Search found 7387 matches
- Thu Aug 21, 2014 12:21 pm
- Forum: Programming Discussion
- Topic: [FIXED] Texture Loading on the New GL API
- Replies: 8
- Views: 1133
Re: Texture Loading on the New GL API
"glKostexImage2D(...)" is for use when your texture data is already loaded into PVR memory. Open GL will assume that you are passing the data as a pointer to a location in PVR memory. Why not just determine where the texture is located based off the pointer at runtime? That would eliminat...
- Wed Aug 20, 2014 2:13 pm
- Forum: Programming Discussion
- Topic: [FIXED] Texture Loading on the New GL API
- Replies: 8
- Views: 1133
Re: Texture Loading on the New GL API
"glKostexImage2D(...)" is for use when your texture data is already loaded into PVR memory. Open GL will assume that you are passing the data as a pointer to a location in PVR memory. Why not just determine where the texture is located based off the pointer at runtime? That would eliminat...
- Thu Aug 14, 2014 6:40 pm
- Forum: Off-Topic Forum
- Topic: The Massive, Legendary HOT GIRLS THREAD!
- Replies: 2592
- Views: 121316
- Tue Aug 12, 2014 9:19 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Memoria
- Replies: 13
- Views: 2490
Re: Memoria
Katana would explain why I never heard of it. Since it was a relatively short demo it likely didn't go much further than whatever site he released it on.
- Tue Aug 12, 2014 11:38 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Memoria
- Replies: 13
- Views: 2490
Memoria
Anyone know of this homebrew RPG? https://www.kickstarter.com/projects/829819195/memoria?ref=nav_search I couldn't find any reference to it here and google turned up nothing. On a thread where this guy announces it though, someone mentions enjoying the DC version ( http://www.mariokartwii.com/thread...
- Mon Jul 07, 2014 2:48 pm
- Forum: Off-Topic Forum
- Topic: When YOU want something
- Replies: 26
- Views: 2371
Re: When YOU want something
Though I've never been able to absolutely verify the manufacturer, this is my watch: http://www.secondtimearoundwatchco.com/watches-for-sale/elbon/jump-hour-digital/7321 http://www.secondtimearoundwatchco.com/wfs_images/f7/f8/42/97/f9/03/c4/ae/67/e9/b1/7e/bb/49/c5/a3/9125/12-24-10-4-f.jpg I use it w...
- Mon Apr 07, 2014 12:29 pm
- Forum: Programming Discussion
- Topic: KOS - X86 exporting?
- Replies: 5
- Views: 952
Re: KOS - X86 exporting?
I remember playing Bloop from warmtoe via KOSINE. Found the thread on it:
http://www.dcemulation.org/phpBB/viewto ... 29&t=40106
http://www.dcemulation.org/phpBB/viewto ... 29&t=40106
- Wed Apr 02, 2014 6:47 pm
- Forum: Front Page News and Forum Guidelines
- Topic: DCS 2013 In Review Part 1: The Ones That Escaped
- Replies: 5
- Views: 1400
Re: DCS 2013 In Review Part 1: The Ones That Escaped
I thought it was 10 not 12 titles that GOAT had in development for 2006.
- Tue Feb 18, 2014 2:56 pm
- Forum: Programming Discussion
- Topic: pvr idle thread exiting
- Replies: 7
- Views: 1157
Re: pvr idle thread exiting
Avoiding this, eh? http://imgs.xkcd.com/comics/wisdom_of_the_ancients.png Most of the time, when I can, I go back and update things to say my result if I ask something. One time I was actually looking something else (how to remove a hibernation file from a Win2k8 server) and found my own response f...
- Tue Feb 18, 2014 2:53 pm
- Forum: Programming Discussion
- Topic: My game crash after a while, and i don't know why
- Replies: 14
- Views: 2090
Re: My game crash after a while, and i don't know why
simage imagesTra[MAX_IMAGE_TRA]; ssprite sprite[MAX_SPRITE]; sibank imageBankTra[MAX_IMAGEBANK_TRA]; That is exactly the kind of thing BlueCrab was talking about. You should have these be pointers and the init call malloc to allocate the memory. Otherwise the data is in the program stack instead of...
- Sat Feb 08, 2014 2:17 pm
- Forum: Programming Discussion
- Topic: pvr idle thread exiting
- Replies: 7
- Views: 1157
Re: pvr idle thread exiting
I got a PM from someone asking, so I updated the original thread post instead of the PM with the answer just in case someone else found the same topic by searching 'idle thread' etc.
