Search found 108 matches

by ThePerfectK
Sat Nov 30, 2019 6:19 pm
Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
Topic: Sonic Adventure New Year's 1998 "Kadomatsu" DLC
Replies: 12
Views: 3789

Re: Sonic Adventure New Year's 1998 "Kadomatsu" DLC

Hello again, I came across something recently that appears to have been "lost to time" according to this: https://info.sonicretro.org/Sonic_Adventure_Downloadable_Events I bought a used 4X memory card from Japan and it had the data on it. It looks like it's the "bug fixed" version, too, as the file...
by ThePerfectK
Sat Nov 30, 2019 12:04 am
Forum: Programming Discussion
Topic: Raising a gdb breakpoint manually
Replies: 0
Views: 38

Raising a gdb breakpoint manually

I want to be able to break execution outside of my program, i.e. let the user trigger a breakpoint from, say, a controller button press or letting gdb itself trigger a breakpoint, without having to either call gdb_breakpoint() from code or setting a breakpoint manually using a python-enabled sh-elf-...
by ThePerfectK
Fri Nov 29, 2019 11:45 pm
Forum: Programming Discussion
Topic: dcload-ip with DHCP support!
Replies: 22
Views: 368

Re: dcload-ip with DHCP support!

Could you please post an example of a raw payload file with a few example commands? I'd like to make sure I'm generating a payload file correctly by comparing to one you used to talk to dcload, as I'm having a bit of trouble sending commands through netcat.
by ThePerfectK
Thu Nov 28, 2019 8:42 am
Forum: Programming Discussion
Topic: Maple device questions
Replies: 14
Views: 210

Re: Maple device questions

The Saturn sticks are NOT the same, IIRC. They map to a d-pad on the left stick and buttons on the right, or something like that. This is is truly surprising, because I've actually never owned the DC Twin sticks and have just used my Saturn twin sticks going forward, on the Dreamcast, PS2, and PS3....
by ThePerfectK
Wed Nov 27, 2019 8:16 am
Forum: Programming Discussion
Topic: Maple device questions
Replies: 14
Views: 210

Re: Maple device questions

I've got two question about different input devices and how to interact with them. The first is the keyboard. I've found KOS' example and the doc page http://gamedev.allusion.net/docs/kos-current/keyboard_8h.html . I understand that each keyboard has a queue of up to 15 keys and it can only poll a ...
by ThePerfectK
Tue Nov 26, 2019 7:25 pm
Forum: Programming Discussion
Topic: dcload-ip with DHCP support!
Replies: 22
Views: 368

Re: dcload-ip with DHCP support!

Well, oh boy do I have some interesting news. I was trying to figure out what I could do to solve #2 today, and I discovered something very interesting. Using the -fno-strict-aliasing flag SLOWS DOWN THE PERF COUNTERS BY 11-12x!!!!!!!!!! Evidently GCC turns on strict-aliasing by default or somethin...
by ThePerfectK
Tue Nov 26, 2019 6:51 pm
Forum: Programming Discussion
Topic: dcload-ip with DHCP support!
Replies: 22
Views: 368

Re: dcload-ip with DHCP support!

I'm loving this topic, please keep posting as you find more information, this is pretty great! Your perf results -- is that the perf for your windows program trying to communicate with the DC, or are you some how running a perf test on the DC itself? Perf test on the DC itself. I added the ability ...
by ThePerfectK
Tue Nov 26, 2019 7:25 am
Forum: Programming Discussion
Topic: dcload-ip with DHCP support!
Replies: 22
Views: 368

Re: dcload-ip with DHCP support!

I'm loving this topic, please keep posting as you find more information, this is pretty great!

Your perf results -- is that the perf for your windows program trying to communicate with the DC, or are you some how running a perf test on the DC itself?
by ThePerfectK
Tue Nov 26, 2019 7:17 am
Forum: Programming Discussion
Topic: Maple device questions
Replies: 14
Views: 210

Re: Maple device questions

I've got two question about different input devices and how to interact with them. The first is the keyboard. I've found KOS' example and the doc page http://gamedev.allusion.net/docs/kos-current/keyboard_8h.html . I understand that each keyboard has a queue of up to 15 keys and it can only poll a ...
by ThePerfectK
Fri Nov 15, 2019 4:37 pm
Forum: Programming Discussion
Topic: Is there a reason KOS only has one controller callback?
Replies: 5
Views: 89

Re: Is there a reason KOS only has one controller callback?

