Search found 399 matches
- Thu Dec 15, 2011 5:06 pm
- Forum: Programming Discussion
- Topic: Mikmod error to integrate
- Replies: 14
- Views: 1860
Re: Mikmod error to integrate
True, that should be enough. Of course, the way to be sure is to try it and see if it makes a difference. :grin: EDIT: Thinking about it a bit more, there are places where a thread SHOULD call thd_pass() - when the sound callback determines it's done, there's no need to wait for the timeslice for it...
- Thu Dec 15, 2011 11:30 am
- Forum: Programming Discussion
- Topic: Mikmod error to integrate
- Replies: 14
- Views: 1860
Re: Mikmod error to integrate
Pre-emptive multitasking only works at the speed of the fastest interrupt. That's not always enough for something like the sound thread, which doesn't generate an interrupt itself. You need to give up the thread explicitly in places where you know it will result in enough task switching to avoid cli...
- Wed Dec 14, 2011 8:29 pm
- Forum: Programming Discussion
- Topic: Mikmod error to integrate
- Replies: 14
- Views: 1860
Re: Mikmod error to integrate
Each loop of mikmod thread needs a "thd_pass();" to bump the multi-tasking. In a similar manner, the main loop of the program ALSO needs a "thd_pass();" or the other threads won't get time.
- Tue Dec 13, 2011 4:47 pm
- Forum: Programming Discussion
- Topic: New Video Playback Engine For Dreamcast (RoQ)
- Replies: 30
- Views: 7970
Re: New Video Playback Engine For Dreamcast (RoQ)
Nifty! Good work.
- Tue Dec 13, 2011 4:46 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7773
Re: Yeti3D demo with PVR rendering.
Well, if OneThirty8 isn't going to any time soon, I might try my hand at making a version of Yeti3D Pro or ++ (need to check if they made any changes to the Yeti code for ++).
- Tue Dec 06, 2011 12:57 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7773
Re: Yeti3D demo with PVR rendering.
I was going to post about Yeti3D Pro, but you beat me to it. Funny enough, the pro version still has GBA support in it, but CLEARLY cannot work on the GBA since it requires more ram than the 256KB available in the GBA. Just the game map struct itself is exactly 256KB, then there are lots more struct...
- Tue Nov 22, 2011 12:57 pm
- Forum: Programming Discussion
- Topic: A way to install kos on pure cygwin
- Replies: 10
- Views: 3767
Re: A way to install kos on pure cygwin
Yeah man, you're right. Just've worked 'bout 12 hours and didn't mentioned that (eyes were too tired). No problem - we've ALL been there before. :grin: Anyway, after I past these step, I dunno how to get my cygwin system to work. I don't understand the principles of how this stuff get to work. As f...
- Tue Nov 22, 2011 10:56 am
- Forum: Programming Discussion
- Topic: A way to install kos on pure cygwin
- Replies: 10
- Views: 3767
Re: A way to install kos on pure cygwin
What confuses you about 2.20 being newer than 2.8. Not 2.2.0, 2.20!! :grin: I think you read that script wrong way back at the start - the script in no way used 2.2.0, but 2.20. NO ONE would use 2.2.0 these days! How old 2.2.0 would be should have tipped you off that you were reading it wrong. :wink:
- Mon Nov 21, 2011 12:21 pm
- Forum: Programming Discussion
- Topic: A way to install kos on pure cygwin
- Replies: 10
- Views: 3767
Re: A way to install kos on pure cygwin
So, lower the index, newer the version, or what? :facepalm: Larger numbers == later versions... EVERYONE knows that! "Firefox 1 is OBVIOUSLY newer the Firefox 7!" :roll: :lol: Sorry, just had to get that out of my system. If you had any doubts, you could have looked at the dates the files...
- Sun Nov 20, 2011 7:55 pm
- Forum: Programming Discussion
- Topic: A way to install kos on pure cygwin
- Replies: 10
- Views: 3767
Re: A way to install kos on pure cygwin
1. I tried to run download.sh It has an mistake in a script, because version 2.20 of binutils were succesfully removed from repository, and now placed with some alpha versions (2.20.1a). So I downloaded needed packets by myself, I've choosen version 2.8 for installation. Holy crap, Dude!! :o Why di...
