Search found 78 matches

by Protofall
Wed Aug 30, 2023 9:19 am
Forum: Programming Discussion
Topic: CDDA Won't Loop Last Track on GDEMU/MODE
Replies: 12
Views: 832

Re: CDDA Won't Loop Last Track on GDEMU/MODE

That's not how I'm doing it. For small codebooks, I only use the end of the codebook, so the entire texture remains contiguous. Oh. You're a bloody genius mate :lol: I did do something like your link for the PVR accelerated Gens4All. I used a nontwiddled ARGB4444 VQ texture to store the tiles, then...
by Protofall
Wed Aug 30, 2023 9:09 am
Forum: Programming Discussion
Topic: pvrtex - PVR Texture Encoder
Replies: 14
Views: 1272

Re: pvrtex - PVR Texture Encoder

Thanks again TapamN! I'll check this out when I have some time. Btw, do you have a github/gitlab/other? My game framework library auto-downloads its dependencies so it would be nice to add a download for this without the 7-zip requirement. That said, its not urgent and I'd much prefer to get that cd...
by Protofall
Sat Aug 26, 2023 3:26 am
Forum: Programming Discussion
Topic: CDDA Won't Loop Last Track on GDEMU/MODE
Replies: 12
Views: 832

Re: CDDA Won't Loop Last Track on GDEMU/MODE

(although there is a hardware bug with bi/trilinear when using compressed 8/4BPP with mipmaps) Interesting. I guess tvspelsfreak just didn't test it and accepted the SEGA docs like the rest of us did. Glad you tested it. And yeah, makes sense with that palette+compressed+X-linear bug, since SEGA di...
by Protofall
Fri Aug 25, 2023 6:38 am
Forum: Programming Discussion
Topic: CDDA Won't Loop Last Track on GDEMU/MODE
Replies: 12
Views: 832

Re: CDDA Won't Loop Last Track on GDEMU/MODE

I've been distracted with other things, but getting back to the driver and decoder is my next task. I ran across a post mentioning FFMPEG's ELBG for VQ compression, tried using that for Dreamcast VQ, and it worked very well. I ended up making such good progress on getting a texture compressor/encod...
by Protofall
Fri Apr 16, 2021 5:57 am
Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
Topic: Batch PNG to PVR conversion
Replies: 2
Views: 2714

Re: Batch PNG to PVR conversion

Well, you could use a loop, say for the windows console: for %f in (*.png) do pvrtool -i "%f" "%f.pvr" or something similar to that. Also if you want to, you could use a tool like "Texture packer" to combine the pngs into 1 png, then convert that to dtex. Just be aware...
by Protofall
Sat Jan 23, 2021 8:02 am
Forum: Programming Discussion
Topic: Unsure how some PVR features behave
Replies: 13
Views: 4409

Re: Unsure how some PVR features behave

In pvr_setup() you override some of the context struct values. gen.clip_mode is obvious, but I was wondering if there was any particular reason you modified gen.shading , blend.src and blend.dst ? Are they personal preference or is the user clipping affected by those parameters? Shading is set to f...
by Protofall
Wed Jan 20, 2021 8:02 pm
Forum: Programming Discussion
Topic: HDR rendering on Dreamcast
Replies: 15
Views: 2802

Re: HDR rendering on Dreamcast

Twada wrote: Wed Jan 20, 2021 1:28 am I got a hint about alpha blending in the previous topic "How do I subtract with alpha blending?"
(https://dcemulation.org/phpBB/viewtopic ... 9&t=105628).

Thanks to that, all the processing is completed on PVR.
Ah yes, that's right
by Protofall
Tue Jan 19, 2021 8:23 pm
Forum: Programming Discussion
Topic: HDR rendering on Dreamcast
Replies: 15
Views: 2802

Re: HDR rendering on Dreamcast

Nice stuff. Although I don't think I was involved in helping with this, maybe you mean someone else?
by Protofall
Fri Dec 18, 2020 10:24 pm
Forum: Programming Discussion
Topic: Unsure how some PVR features behave
Replies: 13
Views: 4409

Re: Unsure how some PVR features behave

Your idea to do the clipping in software when the TA's user clipping won't do is probably the best. Doing clipping with modifier volumes complicates basically all rendering code. Doing clipping manually only has extra complexity when clipping needs to occur. It would also be the more efficient meth...
by Protofall
Sun Dec 13, 2020 5:00 am
Forum: Programming Discussion
Topic: How do I subtract with alpha blending?
Replies: 5
Views: 1761

Re: How do I subtract with alpha blending?

