Search found 29 matches

by Orion_
Thu Apr 20, 2017 5:34 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Escape 2042: The Truth Defenders
Replies: 2
Views: 1473

Escape 2042: The Truth Defenders

Discover a futuristic fast-paced platformer game in pixel art, which includes 2 mini-games, and developed for Megadrive, Gameboy and Dreamcast consoles, also available for PC on Steam. The game takes place in three different environments (prison, desert, forest) and is interspersed with 2 mini-games...
by Orion_
Thu Mar 16, 2017 3:33 pm
Forum: Programming Discussion
Topic: pthread and fs_read slowdown
Replies: 8
Views: 1594

Re: pthread and fs_read slowdown

thd_pass() is what you're looking for. Or, perhaps you want thd_sleep(), if you actually want the thread to sleep and not just pass away it's timeslice... For what you're doing, it might be a good idea to look into condvars and other synchronization primitives, so that you don't have that second th...
by Orion_
Thu Mar 16, 2017 11:06 am
Forum: Programming Discussion
Topic: pthread and fs_read slowdown
Replies: 8
Views: 1594

Re: pthread and fs_read slowdown

what is the function to "sleep" the thread in KOS ?
I tried pthread_yield(); and shed_yield();, but both functions are not recognized in KOS sdk :/
by Orion_
Thu Mar 16, 2017 6:51 am
Forum: Programming Discussion
Topic: pthread and fs_read slowdown
Replies: 8
Views: 1594

Re: pthread and fs_read slowdown

no, only the main thread read from CD. meanwhile the second thread loop in an infinite while(flag); the flag is set to 0 when the CD loading from the main thread is finished, so the second thread can continue doing stuff, but never access the CD. btw, I'm using KOS 2.0.1, never had the success of co...
by Orion_
Thu Mar 16, 2017 4:58 am
Forum: Programming Discussion
Topic: pthread and fs_read slowdown
Replies: 8
Views: 1594

Re: pthread and fs_read slowness

see update of the first post
by Orion_
Wed Mar 15, 2017 9:38 am
Forum: Programming Discussion
Topic: pthread and fs_read slowdown
Replies: 8
Views: 1594

pthread and fs_read slowdown

I try to load data from CD with a thread running in background and it's damn slow ... When I load file from CD to ram without any thread started, it's fast, as it used to be. Now when I start a thread (which itself will initialize an ogg player which seems to start another thread), when I load data ...
by Orion_
Thu Sep 01, 2016 5:30 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: [RPG] Zia and the Goddesses of Magic
Replies: 3
Views: 1841

[RPG] Zia and the Goddesses of Magic

http://onorisoft.free.fr/retroshop/zia.png I present to you my new game, it's an RPG, targeted for the Dreamcast, it took me 1 year of development. Here is the Story: In a world where magic is Queen, people lived happily and safely under the protection of the ten guardian goddesses. Out of the unkn...
by Orion_
Mon Mar 14, 2016 4:16 pm
Forum: Programming Discussion
Topic: Drawing a line (with pvr)
Replies: 3
Views: 988

Re: Drawing a line (with pvr)

Horizontal or vertical line are not a problem.
The problem is any direction line ...
I did the polygon in this order, because in the classic order it look worse..
by Orion_
Mon Mar 14, 2016 8:32 am
Forum: Programming Discussion
Topic: Drawing a line (with pvr)
Replies: 3
Views: 988

Drawing a line (with pvr)

I'm using the PVR for all my drawings, and I would like to draw a line, but I didn't find any command to that (even GL_LINES is not implemented in kGL) I tried to do it using a polygon (see code below) but it's not really working, so I wonder, how do you draw a line on the Dreamcast ? void PolygonDr...
by Orion_
Fri Apr 10, 2015 9:00 am
Forum: Programming Discussion
Topic: KOS Texture memory management bug
Replies: 7
Views: 1396

Re: KOS Texture memory management bug

I tried a trick which seems to work, even it's a dirty trick .. I init the polygon using "power of two" width & height, but if the image I need is taking less space, I only malloc "image width rounded to power of two" x "image height" (even if not power of two), the...
by Orion_
Thu Apr 09, 2015 12:53 pm
Forum: Programming Discussion
Topic: KOS Texture memory management bug
Replies: 7
Views: 1396

Re: KOS Texture memory management bug

yes, sorry about that, I edited my post in the meantime.
by Orion_
Thu Apr 09, 2015 10:53 am
Forum: Programming Discussion
Topic: KOS Texture memory management bug
Replies: 7
Views: 1396

Re: KOS Texture memory management bug

I'm using KOS 2.0 downloaded from the website.

