri Jun 18, 2010 6:27 am
- Forum: Programming Discussion
- Topic: Getting started with programming again/
- Replies: 77
- Views: 11748
Re: Getting started with programming again/
Strange... it builds just fine for me... ljsdcdev-2:modifier_volume lj$ make rm -f modifier.elf kos-cc -c modifier.c -o modifier.o /usr/local/dc/sh-elf/bin/sh-elf-gcc -O2 -DFRAME_POINTERS -ml -m4-single-only -fno-crossjumping -I/Users/lj/Projects/clean/cadcdev/kos/../kos-ports/include -I/Users/lj/P...
- Thu Jun 17, 2010 6:12 am
- Forum: Programming Discussion
- Topic: Getting started with programming again/
- Replies: 77
- Views: 11748
Re: Getting started with programming again/
OK thanks, with your makefile, i achieved in compiling the toolchain and kos ! For information, I had to replace the tabulations in the Makefile (this forum has replaced them by spaces). Moreover, i had to install libiconv, gmp, mpfr, libgmp and libmpfr. Now I have a problem when I try to compile ko...
- Wed Jun 16, 2010 4:17 pm
- Forum: Programming Discussion
- Topic: Getting started with programming again/
- Replies: 77
- Views: 11748
Re: Getting started with programming again/
I'll really appreciate if you update the Makefile of the toolchain. Indeed, i try to rebuild a toolchain with the last SVN version, and I have errors with cygwin. I try to use the gcc version 4.3.4 and the gcc 3.4.4 and I have the error : make[5]: Entering directory `/home/Julien/cacdev2010/kos/util...
- Thu Jan 08, 2009 8:26 am
- Forum: Programming Discussion
- Topic: Uploading a texture to the PVR
- Replies: 8
- Views: 2285
Re: Uploading a texture to the PVR
Also, the 4- and 8-bit modes require that the textures be twiddled (KOS can do this, but it makes updating the image after you've loaded it much slower), and use a single shared colour palette with 1024 entries (64 separate palettes for 4-bit textures, or 4 separate palettes for 16-bit textures). H...