Search found 82 matches

by tonma
Thu Jan 24, 2019 1:30 am
Forum: Programming Discussion
Topic: USB FTDI Coders Cable
Replies: 8
Views: 2741

Re: USB FTDI Coders Cable

I was actually privately asked about this a few months back (and forgot to check my PMs, oops!). I saw this and figured I might as well throw my work out there! A couple months ago I set out to make a Coder's cable with little hardware knowledge. I didn't want to internally mod my Dreamcast, but in...
by tonma
Fri Oct 12, 2018 3:05 am
Forum: Beats of Rage Development
Topic: DC code source
Replies: 2
Views: 3647

Re: DC code source

I compiled the main part with only one or two warnings in the bios part. Like pointer but I need to look more closely after. I deleted the sound part, I have to rewrite it for the new version of kos. I didn't look at the graphics part yet, I need to remove the SDL and look at the loading file part t...
by tonma
Fri Oct 12, 2018 2:25 am
Forum: Programming Discussion
Topic: Testing via SD card with Dreamshell
Replies: 4
Views: 1119

Re: Testing via SD card with Dreamshell

For testing homebrew with SDCard, I use isomake (2.4) from dreamshell directly. You can make iso from scramble/unscramble bin with Create_homebrew_ISO.bat / Create_katana_ISO.bat Can't try it now because don"t have SD here but it's working. http://www.dc-swat.ru/page/dreamshell/ You have the co...
by tonma
Sun Sep 23, 2018 2:20 am
Forum: Programming Discussion
Topic: Project Works on Emulators; Black Screen on Hardware
Replies: 12
Views: 2008

Re: Project Works on Emulators; Black Screen on Hardware

Can you try adding this to see if something is on screen : : bfont_draw_str(vram_s + 32, 640, 0, "Hello"); You have printf value in your loading function. If you can't see this debug info on real hardware, can you put the value in temporary variable and show them with bfont_draw_str... May...
by tonma
Sun Sep 16, 2018 10:41 am
Forum: Beats of Rage Development
Topic: DC code source
Replies: 2
Views: 3647

DC code source

Hi, I search a code source version of openbor for Dreamcast. I have an old kos version for testing. I think it's good for source code close to v3.0 37XX. I only found a svn version build 4437 but this one is already deprecated for DC, so I have error with the malloc version of old version of KOS. I ...
by tonma
Thu Sep 06, 2018 10:12 am
Forum: Programming Discussion
Topic: VMU Save Icon palette
Replies: 3
Views: 604

Re: VMU Save Icon palette

Thanks.

:oops: I'm a little silly, I changed the little/big endian between the byte instead of the word. 0xAR,0xGB => 0xRA,0xBG

Now, that's works better.
by tonma
Thu Sep 06, 2018 5:31 am
Forum: Programming Discussion
Topic: VMU Save Icon palette
Replies: 3
Views: 604

VMU Save Icon palette

Hi, I'm writing my owns tool for converting picture. I've some problems with the palette of the vmu save icon. I have an array of Hex value : const unsigned char vmu_bios_save_icon[544] ={ //Palette 0xF2,0x24,0xF5,0x45,0xF2,0x2C,0xFA,0xBB, 0xF0,0x9F,0xF2,0x01,0xF5,0x68,0xF9,0xAD, 0xFE,0xEE,0xFF,0xFF...
by tonma
Tue Sep 04, 2018 4:02 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

Thanks, I tried with this picture. 16 colors png. texconv -i damier.png -o damier4bit.dtex -f PAL4BPP -c -v With the verbose, I have : Loaded image "damier.png" Palette contains 16 colors RLE completed in 3 ms RLE result: 16384 => 338 Split 1 done. Codes: 2 Split 2 done. Codes: 4 Split 3 d...
by tonma
Mon Sep 03, 2018 8:27 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

I have tried a another code found here (https://github.com/Light-Dark/dcvqtex/tree/master/tvspelsfreak) and I have the same error. Maybe that comes from my executable version of texconv. Can commercial version of texture packer (https://www.codeandweb.com/texturepacker) compress palette file for Dre...
by tonma
Tue Aug 28, 2018 9:15 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

OK, what software do you use for compress your pictures and does your software can compress 4bit files ?
by tonma
Tue Aug 28, 2018 5:15 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

I have made others tests with a rgb565 texture. texconv.exe -i romdisk_boot/damier.png -o romdisk_boot/damier.dtex -f RGB565 I use this code to load texture in pvr : unsigned short * image_data; pvr_ptr_t texture_pointer; int width, height; FILE *image_file = NULL; image_file = fopen("/rd/damie...
by tonma
Mon Aug 27, 2018 12:22 pm
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

I post my project with only the "load / draw" image part.

I use this for converting :
texconv.exe -c -p romdisk_boot/preview.png -i romdisk_boot/damier.png -o romdisk_boot/damier4bitc.dtex -f PAL4BPP
https://www.dropbox.com/s/ry276pr79hvmp ... it.7z?dl=0
by tonma
Mon Aug 27, 2018 11:05 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

Re: texconv compress data

Thanks. That's a good news.

I tried with the VQ flag without success. I have the same result.
I tried with a new fresh compilation of texconv with linux, the hex file is identical and it doesn't work. :-(
by tonma
Mon Aug 27, 2018 4:35 am
Forum: Programming Discussion
Topic: texconv compress data
Replies: 11
Views: 2154

texconv compress data

Hi, I use texconv to create my 8bit/4bit palette file. But I can't draw them with the "-c --compress" option. I use a 512x512 pixels images in 4bit. I have a size of 128ko and when I use "-c", only 20ko. You can see on this picture : the original non compressed on left and compre...
by tonma
Sat May 12, 2018 1:19 am
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

Hey, I don't know what libGL version you're using, but you might wanna toy with Kazade's version, as he's actively working on it. Also, I think I remember reading that lighting is currently busted on some libGL build. That might be the slowdown? I use the "official" at cadcdev/kallistios ...
by tonma
Thu May 10, 2018 1:15 am
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

The concept of VBO does not exist on the consoles of 6th generations (apart perhaps on XBOX). But the default dreamcast has a vertex buffer, the normal ones are not registered in it (the calculations are done only on the CPU side). And the textures are already in vram. The only way to gain speed in...
by tonma
Wed May 09, 2018 5:01 am
Forum: Programming Discussion
Topic: How to make a cdi file from my recent compiled KOS project?
Replies: 6
Views: 1524

Re: How to make a cdi file from my recent compiled KOS project?

I don't know for the kos-objcopy error, but you only need 1ST_READ.bin after the conversion to use with bootdreams.
by tonma
Wed May 09, 2018 2:03 am
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

I found information on web, I need to put "texture, vertex and normal position of object" in the GPU to gain speed (not reload object every frame). It's called VBO. It's working like loading texture with glBindBuffer, glGenBuffers but I didn't find any example. Does someone has an example ...
by tonma
Fri May 04, 2018 8:54 am
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

I have made some test and the framerate fall down to 30 fps. [update ] I can draw nearly 3000 triangles at 60fps. With/without texture. Not so bad, but I think we can draw more than that. I used pvr_stats_t for showing the fps : sprintf(tmp, "frame rate: %f fps last_time: %f\n", (double)st...
by tonma
Thu Apr 19, 2018 1:07 am
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

lerabot wrote: Sun Apr 15, 2018 8:24 pm You should make a tutorial! Like what's your workflow from the blender model to drawing the mush in game. + lights :D
I'd love to have this!

Look good man!
Why not, but first need to learn OpenGL ;-)