Search found 29 matches
- 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...
- 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...
- 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 :/
I tried pthread_yield(); and shed_yield();, but both functions are not recognized in KOS sdk :/
- 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...
- 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
- 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 ...
- 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...
- 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..
The problem is any direction line ...
I did the polygon in this order, because in the classic order it look worse..
- 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...
- 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...
- 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.
- 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
I will try the GIT version
- 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...
- 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:...
- 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...)
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...)
- 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...
- 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...
- 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)
- 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...
- 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.
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.