I will try the GIT version
by Orion_
Thu Apr 09, 2015 9:36 am
Forum: Programming Discussion
Topic: KOS Texture memory management bug
Replies: 7
Views: 1396

KOS Texture memory management bug

There seems to be a bug in the texture memory management of KOS (pvr_mem_malloc) My game is in 640x480 and is using lots of texture, I had to reduce the vertex buffer to 192k to have more memory. Despite that, I still don't understand why there is only 5Mbytes of memory left for textures (are the 64...
by Orion_
Tue Mar 31, 2015 9:28 am
Forum: Programming Discussion
Topic: KOS snd_sfx_play problem
Replies: 7
Views: 1637

Re: KOS snd_sfx_play problem

Bump on this thread. I tried to delete the "65534" sample length limitation of the function "snd_sfx_play" but it doesn't change anything. So I assume the hardware limitation is no sample length more than 65534. Regardless of stereo mode, this means: Sfx can be maximum length of:...
by Orion_
Mon Jan 05, 2015 1:57 pm
Forum: Programming Discussion
Topic: Purupuru functions not working ?
Replies: 4
Views: 818

Re: Purupuru functions not working ?

Thank you, It finally works with the special flags.
I thought it was optional.
Now, playing with the values (0-7 specified in the .h) I get strange result, but I got something nice with value 7
(duration of 100 or 250 won't change anything though...)
by Orion_
Mon Jan 05, 2015 5:37 am
Forum: Programming Discussion
Topic: Purupuru functions not working ?
Replies: 4
Views: 818

Purupuru functions not working ?

Hello, I'm trying to use the purupuru function, but I can't get it to work :( I have a working vibration pack in my gamepad. And here is my code: (which produce no vibration at all) purupuru_init(); // <- Tried this but it locks the program, so I removed it void DC_Rumble(int value, int time) { mapl...
by Orion_
Fri Nov 28, 2014 8:13 am
Forum: Programming Discussion
Topic: VMU programming in C language ?
Replies: 11
Views: 2702

Re: VMU programming in C language ?

I read from here: http://mc.pp.se/dc/vms/flashmem.html Note that mini-game files are allocated starting at block 0 and upwards, while a data file is allocated starting at block 199 selecting the highest available free block. This is probably because a mini-game should be able to run directly from th...
by Orion_
Fri Nov 28, 2014 4:06 am
Forum: Programming Discussion
Topic: VMU programming in C language ?
Replies: 11
Views: 2702

Re: VMU programming in C language ?

The problem with KOS is that, it can do a lots of things, but there is not much example on how to use all theses features (ex: vmu games, purupuru)
by Orion_
Thu Nov 27, 2014 8:35 am
Forum: Programming Discussion
Topic: VMU programming in C language ?
Replies: 11
Views: 2702

Re: VMU programming in C language ?

I tried this function with the correct flag, but the VMU tells me the game is damaged. I tried to run DreamExplorer to check the data using the hex editor, and the data seems the same than the original file. Then I used the "defrag" option, and then the game was playable. So I guess, the d...
by Orion_
Thu Nov 27, 2014 5:41 am
Forum: Programming Discussion
Topic: VMU programming in C language ?
Replies: 11
Views: 2702

Re: VMU programming in C language ?

Well, I guess I'm going to learn another assembler then ...

Is there a way to write your game (.vms file) on the VMU using the Dreamcast / KallistiOS ?
I tried to write the VMS file raw on the VMU, but it's not recognized as a game by the VMU.