You can always find BBAs. I have never not been able to find one... It's just a matter of finding one for a price you are willing to pay.
But as Tvspels said, if you are serious about Dreamcast development, it is THE development method.
Search found 6110 matches
- Thu Jan 17, 2013 10:39 am
- Forum: Programming Discussion
- Topic: Dreamcast - Kos Makefiles
- Replies: 9
- Views: 5450
- Tue Jan 15, 2013 8:48 pm
- Forum: Programming Discussion
- Topic: Dreamcast - Kos Makefiles
- Replies: 9
- Views: 5450
Re: Dreamcast - Kos Makefiles
Ok, im having a problem with the damm emulator,i have both the .elf and .bin, but to test them on to the emulator i neeed a .cdi file, i tries using binToCdi but its for 32 bit win, i tried on a virtual machine but it didnt worked! there is a guy that created a batch that conveerts from .elf to .cd...
- Tue Jan 15, 2013 12:38 pm
- Forum: Programming Discussion
- Topic: Dreamcast - Kos Makefiles
- Replies: 9
- Views: 5450
Re: Dreamcast - Kos Makefiles
Welcome to the wonderful world of Dreamcast development, friend!
You haven't really given any specific details that allow us to help you, though.
If I were you, I would find the SDL example in kos or kos-ports. Look at its makefile and simple substitute your .o files in its "OBJS=" list.
You haven't really given any specific details that allow us to help you, though.
If I were you, I would find the SDL example in kos or kos-ports. Look at its makefile and simple substitute your .o files in its "OBJS=" list.
- Tue Jan 15, 2013 9:56 am
- Forum: Programming Discussion
- Topic: C vs C++ style of interface for hardware abstraction layer
- Replies: 17
- Views: 10423
Re: C vs C++ style of interface for hardware abstraction lay
If I were you, I would not worry about performance, just get it working, and then later you can optimize if you need to. You should not premature optimize, optimize when you have working code that you think could be faster. Do note that this doesn't mean write dumb code. Read this: http://prog21.da...
- Tue Jan 15, 2013 2:16 am
- Forum: Programming Discussion
- Topic: C vs C++ style of interface for hardware abstraction layer
- Replies: 17
- Views: 10423
Re: C vs C++ style of interface for hardware abstraction lay
When writing the vector library for the engine I came across this article that shows when writing a SIMD optimized vector library you can gain a 62.74ms per tick speed increase (Microsoft compiler, the one I'm using) on a cloth simulation just by giving the library a C style interface instead of en...
- Tue Jan 15, 2013 1:41 am
- Forum: Programming Discussion
- Topic: C vs C++ style of interface for hardware abstraction layer
- Replies: 17
- Views: 10423
Re: C vs C++ style of interface for hardware abstraction lay
Well I see the point and I always advocate learning from the ground up. I think the analytic approach imparts a knowledge necessary to build the technology of 5 years from now, not the technology of a few years ago to now. On some systems, this is pretty crucial. On the PS2 this was exceptionally e...
- Mon Jan 14, 2013 4:31 pm
- Forum: General Gaming
- Topic: Post every time you beat a game.
- Replies: 629
- Views: 887516
Re: Post every time you beat a game.
Super Mario Bros. (NES) As I'm practicing to speed run this game, I beat it about 10 times a day (and that's with a lot or resets) A little over 6 minutes on average, as I don't do many risky tricks yet Playing on an actual NES or emulator? I play on both, but mostly I play on an emulator so I can ...
- Thu Jan 10, 2013 3:09 pm
- Forum: Programming Discussion
- Topic: The Unreasonable Effectiveness of C
- Replies: 2
- Views: 2086
Re: The Unreasonable Effectiveness of C
Beautiful. Absolutely beautiful.
- Thu Jan 10, 2013 9:10 am
- Forum: Game Development
- Topic: Rendering using your architecture?
- Replies: 9
- Views: 6126
Re: Rendering using your architecture?
[..] although I scrapped the whole project to start over again. Another bad habit, I suppose. Not really... Sure, from an outside "why isn't your project done yet, I know nothing about coding" perspective it is, but they aren't the people you're trying to impress. If you never took a step...
- Mon Jan 07, 2013 10:39 am
- Forum: General Gaming
- Topic: Post every time you beat a game.
- Replies: 629
- Views: 887516
Re: Post every time you beat a game.
Beat Megaman 2 on the NES with Tvspelsfreak yesterday.
- Sun Jan 06, 2013 6:02 pm
- Forum: Game Development
- Topic: Rendering using your architecture?
- Replies: 9
- Views: 6126
Re: Rendering using your architecture?
Mother of god, these are very broad, open-ended questions... But I'm feeling particularly warm and fuzzy right now after a good several mile run and a Lortab 7.5, so I will indulge your curiosity, my friend. Looking at the screenshots on the blog posts and reading the articles allowed me to understa...
- Fri Jan 04, 2013 11:27 am
- Forum: General/Off-Topic
- Topic: Excellent Low Level Git Talk
- Replies: 10
- Views: 5725
Re: Excellent Low Level Git Talk
I need to find the time to watch this... I use GIT like a moron, honestly. I know commit, push, and pull.
Every once and again, I get really adventurous and branch the bitch.
Every once and again, I get really adventurous and branch the bitch.
- Fri Jan 04, 2013 10:13 am
- Forum: Programming Discussion
- Topic: How do you name your classes and structure your project
- Replies: 13
- Views: 5835
Re: How do you name your classes and structure your project
Ok, so it's better to have naked code than. I can live with that, since it really gives me readability. That's not quite what we said. If you are writing a library, use one layer of namespacing as the library name. If you are writing an application/client code of the library that is not intended to...
- Thu Jan 03, 2013 2:19 pm
- Forum: Programming Discussion
- Topic: How do you name your classes and structure your project
- Replies: 13
- Views: 5835
Re: How do you name your classes and structure your project
Completely agreed.TheBuzzSaw wrote:I opened up a bit to nested namespaces in Java/C# since you can declare them easily. However, in C++, I definitely maintain a one namespace limit. Even then, you only really need namespaces for libraries. Your final "client code" can be naked.
- Wed Jan 02, 2013 4:35 pm
- Forum: Game Development
- Topic: Shadows of Power - 2d RPG made in SDL & C++
- Replies: 16
- Views: 13576
Re: Shadows of Power - 2d RPG made in SDL & C++
I would imagine that should probably be pretty fast. Do they not also have a way to scale it?