Search found 565 matches

by bogglez
Tue Mar 28, 2017 10:31 am
Forum: Programming Discussion
Topic: The case of the divide by zero
Replies: 17
Views: 2137

Re: The case of the divide by zero

That will do. :)
by bogglez
Tue Mar 28, 2017 8:15 am
Forum: Programming Discussion
Topic: The case of the divide by zero
Replies: 17
Views: 2137

Re: The case of the divide by zero

You mentioned 550.750 * 150.250 should be calculated as 0.550750 * 0.150250 instead, but that will give you exactly the same result. The reason is that the numbers are stored in a normalized format, i.e. 0.mm * 2*exp. mm is the mantissa and its size depends on the data type you use (float vs double)...
by bogglez
Mon Mar 27, 2017 6:20 pm
Forum: Programming Discussion
Topic: The case of the divide by zero
Replies: 17
Views: 2137

Re: The case of the divide by zero

just a naive example, but I also learned recently that using numbers less than 1 increases precision e.g if you want to multiply 550.750 * 150.250, you should multiply 0.550750 * 0.150250 then scale the result to reduce propagated errors. It's true that numbers close to 0 have more precision, but I...
by bogglez
Mon Mar 27, 2017 1:58 pm
Forum: Programming Discussion
Topic: The case of the divide by zero
Replies: 17
Views: 2137

Re: The case of the divide by zero

Just a wild guess, but that's probably GCC's "fault" -mdiv=strategy ‘call-table’ Calls a library function that uses a lookup table for small divisors and the div1 instruction with case distinction for larger divisors. Division by zero calculates an unspecified result and does not trap. Th...
by bogglez
Sun Mar 26, 2017 7:27 pm
Forum: Programming Discussion
Topic: The case of the divide by zero
Replies: 17
Views: 2137

Re: The case of the divide by zero

Just a wild guess, but that's probably GCC's "fault" -mdiv=strategy ‘call-table’ Calls a library function that uses a lookup table for small divisors and the div1 instruction with case distinction for larger divisors. Division by zero calculates an unspecified result and does not trap. Thi...
by bogglez
Sun Mar 26, 2017 5:02 pm
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 3170

Re: Better understand the TA Bining Process & rasterization

EDIT: About raytracing - so your just recurse the reflections per casted ray? I assume the dot product of each additional ray you cast determines its weight or each recursed ray in the resultant color calculation? You're starting a huge topic of itself there. There are many ways to do raytracing, a...
by bogglez
Sun Mar 26, 2017 3:21 pm
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 3170

Re: Better understand the TA Bining Process & rasterization

It does solve that case. Define two planes (instead of triangles) that intersect each other and calculate the intersection with a ray: point = origin + direction * factor. Check whether point is within the triangle. If it's not, disregard the collision. The smallest factor >= 0 is the intersection ...
by bogglez
Sun Mar 26, 2017 8:04 am
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 3170

Re: Better understand the TA Bining Process & rasterization

It does solve that case. Define two planes (instead of triangles) that intersect each other and calculate the intersection with a ray: point = origin + direction * factor. Check whether point is within the triangle. If it's not, disregard the collision.
The smallest factor >= 0 is the intersection
by bogglez
Fri Mar 24, 2017 11:10 am
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 3170

Re: Better understand the TA Bining Process & rasterization

Tesselation is a bit of a misnomer here. That is about subdividing the triangle into more triangles, true, but it doesn't turn it into multiple draw calls.
by bogglez
Fri Mar 24, 2017 10:46 am
Forum: Gaming Forum
Topic: Sonic Forces
Replies: 19
Views: 4762

Re: Sonic Forces

I'd like to say I'm disappointed, but it's exactly what I expected..

Tom Kalinske also recently made remarks in an interview how he was surprised about wtf Sega of Japan is doing to Sonic. He was especially shocked when he saw a "black Sonic with guns" :)
by bogglez
Fri Mar 24, 2017 10:44 am
Forum: Programming Discussion
Topic: Better understand the TA Bining Process & rasterization
Replies: 20
Views: 3170

Re: Better understand the TA Bining Process & rasterization

I think the main optimization is the amount of fast memory required. 1. You don't need a huge memory buffer for the entire screen, but instead you can work on parts of the screen after each other. 2. Due to the raycasting no depth buffer is required at all. I'm sure this reduced the cost of the Drea...
by bogglez
Fri Mar 24, 2017 10:38 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Senile Team's new game: Intrepid Izzy
Replies: 26
Views: 6803

Re: Senile Team preparing to announce new game

Did you toy around with the 8888 paletted mode? I did more than toy around with it, but found that it has some disadvantages: 1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes. 2. It doesn't render as fast as 1555. Inte...
by bogglez
Tue Mar 21, 2017 1:07 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Senile Team's new game: Intrepid Izzy
Replies: 26
Views: 6803

Re: Senile Team preparing to announce new game

PC Resolution: 1280x720 or higher (1920x1080 recommended) Sprites: 32 bits per pixel (ARGB8888) DC Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen) Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555) Other than that, there are no significant differences. 8-) Did ...
by bogglez
Wed Mar 15, 2017 3:15 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Senile Team's new game: Intrepid Izzy
Replies: 26
Views: 6803

Re: Senile Team preparing to announce new game

Looks very polished! Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of ...
by bogglez
Mon Mar 13, 2017 7:23 pm
Forum: Hardware Modification and Repair
Topic: Disc drive stops working after logo
Replies: 4
Views: 2367

Re: Disc drive stops working after logo

No the screen goes black :(
by bogglez
Sun Mar 12, 2017 6:11 pm
Forum: Hardware Modification and Repair
Topic: Disc drive stops working after logo
Replies: 4
Views: 2367

Disc drive stops working after logo

Hey everyone,

After my first original Dreamcast stopped booting, my second used Dreamcast also stopped booting after the initial swirl.. it won't enter bios or start games, the drive just stops spinning. Is this such a common issue? Anything I can do? I don't want to buy Dreamcasts all the time..
by bogglez
Thu Mar 09, 2017 12:07 pm
Forum: Programming Discussion
Topic: Rebuilding KOS Again
Replies: 11
Views: 1789

Re: Rebuilding KOS Again

Regarding the problems you had, did you need to run any extra commands that I should incorporate into the script?
by bogglez
Thu Mar 09, 2017 12:02 pm
Forum: Programming Discussion
Topic: Depth Test is not Working
Replies: 20
Views: 2177

Re: Depth Test is not Working

Did you compare this to desktop OpenGL?
If it's a bug, then the PVR depth test is probably not set properly.
by bogglez
Wed Mar 08, 2017 11:08 am
Forum: Programming Discussion
Topic: Rebuilding KOS Again
Replies: 11
Views: 1789

Re: Rebuilding KOS Again

I personally don't own a Windows machine, just to be clear. I had access to one that day so I did what had to be done. I have no personal interest in supporting Windows, but I offer help to people who want to use it. I won't however buy Windows and install it on my machine or in a VM or anything lik...