Search found 27 matches

by MetalliC
Sun Nov 26, 2017 11:13 pm
Forum: Programming Discussion
Topic: KOS glitch
Replies: 5
Views: 676

Re: KOS glitch

long story short - it is not KOS issue, but game itself. mentioned "Orion Puzzle Collection" first run game selector binary, and later one of selected minigames - it will load it's binary to ram disk, like /ram/game.bin, then pass data pointer to arch_exec() function. wrong move, because during ram ...
by MetalliC
Sun Nov 26, 2017 1:18 am
Forum: Programming Discussion
Topic: KOS glitch
Replies: 5
Views: 676

Re: KOS glitch

maybe, can't remember details right now. as for memory trashing problem, it happen during arch_auto_shutdown -> fs_ramdisk_shutdown -> free(f1->data); not yet sure if its caused by some bad emulation or other bugs in KOS add: another option - this game have bugs itesf, but "trash" opcodes 0x8C0E act...
by MetalliC
Fri Nov 24, 2017 12:30 am
Forum: Programming Discussion
Topic: KOS glitch
Replies: 5
Views: 676

Re: KOS glitch

it also worth insert a bunch of nop's after write to CCR register, at least Katana games always do it this way. speaking more about this particular game, it does more weird things - after selecting one of 3 minigames it does a) load game binary to upper RAM area b) execute arch_exec_at routine, whic...
by MetalliC
Tue Nov 21, 2017 5:31 pm
Forum: Programming Discussion
Topic: KOS glitch
Replies: 5
Views: 676

KOS glitch

\kernel\arch\dreamcast\kernel\execasm.s starting from line 15: __arch_exec_template: mov.l .ccraddr,r0 ! Disable/invalidate cache mov.l .ccrdata,r1 mov.l @r1,r1 <<< this is redundant opcode, it read some crap from bios addr @0x0808, and later used as cache control value mov.l r1,@r0 .... .ccraddr: ....
by MetalliC
Sat Nov 11, 2017 7:05 pm
Forum: Programming Discussion
Topic: Equivalent to RTSC x86 indtruction on SH4
Replies: 6
Views: 907

Re: Equivalent to RTSC x86 indtruction on SH4

fun fact: Virtua Fighter 3TB uses SH4 performance monitor. game set 1st monitor to event 0x23 (elapsed cycles) and some time later read counter. probably dev/debug leftovers, not actually required for this game functioning.
by MetalliC
Thu Mar 30, 2017 11:09 am
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 1655

Re: Better understand the TA Bining Process & rasterization

sadly, public available patents cover quite little part of PVR2 internals. I think I've seen only 2, one quite detail explain translucency sorting and other about Tiled render in general (not indepth). so, there is 3 good sources of info - mentioned leaked docs, few public patents, and docs from Kat...
by MetalliC
Wed Mar 29, 2017 6:35 am
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 1655

Re: Better understand the TA Bining Process & rasterization

ThePerfectK , generic advice - google for official docs (DCDBSysArc990907E.doc or .pdf) and look there for Tile Accelerator and Tile Division chapters, it contain full detailed description of this system internals, unlike old and outdated sites/sources. there is nice illustration about (in)efficien...
by MetalliC
Wed Aug 17, 2016 9:49 am
Forum: Programming Discussion
Topic: Incorrect DMA code in KOS?
Replies: 8
Views: 1041

Re: Incorrect DMA code in KOS?

That is not what that employee said (and what other replies in the thread have also indicated). He clearly said that the SH4 has those opcodes, and GCC/GNU Assembler fully support using them on SH4 (not just SH4A) targets. it depends on definition of term "SH4" as far as I know there no some specif...
by MetalliC
Mon Aug 15, 2016 10:58 am
Forum: Programming Discussion
Topic: Incorrect DMA code in KOS?
Replies: 8
Views: 1041

Re: Incorrect DMA code in KOS?

well, I've seen two gaming systems with 'regular' SH7750 - Gaelco's ATV Track and Smashing Drive (2x SH7750 + PVR2 NEON250) and Aristokrat MK6 gambling machines (SH7750 + PVR2 NEON250). both of them doesn't use FSRAA or FSCA opcodes, so I'm pretty sure 7750 haven't them. I think you misunderstood th...
by MetalliC
Mon Aug 15, 2016 9:06 am
Forum: Programming Discussion
Topic: Incorrect DMA code in KOS?
Replies: 8
Views: 1041

Re: Incorrect DMA code in KOS?