- Sat Nov 19, 2011 11:04 pm
- Forum: Programming Discussion
- Topic: Problems with the kos-ports repo
- Replies: 5
- Views: 870
Re: Problems with the kos-ports repo
Ah! You did "KOS_CFLAGS = " instead of "KOS_CFLAGS += " to avoid the wrong includes. Should have thought of that myself. Nice job.
- Fri Nov 18, 2011 2:30 pm
- Forum: Programming Discussion
- Topic: Problems with the kos-ports repo
- Replies: 5
- Views: 870
Re: Problems with the kos-ports repo
Hi Chilly Willy, how are you? Enlightened. :grin: First of all, let me say that this kos-ports is not the official kos repository that BlueCrab maintains (it's the emuforge one, that's it, the "spaniards" one :-P ). Btw, I'm a contributor on it and I do small changes on it (of course, whe...
- Wed Nov 16, 2011 6:46 pm
- Forum: Programming Discussion
- Topic: Problems with the kos-ports repo
- Replies: 5
- Views: 870
Re: Problems with the kos-ports repo
Just a follow up... In the Makefile for alpng_13, change the KOS_CFLAGS like this: KOS_CFLAGS += -DDREAMCAST -DALPNG_ZLIB=1 -O3 -ffast-math -Wall -Wno-unused -DALLEGRO_DC -Isrc -Isrc/inflate -Isrc/quantization -Isrc/wrappers -I../allegro-4.2.2/include -I../zlib-1.2.3 That's how some of the SDL libs ...
- Wed Nov 16, 2011 3:24 pm
- Forum: Programming Discussion
- Topic: Problems with the kos-ports repo
- Replies: 5
- Views: 870
Problems with the kos-ports repo
When compiling the svn repo, I get this for alpng: ake[2]: Leaving directory `/home/jlfenton/Projects/Dreamcast/kos-ports/allegro-4.2.2' make -C alpng13 make[2]: Entering directory `/home/jlfenton/Projects/Dreamcast/kos-ports/alpng13' kos-cc -c src/alpng_save.c -o src/alpng_save.o src/alpng_save.c:...
- Tue Oct 18, 2011 2:39 pm
- Forum: /dev/null
- Topic: Bill Gates
- Replies: 12
- Views: 1146
Re: Bill Gates
Hehehe - yeah, that was probably take number 407.BoneyCork wrote:The most annoying thing about that video is he probably failed in some other interview at some point, and the video was never released publicly.
- Mon Oct 17, 2011 2:00 pm
- Forum: /dev/null
- Topic: Bill Gates
- Replies: 12
- Views: 1146
Re: Bill Gates
While it might make us clinically insane, some of us LIKE Andy Rooney.pixel wrote:Whatever. This is a serious problem.Chilly Willy wrote:It's not ABOUT Andy Rooney - it's BY Andy Rooney.pixel wrote:This needs to be the last time anyone posts anything about Andy Rooney.
- Sun Oct 16, 2011 6:50 pm
- Forum: /dev/null
- Topic: Bill Gates
- Replies: 12
- Views: 1146
Re: Bill Gates
It's not ABOUT Andy Rooney - it's BY Andy Rooney.pixel wrote:This needs to be the last time anyone posts anything about Andy Rooney.
- Thu Oct 06, 2011 6:05 pm
- Forum: /dev/null
- Topic: Someone I know posted this on facebook...
- Replies: 4
- Views: 516
Re: Someone I know posted this on facebook...
That DOES fit with MS' continual misinterpretation of the "I'm a ..." ads. MS actually thinks their customers really are PCs, so why wouldn't they think Jobs was a Mac.
- Tue Oct 04, 2011 5:57 pm
- Forum: Programming Discussion
- Topic: Help me compiling bennu for dreamcast!
- Replies: 3
- Views: 910
Re: Help me compiling bennu for dreamcast!
Bennu/Fenix are just interpreted. Think of it like Lua Player - you have a high-level interpreted script for your game which calls a custom library to handle things like file handling, reading controllers, and video/sound out. What you compile for the console is the interpreter along with the librar...
- Mon Oct 03, 2011 2:17 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 74687
Re: Dreamcast Media Center
Fantastic! I have a bunch of older stuff that's all SRT for subs. Everything these days has embedded soft subs and counts on people having libass. You might look into adding libass, if you haven't already.
http://code.google.com/p/libass/
http://code.google.com/p/libass/