Search found 63 matches

by ReGex
Mon Aug 25, 2003 4:23 pm
Forum: Programming Discussion
Topic: Help compiling FrNES 0.60 with KOS 1.1.7
Replies: 19
Views: 1943

Umm, as far as I remember, I was using GCC 2.95.2. -02 was used, but I may be wrong... Yeah, I'm not sure how good using anything over 02 on GCC 3.x SH4 is ... I'm sure it wouldn't take me too long to get it working, but the fact of the matter right now is that I'm moving and I won't have any time f...
by ReGex
Mon Aug 25, 2003 1:48 pm
Forum: Programming Discussion
Topic: Help compiling FrNES 0.60 with KOS 1.1.7
Replies: 19
Views: 1943

Actually, the asm is for PPU rendering (the graphics renderer). I'm interested in what you've done (or what's been changed in KOS) to get it to be so cranky, although it's pretty ancient code (almost 2 years since I stopped working on it). I may port FrNES to a more current KOS version for a laugh, ...
by ReGex
Tue Jun 17, 2003 1:55 am
Forum: Gaming Forum
Topic: GameCube backdoor revealed
Replies: 30
Views: 2286

I never left, did I?? :D
by ReGex
Tue Jun 17, 2003 1:43 am
Forum: Gaming Forum
Topic: GameCube backdoor revealed
Replies: 30
Views: 2286

GameCube backdoor revealed

I hadn't seen any discussion here about this, but I feel it's important. Recently, an exploit has been found that allows foreign code to be run on the GameCube. This is probably tied to the recent warez release of GC games, and has been credited to Crusader of the infamous release group Kalisto. Reg...
by ReGex
Fri Apr 18, 2003 6:10 pm
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Hey BlackAura, Have you made any progress recently? I'm done school now so I'll have a couple of weeks worth of time to help out (you're probably in the midst of exams right now, if I remember correctly). I'll continue working off of your edited version of the code, if that's cool. Maybe we should s...
by ReGex
Fri Apr 11, 2003 1:32 am
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

[quote]So it won't do 64-bit integers properly? Useless piece of junk. No wonder it kept crashing when I replaced some asm code with a 64-bit multiply instruction.[/quote] I don't know that for sure... you could always write a simple architecture test of that. I'm curious as to why it would accept t...
by ReGex
Thu Apr 10, 2003 12:19 pm
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

There's a reason why people stopped using Watcom as of about 1996.. and that probably is that VC 4.0 and GCC 2.95.x were so much more stable at that point that it wasn't worth slaggin' through piles of crappy asm code to implement something like 64-bit integers.

-ReGex
by ReGex
Thu Apr 10, 2003 11:13 am
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Did you look at the message decryption/version/copyprotection system Ken put in? Check out the kensmessage code at the beginning of engine.c. Yeah, not like you couldn't have done that in C. I knew guys like this back in highschool who thought that thought binary searches and sorts were "so muc...
by ReGex
Wed Apr 09, 2003 1:22 pm
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Actually, there's very little practical difference between KGL and the MS OpenGL engine (geometry wise, at least, if not for a few missing features). If we get the geometry engine working under Win32, then moving it to the DC would be more or less trivial.

-ReGex
by ReGex
Wed Apr 09, 2003 12:34 pm
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

[quote]Still, I have a feeling that converting a raycasting engine to a 3D polygon engine is going to be a bit of a headache.[/quote] Actually, my main fears center around the light + mirror engine. Rather than casting rays backwards from a mirror, you have to do some geometrical tricks to get the d...
by ReGex
Wed Apr 09, 2003 12:05 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: The Dreamcast Emulation Knowledge Base is opened!
Replies: 25
Views: 1437

Good stuff Cap!

Finally a guide to customizing FrNES :D I'm impressed that you dug the "poor old DC NES emu that time forgot" out to do all that :D Great level of detail!

This looks like an awesome project, and I think would be a great assistance to those getting into the scene.

-ReGex
by ReGex
Wed Apr 09, 2003 11:37 am
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Hey BlackAura, I have sort of a method devised for translating the floor/ceiling into polys (it's actually pretty simple, just a little bit of list processing). I'll write a doc about it this eve. (got a pile of stuff to do today though). I've been basically just reading the source and figuring out ...
by ReGex
Wed Apr 09, 2003 1:25 am
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Most of the assembly code I've looked at seems to be very specific texture mapping stuff.. what I'd like to do is more along the lines of a GL port and localization to the DC. I think this is a much cooler approach than simply doing the standard non-accelerated port thing. What do you think? I think...
by ReGex
Tue Apr 08, 2003 9:35 pm
Forum: Programming Discussion
Topic: Duke3d porting team
Replies: 62
Views: 5130

Duke3d porting team

Are any of you other devvers looking at porting Duke3d? I would like to do this as a team project, so I was wondering if anyone else would like to help out? I don't know if Bero has decided to do anything with this yet, but he would make the best team leader because he's done so many FPS ports befor...
by ReGex
Tue Apr 08, 2003 9:25 pm
Forum: Programming Discussion
Topic: KallistiOS VS Microsoft DC libs ....
Replies: 8
Views: 1111

Just for clarification, DSNES wasn't made using either Katana or MS WinCE, it was made using an C (and Marcus' own language) framework. This framework has some shared code and information with KOS but it is neither KOS or Libdream. Ideally, to make a speedy emu at this point, if you really wanted so...
by ReGex
Tue Apr 08, 2003 11:40 am
Forum: First Person Shooters Development
Topic: DUKE 3D SOURCE RELEASED!!! (This is real i swear!)
Replies: 96
Views: 7294

[quote]It's not really the mouse support that's the problem - it's the rendering engine. It can't render true diagonals, it can only fake them. Mouse sensitivity is easily adjusted.[/quote] True true. Just looking through the source now... so much of the engine is just ancient... so much of the buil...
by ReGex
Tue Apr 08, 2003 11:09 am
Forum: Programming Discussion
Topic: KallistiOS VS Microsoft DC libs ....
Replies: 8
Views: 1111

so i was wondering how a PSX game could work 100% when a simple SNES couldn't! Well, when you're emulating a system that uses 2d sprite hardware with per-scanline register based effects (NES, SNES, SMS, TG16 and Genesis all do this), you can't use your 3d hardware to speed up drawing reliably, beca...
by ReGex
Wed Mar 26, 2003 10:51 am
Forum: Homebrew Software and Indie Games Discussion
Topic: CatanDC update
Replies: 27
Views: 1701

Thanks for the headsup though Kron, before now I hadn't seen screenshots. Just more motivation for me.

-ReGex
by ReGex
Wed Mar 26, 2003 10:42 am
Forum: Homebrew Software and Indie Games Discussion
Topic: CatanDC update
Replies: 27
Views: 1701

I posted a bit about that on the CatanDC homepage (just newly up). To me it actually looked like they overdesigned the GUI and added tons of elements to the game just to make it ... umm ... Japanese? The game is actually really simple... no need for 3d animated players or flashing flames on the boar...
by ReGex
Sun Mar 23, 2003 1:25 am
Forum: Homebrew Software and Indie Games Discussion
Topic: CatanDC update
Replies: 27
Views: 1701

New Screenshots at the homepage - new ones taken through my BBA.

-ReGex