you mean shdma[DMAC_CHCR2] = 0x12c1; ? cant see anything wrong here on side note... not well known fact - HOLLY-chipset based hardware (DC, NAOMI, etc) uses *NOT* SH4 CPU. but custom designed chip - SH7091 (HD6417091), sadly there no public available docs for it, we only know it have several (but no...
by MetalliC
Tue Aug 09, 2016 8:30 am
Forum: Programming Discussion
Topic: Suggested change to maple driver
Replies: 18
Views: 1554

Re: Suggested change to maple driver

I'd find it unlikely that a 3rd party hardware peripheral would probably respond to that particular way of resetting it... Considering I don't think that was documented in any of the semi-public documentation that developers had... nope, its pretty full documented in public available Maple patent -...
by MetalliC
Mon Aug 08, 2016 3:38 pm
Forum: Programming Discussion
Topic: Suggested change to maple driver
Replies: 18
Views: 1554

Re: Suggested change to maple driver

its not the same thing.
your's code send data packet to device, which tells device MCU to reset himself.
that code I've posted tells MapleDMA controller to generate special reset pattern on serial lines instead of sending data, device serial receiver must detect this pattern and do hardware reset.
by MetalliC
Sat Aug 06, 2016 7:33 am
Forum: Programming Discussion
Topic: Suggested change to maple driver
Replies: 18
Views: 1554

Re: Suggested change to maple driver

did you tried to use maple bus reset pattern to Mad Catz controller ? currently KOS have no code to handle maple patterns, so you have to implement it by yourself. maple_queue.c void maple_queue_flush() { /* First word: message length and destination port */ *out++ = i->length | (i->dst_port << 16);...
by MetalliC
Thu Jan 21, 2016 8:49 am
Forum: Programming Discussion
Topic: PVR Data Format Documentation?
Replies: 17
Views: 1850

Re: PVR Data Format Documentation?

That's certainly not a personal email in that dialog box. EDTS = European Developer Technical Support. email in dialog box ;) ? do you realize how it sounds ? so then I worked in software development company, and used my corporate email as contact address somewhere in "about" window, this automatic...
by MetalliC
Wed Jan 20, 2016 9:38 am
Forum: Programming Discussion
Topic: PVR Data Format Documentation?
Replies: 17
Views: 1850

Re: PVR Data Format Documentation?

I'd suggest its not that simple. it includes 3rd-party libs like paintlib, and "VQDLL" made by Videologic/ImgTec's employee (former now) , fwiv one of main creators of PowerVR GPUs. so I think that's why this tool have no Sega copyrights, have sources included, and in overall looks like not official...
by MetalliC
Tue Jan 19, 2016 6:29 pm
Forum: Programming Discussion
Topic: PVR Data Format Documentation?
Replies: 17
Views: 1850

Re: PVR Data Format Documentation?

well, if you say so its Sega's tool ofc.
but actual about window says this, and there no Sega copyrights in source code.
by MetalliC
Tue Jan 19, 2016 10:21 am
Forum: Programming Discussion
Topic: PVR Data Format Documentation?
Replies: 17
Views: 1850

Re: PVR Data Format Documentation?

I'd suggest good choice to look at original Katana SDK's PVRTool sources
[link removed -BlueCrab]
by MetalliC
Thu Oct 29, 2015 9:11 am
Forum: Programming Discussion
Topic: VQ Framebuffer Article
Replies: 9
Views: 2035

Re: VQ Framebuffer Article

can anyone please share selfbootable cdi image of this VQFB demo ?
by MetalliC
Tue Oct 27, 2015 7:57 am
Forum: Programming Discussion
Topic: VQ Framebuffer Article
Replies: 9
Views: 2035

Re: VQ Framebuffer Article

Hi ;) I tested this on a real DC through the writing of the article and the associated research. great, thank you for making this clear. What you are referring to is an incomplete reference, as far as I am aware. I have found reference to the non-palleted VQ texture in the Kamui manual (although, no...
by MetalliC
Fri Oct 16, 2015 9:28 pm
Forum: Programming Discussion
Topic: VQ Framebuffer Article
Replies: 9
Views: 2035

Re: VQ Framebuffer Article

anyone tested this on real Dreamcast ? in DCDBSysArc990907E.doc §3.6.2 Texture Formats and §3.6.2.3 VQ Textures is clearly defined as subset of twiddled textures only, and only square. I suppose even if it works it's kind of "undefined behaviour" case. PS: if anyone interested - regular model of Pow...