Search found 576 matches
- Sat Jun 18, 2011 10:00 pm
- Forum: Programming Discussion
- Topic: Cubic Vr
- Replies: 19
- Views: 5423
Re: Cubic Vr
I have compiled the CubicVR engine, it is running on Dreamcast. But, I am not sure if the included demo, 'bullet', is supposed to be rendering textured polygons or not. It currently renders un-textured polygons, with a maximum frame-rate reported at 20fps. I have tested on real hardware, and the res...
- Fri Jun 17, 2011 9:39 am
- Forum: Programming Discussion
- Topic: New to C++ (simple code confusion)
- Replies: 17
- Views: 2759
Re: New to C++ (simple code confusion)
Consoles rarely every support "standard" out or in, so things like printf and cout can't be used. Also, no programming language out supports "smart" quotes, be they single or double. Use a programmer's editor instead of a text editor for coding. Visual Studio on Windows, Bloodsh...
- Thu Jun 16, 2011 8:00 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
Is that being done on the ARM processor? We need more sound code on the ARM... ogg-vorbis, mp3, and mikmod/modplug at the very least. That would do games and media players the best good. Well, the sound driver runs on the ARM, and tells the SH4 when it needs some more data. SH4 is doing all of the ...
- Wed Jun 15, 2011 5:54 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
SDL in general on the DC isn't very helpful. You're better off just using KOS straight than SDL for either video or audio. There's plenty of example code, and it's easy. For DCMC, all video output is done using the PVR directly. For audio output, it was really easy to bolt on a SDL audio driver for...
- Tue Jun 14, 2011 9:23 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
So when the project will be available for testing ? It would be nice to have a public release soon, maybe around 4th of July. But that is far from a promise! Realistically I would like to be finished with the project by the end of the summer. Aside from finishing what I want to do with the code, I ...
- Thu Jun 09, 2011 9:51 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
Next Ill try out some 96kHz samples to see how the DC's SPU handles it! Hopefully software re-sampling wouldn't be necessary. But if it is, 48kHz would be the re-sample rate, or should it be 44.1kHz for DC? Err - from the formula used to set the sample rate, it seems AICA plays at 44.1kHz, and the ...
- Wed Jun 08, 2011 1:29 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
DCLOAD a dctool need a revision, they're way too slow. I think removing some controls and check functions, would make it like 5x or 6x times faster which wouldn't produce any lag in dmc ( using bba ) Im not sure what you are saying here. I think you are saying that DCMC will be faster if I remove t...
- Tue Jun 07, 2011 10:09 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
You're confusing kilo BITS per second with kilo BYTES per second. 96000*3*6 = 1728000 bytes per sec. That's 96kHz 24-bit 6 channel audio, uncompressed. If you have 48kHz samples, it will be half that. If they are 16-bit samples, it's 2/3 of THAT. Now add 30% compression from FLAC. I know the 1.8MB/...
- Mon Jun 06, 2011 9:43 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
Add FLAC to the audio codecs. That can be 6 ch as well, and is VERY popular right now for lossless backup of CDs. All my CDs are dumped as FLACs. AC3 6 ch from DVDs is commonly saved as FLAC, not AC3; that's because FLAC is more common on audio players than AC3. For example, if you're a filthy stin...
- Fri Jun 03, 2011 11:19 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Re: Dreamcast Media Center
What are the supported, or targeted for being supported, formats? Mp3 is a given I suppose, and maybe ogg... What about midi, chiptunes, or mod tracker formats? Sorry, I didn't have much time before work this morning: Post updated. More audio formats are planned, any recommendations will be conside...
- Fri Jun 03, 2011 9:56 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 76571
Dreamcast Media Center
Dreamcast Media Center. I have been working hard on this project, aiming to achieve the greatest Multi-Media application for the Sega Dreamcast console. Beta 1 Has been released for public testing, check out the homepage for this project: https://sites.google.com/site/dreamcastmediacenter/ EDIT: Wit...