Hello. I want to subtract the pixel color by a constant value. But, PVR alpha blending only has add and multiply. Is there subtract techniques with PVR alpha blending? Thanks! I'm a bit rusty on my computer graphics terminology so I don't really know what "subtract" pixel colour means, bu...
by Protofall
Wed Oct 21, 2020 6:33 am
Forum: Programming Discussion
Topic: Need help to optimize my display routine
Replies: 10
Views: 1970

Re: Need help to optimize my display routine

And if you want to enable oargb you do this pvr_poly_cxt_t cxt; pvr_poly_hdr_t hdr; pvr_poly_cxt_txr(/* stuff */); pvr_poly_compile(&hdr, &cxt); hdr.cmd |= 4; // Enable oargb Here's a demo showing oargb for shading (It was made by TapamN!) : https://github.com/Protofall/Homebrew-Tests/tree/m...
by Protofall
Fri Aug 21, 2020 4:39 am
Forum: Developmental Ideas
Topic: Possibility of a SM64 DC port?
Replies: 5
Views: 6151

Re: Possibility of a SM64 DC port?

Some people asked the same thing over here https://www.dreamcast-talk.com/forum/vi ... =5&t=13223

tl;dr Its probably possible, but the code needs major modifications. (Also Windows CE isn't an OS like normal Windows, theres no point making homebrew with WinCE)
by Protofall
Tue Jul 28, 2020 4:52 am
Forum: Programming Discussion
Topic: Debugging on an emulator
Replies: 6
Views: 2987

Re: Debugging on an emulator

Hello, I've been using lxdream (on linux) and reicast (https://github.com/reicast/reicast-emulator/releases) to do testing and some debugging using simple printf and whatever error message comes out of the terminalk. Obviously the real test at the end of the day is if it works on my DC. I don't kno...
by Protofall
Tue Mar 31, 2020 12:05 am
Forum: Programming Discussion
Topic: New to Dreamcast homebrew, question about engines
Replies: 22
Views: 3771

Re: New to Dreamcast homebrew, question about engines

I thought there were more options for 3D engines, I'm guessing there are a bunch of older 3D engines out there that aren't being actively developed/supported anymore that led me to believe that. If I was a bit more confident in my programming ability and knowledge of the Dreamcast hardware, I might...
by Protofall
Mon Mar 30, 2020 4:02 am
Forum: Programming Discussion
Topic: New to Dreamcast homebrew, question about engines
Replies: 22
Views: 3771

Re: New to Dreamcast homebrew, question about engines

" Online play is something I would like to explore. At the very least, an online leaderboard for time trials and LAN multiplayer so people can set up a VPN tunnel to connect if they want to. " I too would like someone who knows more about KOS to comment on the possibility of it. There's no...
by Protofall
Tue Mar 24, 2020 2:14 am
Forum: Programming Discussion
Topic: Project ideas?
Replies: 1
Views: 493

Re: Project ideas?

Remaking a basic-ish game can be fun. I did that with Minesweeper and Dr Mario. How familiar with DC programming are you and what "engine" do you use?
by Protofall
Fri Mar 13, 2020 10:17 am
Forum: Front Page News and Forum Guidelines
Topic: New Open GL API Released
Replies: 65
Views: 24785

Re: New Open GL API Released

can't find the discord channel you are speaking about. so libGL should be replaced by libGLdc into kallistiOS ? seems confusing ^^ Here's an invite link https://discord.gg/BDCbJP I think eventually GLdc will be added to the KOS ports and replace libGL, but it hasn't happened yet. Also note if you w...
by Protofall
Fri Mar 13, 2020 3:57 am
Forum: Front Page News and Forum Guidelines
Topic: New Open GL API Released
Replies: 65
Views: 24785

Re: New Open GL API Released

hello in 2020 ^^, i'm using immediate mode atm and got issues with transparency when using PVR_TXRFMT_ARGB1555 non twiddled. Alpha information seems ignored , blending is enabled and blendFunc GL_ONE_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA the problem may come from glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV...