Search found 63 matches
- 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...
- 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, ...
- Tue Jun 17, 2003 1:55 am
- Forum: Gaming Forum
- Topic: GameCube backdoor revealed
- Replies: 30
- Views: 2286
- 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...
- 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...
- 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...
- Thu Apr 10, 2003 12:19 pm
- Forum: Programming Discussion
- Topic: Duke3d porting team
- Replies: 62
- Views: 5130
- Thu Apr 10, 2003 11:13 am
- Forum: Programming Discussion
- Topic: Duke3d porting team
- Replies: 62
- Views: 5130
- Wed Apr 09, 2003 1:22 pm
- Forum: Programming Discussion
- Topic: Duke3d porting team
- Replies: 62
- Views: 5130
- 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...
- 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
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Mar 26, 2003 10:51 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: CatanDC update
- Replies: 27
- Views: 1701
- 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...
- Sun Mar 23, 2003 1:25 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: CatanDC update
- Replies: 27
- Views: 1701