- Mon May 23, 2011 9:08 pm
- Forum: Developmental Ideas
- Topic: Comic Book Reader
- Replies: 10
- Views: 5916
Re: Comic Book Reader
I think if Dreamcast (i mean, KOS) have such type of libraries and sets of standarts functions, for example, reading or opening an 7z or zip files and\or read jpeg images i think there's no real problem. that's just needs work to do. The main problem, that Quzar pointed out, is that solid archives ...
- Sat May 14, 2011 4:07 pm
- Forum: Programming Discussion
- Topic: Me again! (audio issues)
- Replies: 14
- Views: 1580
Re: Me again! (audio issues)
The only thing I can think to ask, is will the video render begin, after ogg decoding is completely finished?
And this wont help your problem, but dont forget to update libogg/vorbis as patbier posted here:
viewtopic.php?f=29&t=100977
And this wont help your problem, but dont forget to update libogg/vorbis as patbier posted here:
viewtopic.php?f=29&t=100977
- Thu May 12, 2011 9:42 pm
- Forum: Programming Discussion
- Topic: How to launch another binary from /cd/ ?
- Replies: 4
- Views: 889
Re: How to launch another binary from /cd/ ?
My problem was actually that I was trying to load a srambled binary. This function only works on non-scrambled binaries. Anyhoo, here is the updated function, respecting BlueCrab's advice: /* KallistiOS ##version## exec. Updated (c) 2011 PH3NOM (c)2002 Dan Potter */ #include <kos.h> #include <assert...
- Thu May 12, 2011 9:02 pm
- Forum: Programming Discussion
- Topic: How to launch another binary from /cd/ ?
- Replies: 4
- Views: 889
Re: How to launch another binary from /cd/ ?
Well, if you've already read the whole file into memory (where you could run it from in the first place), why are you going through all the extra song-and-dance to make a file in /ram/ and run the file from there? That's pretty pointless, in all actuality. If you're just trying to run a binary, thi...
- Thu May 12, 2011 8:18 pm
- Forum: Programming Discussion
- Topic: How to launch another binary from /cd/ ?
- Replies: 4
- Views: 889
How to launch another binary from /cd/ ?
Hey guys, me again! I would like to execute another binary stored on the cd. I have looked at the K:OS example "kos\examples\dreamcast\basic\exec", that executes a binary from the romdisc. So, my logic is to load a file from /cd/ into /ram/ then execute it from there. But, I seem to have h...
- Mon May 09, 2011 10:57 pm
- Forum: Programming Discussion
- Topic: Controller input
- Replies: 13
- Views: 1746
Re: Controller input
Thanks for the help guys, I think i have implemented most of your suggestions. What I'm working on is a GUI... Here is the controller input function Im currently using, and it works great! Let me know if you guys see any issues... void mouse_input2( struct pvr_frame_vertex *button_vertex, struct mou...
- Sun May 08, 2011 5:39 pm
- Forum: Programming Discussion
- Topic: Controller input
- Replies: 13
- Views: 1746
Re: Controller input
Thanks BlueCrab, I forgot to include <dc/maple.h> after that it worked. But I still dont quite follow how to trigger only on key-up. Here is what I'm working with now; It works, but the entire process is blocked while the start button is pressed. What is the best way to do this? void mouse_input2( s...
- Sun May 08, 2011 12:50 pm
- Forum: Programming Discussion
- Topic: Controller input
- Replies: 13
- Views: 1746
Re: Controller input
Sh!ts weak, Im stuck using Dev Iso R4...
R5 sounds like its about ready?
R5 sounds like its about ready?
- Sat May 07, 2011 8:58 pm
- Forum: Programming Discussion
- Topic: Controller input
- Replies: 13
- Views: 1746
Re: Controller input
Thanks but what is prev_buttons in the code you posted?
And dont think too hard the code I posted is not literal, just a simplified example of my problem...
And dont think too hard the code I posted is not literal, just a simplified example of my problem...