Search found 563 matches

by bogglez
Sat Oct 13, 2018 3:18 am
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

Awesome, I'll take a look in the evening! (It's morning here). Did you set the makefile up to export to our wiki format so we can copy the content over easily?
by bogglez
Mon Sep 17, 2018 4:05 pm
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

Yeah, the 80-20 rules applies here too.. Unfortunately many people give lose interest after finishing 90% and never release their intermediate work, which is a real shame! So I think it's great if you write this in the open.
by bogglez
Mon Sep 17, 2018 12:05 pm
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

I just had a look, great work! I was wondering whether it would be better to not copy this over into the wiki, but instead add a little build script that calls pandoc and converts all the *.md files into one big PDF so it reads more like a book. The additional files could be bundled in an accompanyi...
by bogglez
Sun Sep 09, 2018 12:33 pm
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

You can just create a personal repository and point me to it, if you like, sure.
I'll be on a business trip until Friday, but I'll look at your results then. Maybe I'll check the forums sometimes if you have any questions, but I can't promise.
by bogglez
Sat Sep 08, 2018 5:26 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1110

Re: How can I make this faster?

BB Hood wrote:
Fri Aug 31, 2018 11:12 am
This article is related and may help also:

http://dev.dcemulation.org/tutorials/me ... zation.htm
Seems useful, I added it to the wiki with better formatting http://dcemulation.org/?title=Efficient ... amcast_RAM
by bogglez
Sat Sep 08, 2018 5:18 am
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

Added http://dcemulation.org/?title=Efficient ... amcast_RAM to General
Removed https://www.youtube.com/watch?v=1_XhD5Msurc Video: Hardware Architecture Breakdown, guy deleted all his videos.
by bogglez
Sat Sep 08, 2018 4:20 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 890

Re: texconv compress data

lerabot wrote:
Mon Sep 03, 2018 9:02 am
I also have texture packer. You can export in .PVR
Are you sure that texture packer's .pvr is really the format of the Dreamcast? Maybe it's some compression format of more modern PVR chips?
by bogglez
Sat Sep 08, 2018 4:17 am
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

Hi lerabot, sadly I was really busy so I didn't have time to work on things here. Would you be willing to write one of those guides? For example "How to obtain controller inputs" is still open and would be easy to write, but very useful for people. I also put a lot of effort into helping people with...
by bogglez
Thu Aug 30, 2018 6:59 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1110

Re: How can I make this faster?

Hi. In terms of the hardware you need to make efficient use of the instruction and data cache here. park quoted someone saying "I can get the DC to max out at about 4.1 million polygons per frame with ~30% CPU idle time left over", but even the 70% of the CPU being busy could be attributed to mostly...
by bogglez
Sun Jul 02, 2017 7:43 am
Forum: Programming Discussion
Topic: MD2 animation and memory usage
Replies: 1
Views: 685

Re: MD2 animation and memory usage

MD2 models contain copies of the 3D mesh at various points in time. So the memory usage is size_of_vertex * vertices_in_model * animation_frames. In other words the only options you have are - storing vertices more compactly - reducing polygon count - reducing keyframe count. If memory usage is a pr...
by bogglez
Thu Jun 22, 2017 8:24 am
Forum: Programming Discussion
Topic: TA bufferes initialize
Replies: 2
Views: 606

Re: TA bufferes initialize

Aren't you writing past the second VRAM bank there? What happens if you lower the value to 0xa57ffffc or below? In my code I have these numbers: static volatile union ak_pointer vram_bank1 = { .as_u8 = (u8*)0xa5000000 }; static volatile union ak_pointer vram_bank2 = { .as_u8 = (u8*)0xa5400000 }; sta...
by bogglez
Tue Jun 20, 2017 1:01 pm
Forum: Programming Discussion
Topic: Invalid texture U size
Replies: 22
Views: 1936

Re: Invalid texture U size

I can't see where dest pointer is always the same? Which lines? I must've been mistaken, I don't see the issue anymore. I think we can take the patches like this then. The other stuff can be fixed later.. BlueCrab seems to be a little busy recently, so if he takes long to react I'll go ahead and me...
by bogglez
Tue Jun 20, 2017 12:52 pm
Forum: Programming Discussion
Topic: [SOLVED] Cheap Shadows rendering issue
Replies: 6
Views: 1517

Re: [SOLVED] Cheap Shadows rendering issue

For such a small change it doesn't really matter. If you make bigger changes just use "git diff --no-prefix" and post the output on the forums (you can save it as a pvr-mod-fix.patch text file for example).

The patch seems to make sense, but I'll let others chime in too.
by bogglez
Tue Jun 20, 2017 5:52 am
Forum: Programming Discussion
Topic: [SOLVED] Cheap Shadows rendering issue
Replies: 6
Views: 1517

Re: [SOLVED] Cheap Shadows rendering issue

Thanks for sharing the solution and sorry we were of no help :D
by bogglez
Sat Jun 17, 2017 4:03 pm
Forum: Programming Discussion
Topic: how does one get started in DC programming?
Replies: 5
Views: 964

Re: how does one get started in DC programming?

^ Try to make something using legacy OpenGL (1.x). This way you can port your game using KGL, as I said earlier. NeHe tutorials is a good place to start. And again, you are pretty much on your own with this. You best bet is to look for some legacy (pre-2005 or so) gamedev stuff, but it's somewhat h...
by bogglez
Thu Jun 15, 2017 4:28 am
Forum: Programming Discussion
Topic: Dreamcast Development IRC channel
Replies: 15
Views: 8536

Re: Dreamcast Development IRC channel

You can use something like this http://www.mirc.com/
Or here's a web chat version in your browser:
http://webchat.freenode.net/?channels=%23%23dreamcast
by bogglez
Mon Jun 12, 2017 4:35 pm
Forum: Programming Discussion
Topic: Potentially add ARB_point_sprite to libGL?
Replies: 1
Views: 552

Re: Potentially add ARB_point_sprite to libGL?

It should be fine. Just be aware that the PVR sprite mode can have precision issues in the UV coordinates, if you intend to use that. You can see an example for that at the very bottom of the PVR sprite sheet tutorial in the wiki.
by bogglez
Sun Jun 11, 2017 2:16 pm
Forum: Programming Discussion
Topic: openGL alpha problem
Replies: 7
Views: 953

Re: openGL alpha problem

Can you post code? Do the two planes have exactly the same Z coordinate? How do you scale them, glScalef(a, a, a) instead of glScalef(a, a, 1) ? What's your depth mode? Maybe GL_LESS instead of GL_LEQUAL might help? Are they both drawn from the same PVR polygon batch type or is one translucent and t...
by bogglez
Sat Jun 10, 2017 1:56 pm
Forum: Programming Discussion
Topic: Freeing Texture problem?
Replies: 18
Views: 1722

Re: Freeing Texture problem?

I had a look at the code and sadly it's very obviously broken.. Not sure why ph3nom went for a linked list here although he could just use an array due to the texture indices. If anybody wants to patch the code (by fixing the linked list implementation or by switching to an array), here's my (hopefu...
by bogglez
Sat Jun 10, 2017 9:20 am
Forum: Programming Discussion
Topic: Wiki feedback
Replies: 102
Views: 19833

Re: Wiki feedback

Added the guide "Romdisk Swapping" in the "General" section: http://dcemulation.org/?title=Romdisk_Swapping