- Thu Feb 06, 2014 5:43 pm
- Forum: Programming Discussion
- Topic: pvr idle thread exiting
- Replies: 7
- Views: 1157
Re: pvr idle thread exiting
I think the issue here was that I was missing the loading of the texture : pvr_txr_load(vidram_buf, vidram_tex, DST_WIDTH*DST_HEIGHT*2); sq_cpy(vidram_tex,osd_gfx_buffer,256*256); pvr_poly_cxt_txr(&cxt, PVR_LIST_OP_POLY, PVR_TXRFMT_RGB565|PVR_TXRFMT_NONTWIDDLED, 256, 256, vidram_tex, PVR_FILTER_...
- Fri Jan 03, 2014 4:37 pm
- Forum: Off-Topic Forum
- Topic: So whats new with you?
- Replies: 23
- Views: 7868
Re: So whats new with you?
Been working at a hosted services/CDN/DOOHA/Email Security company for the past 4 years now, completely neglecting my Comp. Sci. training by being a tech support grunt. Last June the company got bought out and I went straight to the new owners with a business proposal. Now I'm Product Manager and am...
- Wed Oct 09, 2013 6:28 pm
- Forum: Hardware Modification and Repair
- Topic: Dreamcast Official Hardware Listing
- Replies: 2
- Views: 3124
Re: Dreamcast Official Hardware Listing
Most of the pointDaMadFiddler wrote:When you add this to the wiki, be sure to tag the individual items as appropriate so they can easily lead to individual wiki entries.
- Wed Oct 09, 2013 2:40 pm
- Forum: Hardware Modification and Repair
- Topic: Dreamcast Official Hardware Listing
- Replies: 2
- Views: 3124
Dreamcast Official Hardware Listing
Below is a list of HKT numbers associated with SEGA hardware. I've compiled this list over a few years. Haven't made much modifications to it in a while, but realized only the other day that I never posted it anywhere. I plan on getting it up on the Wiki sometime soon, but so that it's not lost... (...
- Mon Jun 03, 2013 10:55 am
- Forum: Programming Discussion
- Topic: Linking 2 Dreamcast to make a 8 players homebrew game
- Replies: 18
- Views: 2093
Re: Linking 2 Dreamcast to make a 8 players homebrew game
In my mind the easiest solution, if you're ok with using genesis-style controllers, would be to hack up a keyboard, and attach a bunch of controllers to it. You could probably fit a full 8 controller ports onto a single keyboard. With so many, it would run into issues of too many simultaneous presse...
- Mon Jun 03, 2013 9:50 am
- Forum: Programming Discussion
- Topic: Reading raw audio sectors
- Replies: 29
- Views: 3298
Re: Reading raw audio sectors
Just went back to my sources. Turns out I don't have sources for the last released version, and the one I do have just has notes saying that I can't do the sector reading -_-. I misremembered, the reason for the update I did for KOS was towards that goal, but it seems I never achieved it. This may v...
- Fri May 31, 2013 10:14 am
- Forum: Programming Discussion
- Topic: Reading raw audio sectors
- Replies: 29
- Views: 3298
Re: Reading raw audio sectors
Blue, why did you change params[1] to be 4096 for 2352 sectors and 8192 otherwise? Do we know what this param does? The last change to the cdrom code was actually mine that I needed for reading raw sectors from PCE-CD games for HuCast. iirc it worked fine there, but they weren't audio sectors, they ...
- Tue Jun 19, 2012 2:11 pm
- Forum: Front Page News and Forum Guidelines
- Topic: Recruiting help: SCOURGE
- Replies: 14
- Views: 6130
Re: Recruiting help: SCOURGE
Though I wouldn't be able to take on a full-time role of any sort, I'd be glad to make myself available for questions or problems regarding DC integration/optimization.
- Sun Apr 15, 2012 6:00 pm
- Forum: Developmental Ideas
- Topic: Revisiting OpenGL + G2 GPU?
- Replies: 4
- Views: 2655
Re: Revisiting OpenGL + G2 GPU?
The limitations of the bus are so severe that you would not be able to feed a new GPU enough data to have it output anything interesting. This could be done, but would not achieve better video than the DC can do by stock, and would take insane amounts of R&D. It would be an extremely frustrating...