Search found 42 matches
- Tue Jan 07, 2020 2:25 pm
- Forum: Programming Discussion
- Topic: nullDC - DEV edition
- Replies: 5
- Views: 1242
Re: nullDC - DEV edition
r2 is done. - added command line support. - no need to click "System->Stop" to run another file, just use "File->Open bin\elf". - fixed a crash if a command line argument is not an elf\bin file. I've done what I wanted, so it's unlikely that anything else will be added to this.
- Tue Jan 07, 2020 4:25 am
- Forum: Programming Discussion
- Topic: nullDC - DEV edition
- Replies: 5
- Views: 1242
- Mon Jan 06, 2020 4:27 pm
- Forum: Programming Discussion
- Topic: nullDC - DEV edition
- Replies: 5
- Views: 1242
nullDC - DEV edition
I made a simple modification to nullDC (intended for developers). This version allows you to load elf\bin file via command line ("nulldc.exe <you_program>"), so you can easily integrate it in your toolchain. You don't have to restart the emulator to run another elf\bin, just click "Fi...
- Sun Jan 05, 2020 12:38 am
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7022
Re: KOS vs Ninja - simple test.
Added KOS version sources if anyone needs it.
- Sat Jan 04, 2020 11:56 am
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7022
KOS vs Ninja - simple test.
Long story short: I made 3 simple programs to roughly compare "polygon count" performance of KOS' pvr api to Ninja library (from official sdk. No Kamui2 version for now). The goal was to see which one is faster "out of box" i.e. by only using high level api and no sh-4 assembly (...
- Sat Jun 09, 2018 3:04 pm
- Forum: Programming Discussion
- Topic: Questions about Perspective Divide + Z-Clipping
- Replies: 5
- Views: 1066
Re: Questions about Perspective Divide + Z-Clipping
^ To be honest, memory usage is the only notable flaw of libGL (performance is alright. Not good enough for a serious project, but not that bad either). Few glitches aside (it is not hard to come up with workarounds in most cases), it is actually very well made (considering it is built on top of KOS...
- Fri Jun 08, 2018 12:21 pm
- Forum: Programming Discussion
- Topic: Questions about Perspective Divide + Z-Clipping
- Replies: 5
- Views: 1066
Re: Questions about Perspective Divide + Z-Clipping
Well, I don't think I'll ever come back to dreamcast programming (just hanging around here and there sometimes), but you are welcome. Also, regarding this thread , keep in mind that this fix is somewhat incomplete, unfortunately (although I don't remember exactly in which cases and what exactly was ...
- Thu Jun 07, 2018 8:37 am
- Forum: Programming Discussion
- Topic: Questions about Perspective Divide + Z-Clipping
- Replies: 5
- Views: 1066
Re: Questions about Perspective Divide + Z-Clipping
iirc Z-coordinate ranges from 0 to whatever positive value you want. Vertices with negative Z (<= 0 to be exact) are automatically discarded by hardware. So yes, as you said, libGL performs clipping before the perspective divide to avoid dividing on vertices that might never be seen. Y-coordinate st...
- Thu Feb 01, 2018 9:41 am
- Forum: Programming Discussion
- Topic: Using newer version of KGL in older version of KOS?
- Replies: 4
- Views: 778
Re: Using newer version of KGL in older version of KOS?
I was wondering if anyone knew if one could use a newer version of KGL with an older version of Kallistios for compiling a program someone made. Short answer: no. PH3NOM's KGL is a major cleanup\rewrite of the original KGL (it's designed to be much closer to standart GL 1.x API, so, for example, th...
- Tue Jan 09, 2018 8:30 am
- Forum: Programming Discussion
- Topic: Having trouble compiling Makaqu GL?
- Replies: 3
- Views: 894
Re: Having trouble compiling Makaqu GL?
well, according to:
http://makaqu.tumblr.com/day/2013/12/27
it won't work with R4, so you should probably look for an older (r1) release of dcdev iso.
http://makaqu.tumblr.com/day/2013/12/27
it won't work with R4, so you should probably look for an older (r1) release of dcdev iso.
- Mon Jan 08, 2018 6:50 am
- Forum: Programming Discussion
- Topic: Having trouble compiling Makaqu GL?
