Search found 17 matches
- Sat Jun 03, 2017 10:30 pm
- Forum: Programming Discussion
- Topic: VMU Game Uploader
- Replies: 3
- Views: 1126
VMU Game Uploader
Recently I've been trying to get a better grasp on the VMU for a new game engine I'm working on. I couldn't seem to find any examples out there that demonstrate how to upload a VMU game to a VMU and be playable. Before trying to compile it you have to go into the vmufs.c file in KOS and edit line 75...
- Sat Jun 03, 2017 8:50 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Early Access Beta Released To Public
- Replies: 56
- Views: 42596
Re: In The Line Of Fire Early Access Beta Released To Public
Thank you PH3NOM for all your contributions to the development scene. Reading your posts has always been a pleasure since they are often of great value and insight. It really bites what has happened with LoF as it looked fucking awesome! I wish you all the best moving forward with your new job. I ho...
- Sat Jun 03, 2017 12:08 am
- Forum: Programming Discussion
- Topic: VMU programming in C language ?
- Replies: 11
- Views: 2746
Re: VMU programming in C language ?
After spending many hours googling, pouring over vmufs code and comparing hexdumps of my VMU between the KOS vmufs_write output and the subsequently defragmented working DreamExplorer version I think I have determined the culprit of why vmufs_write causes the "game is damaged" error when t...
- Sat Mar 21, 2015 5:10 pm
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
Whoops my bad. I'll remove it from the Makefile ASAP.BlueCrab wrote:Nothing should be using libk++ anymore... It was removed from the KOS tree quite a while ago...
If it's in the Makefile, just remove it from the Makefile. Otherwise, something might be wrong in your environ script or something...
- Wed Feb 25, 2015 5:53 pm
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
Can anyone out there with the means and enough knowledge about the bumpmapping write up a quick test program to check the hypothesis that it is the PVR choking up on more than 7 or 8 bumpmaps being drawn in a scene so we can determine whether its hardware limitations or terrible code on my part ?
- Tue Feb 24, 2015 3:54 pm
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
A wise man once said that optimizing by hand before seeing if there's a performance problem in the first place is never a good idea. :wink: Well hey my hand-optimized lighting routine runs at 60fps with 3 active lights! However once you go above 7 or 8 64x64 bumpmapped quad mesh's then the performa...
- Tue Feb 24, 2015 8:18 am
- Forum: Programming Discussion
- Topic: VMU Programming
- Replies: 2
- Views: 715
Re: VMU Programming
That and http://www.deco.franken.de/myfiles/myfiles.htmlmegavolt85 wrote:http://mc.pp.se/dc/sw.html
- Tue Feb 24, 2015 7:46 am
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
Well, I should have said over-optimizing. But, at least you know what your performance constraints are. Now, if you choose to do so, you can optimize further to them. :) All I was saying is that doing a lot of pre-optimization before even looking at performance results often ends up making programm...
- Mon Feb 23, 2015 5:09 pm
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
A wise man once said that optimizing by hand before seeing if there's a performance problem in the first place is never a good idea. :wink: Well hey my hand-optimized lighting routine runs at 60fps with 3 active lights! However once you go above 7 or 8 64x64 bumpmapped quad mesh's then the performa...
- Sun Feb 22, 2015 3:54 pm
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Re: Dreamcast Lighting Engine With Bumpmapping
Is that atan really fast though? Looks very branchy. I'd try something like this http://cellperformance.beyond3d.com/articles/2006/09/atan2_on_spu.html It is supposedly 3-5x faster than the standard atan2 and has good accuracy. reference: http://www.lists.apple.com/archives/PerfOptimization-dev/200...
- Sun Feb 22, 2015 7:15 am
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2395
Dreamcast Lighting Engine With Bumpmapping
So I've been working on this for quite some time now and it has only really took off in recent days with the acquisition of a BBA: https://github.com/Light-Dark/dclightengine . This is a very very simple (only currently supports omni-directional diffuse lights) dynamic lighting engine for the Dreamc...
- Mon Jul 07, 2014 1:25 am
- Forum: Programming Discussion
- Topic: [SOLVED] Multitexturing
- Replies: 5
- Views: 1120
Re: [SOLVED] Multitexturing
I was going to point you to the link here for bump-mapping: http://dcemulation.org/phpBB/viewtopic.php?p=816595 but looking at your normal map it seems you have already seen that Yes! It's the only thing I could find on the topic. Can I ask what would be the proper way to affect the normal map base...
- Tue Jul 01, 2014 10:28 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Multitexturing
- Replies: 5
- Views: 1120
Re: Multitexturing
Thank you very much for your help! I have got everything working the way I want it too now! Sorry for this late reply, I wanted to take a photo to show it. I made the quads 128x128 so the Dreamcast swirl normal map would be more noticeable. The scene I'm rendering currently has 1 light that isn't em...
- Tue Jul 01, 2014 4:50 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Multitexturing
- Replies: 5
- Views: 1120
[SOLVED] Multitexturing
Hi I'm currently working on a dynamic lighting engine for Dreamcast and I've got to a point where I want to incorporate Bump mapping/Normal mapping however from what I've read the PowerVR has no native support for multitexturing which means I have to submit the geometry for the mesh twice (one for t...
- Mon Sep 09, 2013 3:23 pm
- Forum: Programming Discussion
- Topic: PVR UV Flip
- Replies: 4
- Views: 567
Re: PVR UV Flip
Just manually flip the U and V coordinates yourself for what you're doing. It shouldn't be that much work to do that, and it will look a whole lot more sane in your code than using the UV flip options. Either way, you can't just make the coordinates from 0 to 1, so you might as well work the sane w...
- Sun Sep 08, 2013 11:36 pm
- Forum: Programming Discussion
- Topic: PVR UV Flip
- Replies: 4
- Views: 567
Re: PVR UV Flip
Do you have the clamp UV setting enabled for the V direction (PVR_UVCLAMP_V or PVR_UVCLAMP_UV in uv_clamp in the same structure)? If so, then the PVR_UVFLIP_V setting will do nothing. Clamping takes priority over flipping when dealing with out-of-range U/V values, if I recall correctly. Also, how e...
- Sun Sep 08, 2013 8:27 pm
- Forum: Programming Discussion
- Topic: PVR UV Flip
- Replies: 4
- Views: 567
PVR UV Flip
Hi, I was wondering how exactly PVR_UVFLIP works (if it does at all). I've tried messing around with the uv_flip value in the sprite context but it doesn't seem to work:
Code: Select all
pvr_sprite_cxt_t cxt;
cxt.txr.uv_flip = PVR_UVFLIP_V;