Search found 565 matches
- Mon Jun 05, 2023 3:33 pm
- Forum: Programming Discussion
- Topic: question about the spritesheet demo code
- Replies: 3
- Views: 269
Re: question about the spritesheet demo code
I nuked 2 Dreamcasts tho
- Mon Jun 05, 2023 3:07 am
- Forum: Programming Discussion
- Topic: question about the spritesheet demo code
- Replies: 3
- Views: 269
Re: question about the spritesheet demo code
(a wild bogglez appears)
Copy paste error (^^)v
Copy paste error (^^)v
- Sat Oct 13, 2018 3:18 am
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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?
- Mon Sep 17, 2018 4:05 pm
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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.
- Mon Sep 17, 2018 12:05 pm
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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...
- Sun Sep 09, 2018 12:33 pm
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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.
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.
- Sat Sep 08, 2018 5:26 am
- Forum: Programming Discussion
- Topic: How can I make this faster?
- Replies: 10
- Views: 2131
Re: How can I make this faster?
Seems useful, I added it to the wiki with better formatting http://dcemulation.org/?title=Efficient ... amcast_RAMBB 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
- Sat Sep 08, 2018 5:18 am
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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.
Removed https://www.youtube.com/watch?v=1_XhD5Msurc Video: Hardware Architecture Breakdown, guy deleted all his videos.
- Sat Sep 08, 2018 4:20 am
- Forum: Programming Discussion
- Topic: texconv compress data
- Replies: 11
- Views: 2220
- Sat Sep 08, 2018 4:17 am
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 75674
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 p...
- Thu Aug 30, 2018 6:59 am
- Forum: Programming Discussion
- Topic: How can I make this faster?
- Replies: 10
- Views: 2131
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...
- Sun Jul 02, 2017 7:43 am
- Forum: Programming Discussion
- Topic: MD2 animation and memory usage
- Replies: 1
- Views: 869
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...
- Thu Jun 22, 2017 8:24 am
- Forum: Programming Discussion
- Topic: TA bufferes initialize
- Replies: 2
- Views: 835
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...
- Tue Jun 20, 2017 1:01 pm
- Forum: Programming Discussion
- Topic: Invalid texture U size
- Replies: 22
- Views: 2935
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...
- Tue Jun 20, 2017 12:52 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2437
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.
The patch seems to make sense, but I'll let others chime in too.
- Tue Jun 20, 2017 5:52 am
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2437
Re: [SOLVED] Cheap Shadows rendering issue
Thanks for sharing the solution and sorry we were of no help
- Sat Jun 17, 2017 4:03 pm
- Forum: Programming Discussion
- Topic: how does one get started in DC programming?
- Replies: 5
- Views: 1392
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...
- Thu Jun 15, 2017 4:28 am
- Forum: Programming Discussion
- Topic: Dreamcast Development IRC channel
- Replies: 15
- Views: 12658
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
Or here's a web chat version in your browser:
http://webchat.freenode.net/?channels=%23%23dreamcast
- Mon Jun 12, 2017 4:35 pm
- Forum: Programming Discussion
- Topic: Potentially add ARB_point_sprite to libGL?
- Replies: 1
- Views: 697
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.
- Sun Jun 11, 2017 2:16 pm
- Forum: Programming Discussion
- Topic: openGL alpha problem
- Replies: 7
- Views: 1326
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...