I came across this callback function when I started learning about the input. I remember BC saying its only really for rebooting/terminating a program early. I don't think its for going from in-game to title-screen like you do there, I didn't even think that kind of action was possible with the cal...
by ThePerfectK
Fri Nov 15, 2019 4:33 pm
Forum: Programming Discussion
Topic: Is there a reason KOS only has one controller callback?
Replies: 5
Views: 89

Re: Is there a reason KOS only has one controller callback?

If you're looking to set up a exit to menu callback for all controllers like commercial games do, just set the addr parameter to 0. I'd like to be able to set unique chords for each controller, though. Example, I have made some changes to controller.h so that each controller has its own unique call...
by ThePerfectK
Thu Nov 14, 2019 6:38 pm
Forum: Programming Discussion
Topic: Is there a reason KOS only has one controller callback?
Replies: 5
Views: 89

Is there a reason KOS only has one controller callback?

It's a relatively simple fix to add multiple callbacks for multiple controllers in KOS. I use the controller callback as an easy way to define the reboot macro and change what it does depending on screen (i.e. in-game it reboots to title screen, but at titlescreen, it reboots the entire system). Onl...
by ThePerfectK
Thu Nov 07, 2019 7:03 pm
Forum: Programming Discussion
Topic: Working through the code in sq.c for sq_cpy
Replies: 0
Views: 106

Working through the code in sq.c for sq_cpy

I'm trying to gain a better understanding of not how to use store queue commands (that's kind of obvious with KOS) but rather exactly what the inline assembly the KOS command is calling actually does. As in, how the SH4 itself can be controlled to perform a store queue manually. Just for knowledge, ...
by ThePerfectK
Sun Oct 06, 2019 10:00 pm
Forum: Programming Discussion
Topic: Noob question thread
Replies: 22
Views: 582

Re: Noob question thread

you have a fundamental misunderstanding of how video technology works for these kinds of old systems which is why you're having trouble with your project. I don't want to spend too much time retreading a topic I cover much more detail in a large guide I've been working on for years now (that's right...
by ThePerfectK
Sun Oct 06, 2019 9:39 pm
Forum: Programming Discussion
Topic: Developing for Dreamcast and PC simultaneously
Replies: 11
Views: 772

Re: Developing for Dreamcast and PC simultaneously

On top of the many SDL dreamcast ports being incomplete or otherwise flawed, they are the old SDL, based off of SDL 1.3 (or earlier). SDL had a clean break with the release of SDL2, SDL 1.3 and SDL2 are incompatible and different technologies. SDL2 has already become the stardard, nobody uses SDL 1....
by ThePerfectK
Mon Sep 30, 2019 2:39 pm
Forum: Programming Discussion
Topic: DreamSDK R2 is now available
Replies: 23
Views: 2644

Re: DreamSDK R2 is now available

locate gcc.exe by full path (i.e. c:\mingw64\bin\x86_64-w64-mingw32-gcc.exe or wherever it is) and include the full path in the make environment. The error is saying it can't find gcc.exe so presumably it's looking in the wrong location.
by ThePerfectK
Fri Sep 27, 2019 9:01 am
Forum: Programming Discussion
Topic: Questions on sound for Dreamcast
Replies: 4
Views: 241

Re: Questions on sound for Dreamcast

Anyone got a cdda demo? How does one burn the disc for cdda audio tracks?
by ThePerfectK
Thu Sep 19, 2019 8:26 pm
Forum: Programming Discussion
Topic: Noob question thread
Replies: 22
Views: 582

Re: Noob question thread

Congrats on getting something drawn to the screen. That warning is just saying you're not actually using the flags you define. That command is a macro which returns a variable that can be passed to KOS to setup the environment. What you are doing is directly manipulating the framebuffer, without wor...
by ThePerfectK
Thu Sep 19, 2019 2:23 pm
Forum: Programming Discussion
Topic: Noob question thread
Replies: 22
Views: 582

Re: Noob question thread

Your kos init and vid mode code need to go inside main they are calls to be executed. Also, your program doesn't loop, so it'll draw a pixel for one frame then end. Try this: #define PACK_PIXEL(r, g, b) ( ((r & 0xF8) << 8) | ((g & 0xFC) << 3) | (b >> 3) ) #include <kos.h> #include <stdio.h> int main...