- Replies: 3
- Views: 894
Re: Having trouble compiling Makaqu GL?
I was able to figure out that QGL/qgl.h just needed to be changed to GL/gl.h and other things, you should have not done this. Things like these are handled automatically with "#if(n)def"s i.e. you don't have to do this manually, so if something does not compile, than something is wrong wi...
- Mon Jan 08, 2018 6:50 am
- Forum: Developmental Ideas
- Topic: Looking for programmer for Makaqu Engine!!!
- Replies: 13
- Views: 5909
Re: Looking for programmer for Makaqu Engine!!!
may be it is, but considering all the trouble with releasing something physically (I don't think digital-only is an option for such a niche market), it is definitely not worth it IMO.|darc| wrote: but to suggest there isn't money to be made by releasing stuff for the DC is just not true.
- Mon Jan 01, 2018 6:05 am
- Forum: Developmental Ideas
- Topic: Looking for programmer for Makaqu Engine!!!
- Replies: 13
- Views: 5909
Re: Looking for programmer for Makaqu Engine!!!
So, let me get this straight... You complain that things are "not production ready", and then you complain about not wanting to do things for free. not exactly. It's more like "too much work for nothing". And most of that work is "figure out why the hell <X> does not work a...
- Sun Dec 31, 2017 4:47 am
- Forum: Developmental Ideas
- Topic: Looking for programmer for Makaqu Engine!!!
- Replies: 13
- Views: 5909
Re: Looking for programmer for Makaqu Engine!!!
Edit: please tell me if this is too low of a bounty for the engine code. I’m new to this so I was trying to estimate costs. I can almost guarantee nobody will do such a job for 200$. 2000-3000$ is maybe, but also very unlikely. Why? Because dreamcast programming is: 1) total pain in the ass without...
- Tue Jun 20, 2017 8:28 am
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2376
Re: [SOLVED] Cheap Shadows rendering issue
^ that's fine. However, I do suggest to include this fix to kos. Something like this should do: void pvr_mod_compile(pvr_mod_hdr_t *dst, pvr_list_t list, uint32 mode, uint32 cull) { dst->cmd = PVR_CMD_MODIFIER; dst->cmd |= (list << PVR_TA_CMD_TYPE_SHIFT) & PVR_TA_CMD_TYPE_MASK; if (mode) // if n...
- Mon Jun 19, 2017 10:33 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2376
Re: Cheap Shadows rendering issue
FIXED! In order for this to work properly on real HW, you must set bit 6 (PVR_TA_CMD_MODIFIERMODE) in "cmd" parameter of pvr_mod_hdr_t for the last triangle (as described in "DCDBSysArc990907E.pdf") All credit goes to MetalliC (one of the developers of Demul ) , without his help,...
- Sun Jun 18, 2017 2:19 am
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2376
Re: Cheap Shadows rendering issue
... switching to pvr_vertex_pcm_t does not help either (same result). Now I'm totally lost :\
- Sat Jun 17, 2017 10:43 pm
- Forum: Programming Discussion
- Topic: how does one get started in DC programming?
- Replies: 5
- Views: 1358
Re: how does one get started in DC programming?
This is one of the greatest graphics/general programming programming books from 1997 (era of the DC, before graphics cards) by one of the greatest game programmers back then (worked on Quake for example) https://github.com/jagregory/abrash-black-book/releases Never seen it before, but it sure does ...
- Sat Jun 17, 2017 10:31 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Cheap Shadows rendering issue
- Replies: 6
- Views: 2376
[SOLVED] Cheap Shadows rendering issue
So I have this simple scene with a cube (used as modifier volume): http://i.imgur.com/eBlshkc.jpg (disregard translucent teapot, removing it does not change anything) That 's how it is supposed to work and it does so on emulators. However, testing on real hardware gives me this: http://i.imgur.com/F...
- Fri Jun 16, 2017 3:18 am
- Forum: Programming Discussion
- Topic: how does one get started in DC programming?
- Replies: 5
- Views: 1358
Re: how does one get started in DC programming?
^ Any modern 3d game engine is a completely different world and unity is no exception. DC's pvr2 gpu is fixed function, while every modern gpu is programmable, you have no luxurious stuff like gigabytes of memory, managed runtimes (C#, Java) and so on. although i wonder how easy it is to port a unit...