I'm going to start porting the particle engine!

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Falco Girgis
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I'm going to start porting the particle engine!

Post by Falco Girgis »

I'm in a really Dreamcast-y mood right now, and I want to do something with C++. I guess NEStix is on a pause because what I think needs to be done can't be until the level editor is done, and what JSL thinks should be done -- who knows, he hasn't said. We just know he does think "something" must be done. (What what what!?! JSL! :spin: )

But anyway, that particle beta we made for NEStix with SDL on the PC. I'm going to try to port that to Dreamcast tomorrow. It'll be awesomeness * 10 on DC. I'm going to use it in the DC Shooter later on anyway.

I have a huge research paper due tomorrow and I haven't even started. I doubt I'll be doing any PC -> DC porting tonight :?

Tomorrow I should get pretty far though. The only things that need to be changed are the SDL rectangles to PVR untextured quads and a few other things. I'll be fun.

Lord, time to go work on the research paper... :cry:
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Post by Tvspelsfreak »

Finally some action in the DC forum!

I'll be on all night if you need some PVR lessons. :spin:
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Falco Girgis
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Post by Falco Girgis »

god wrote:"One must learn to harness t3h power of the Dreamcast's PVR if he wishes to achive greatness and become one with peace" --God
Thank you master Tvspelsfreak. :bow: :worship:
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Post by Falco Girgis »

I started trying to use the blood engine with the DC Shooter that I'm making. I seem to of really lowered it down. I have one error.

Tvspelsfreak, if you're reading this, can you tell me WTF this means?

Code: Select all

Deleting intermediate files and output files for project 'shooter - Win32 Debug'.
--------------------Configuration: shooter - Win32 Debug--------------------
Microsoft (R) Program Maintenance Utility   Version 6.00.8168.0
Copyright (C) Microsoft Corp 1988-1998. All rights reserved.
 C:\DevKitDC\bin\createim C:\CYGWIN\USR\LOCAL\PROGRAMS\shooter\romdisk.img C:\CYGWIN\USR\LOCAL\PROGRAMS\shooter\romdisk
0    rom 41b0c3ca         [0xffffffff, 0xffffffff] 37777777777, sz     0, at 0x0     
1    .                    [0x790f    , 0x9787d0c8] 0040755, sz     0, at 0x20    
1    ..                   [0x790f    , 0x5d015   ] 0040755, sz     0, at 0x40     [link to 0x20    ]
1    bg.PNG               [0x790f    , 0x45e47   ] 0100644, sz 19897, at 0x60    
1    bullet.PNG           [0x790f    , 0x5fd7b430] 0100644, sz   208, at 0x4e40  
1    credits              [0x790f    , 0x8640d   ] 0040755, sz     0, at 0x4f30  
2    .                    [0x790f    , 0x8640d   ] 0040755, sz     0, at 0x4f50   [link to 0x4f30  ]
2    ..                   [0x790f    , 0x9787d0c8] 0040755, sz     0, at 0x4f70   [link to 0x20    ]
2    hs_credit.PNG        [0x790f    , 0x66412   ] 0100644, sz  5442, at 0x4f90  
2    mar_credit.PNG       [0x790f    , 0xb6427   ] 0100644, sz  7342, at 0x6500  
2    pm_credit.PNG        [0x790f    , 0xab326bf0] 0100644, sz 10486, at 0x81d0  
2    ss_credit.PNG        [0x790f    , 0x128b62b8] 0100644, sz 24422, at 0xaaf0  
2    tcr_credit.PNG       [0x790f    , 0x1a293f  ] 0100644, sz  4274, at 0x10a80 
2    Thumbs.db            [0x790f    , 0x56459   ] 0100644, sz 34816, at 0x11b60 
1    explosion.PNG        [0x790f    , 0x3bc4f   ] 0100644, sz   711, at 0x1a380 
1    fire_bullet.PNG      [0x790f    , 0x3b42f   ] 0100644, sz   205, at 0x1a670 
1    fred_studios.PNG     [0x790f    , 0x45406b34] 0100644, sz 14615, at 0x1a760 
1    fr_icon.PNG          [0x790f    , 0x3b455   ] 0100644, sz   192, at 0x1e0b0 
1    health_pack.PNG      [0x790f    , 0x9d609   ] 0100644, sz   285, at 0x1e190 
1    jp_icon.PNG          [0x790f    , 0x3b44d   ] 0100644, sz   183, at 0x1e2d0 
1    menu                 [0x790f    , 0xf2f85   ] 0040755, sz     0, at 0x1e3b0 
2    .                    [0x790f    , 0xf2f85   ] 0040755, sz     0, at 0x1e3d0  [link to 0x1e3b0 ]
2    ..                   [0x790f    , 0x9787d0c8] 0040755, sz     0, at 0x1e3f0  [link to 0x20    ]
2    left_arrow.PNG       [0x790f    , 0x482f5b  ] 0100644, sz   351, at 0x1e410 
2    left_arrow_glow.PNG  [0x790f    , 0x122f53  ] 0100644, sz   358, at 0x1e590 
2    menu_canvas.PNG      [0x790f    , 0x142f2b  ] 0100644, sz   569, at 0x1e730 
2    right_arrow.PNG      [0x790f    , 0x370d33  ] 0100644, sz   322, at 0x1e990 
2    right_arrow_glow.PNG [0x790f    , 0xa2f4f   ] 0100644, sz   344, at 0x1eb00 
2    Thumbs.db            [0x790f    , 0xc2f89   ] 0100644, sz 18432, at 0x1ec90 
1    p1.png               [0x790f    , 0x68c23098] 0100644, sz   395, at 0x234b0 
1    p2.png               [0x790f    , 0x27319d  ] 0100644, sz   423, at 0x23660 
1    p3.png               [0x790f    , 0x373a30cc] 0100644, sz  1167, at 0x23830 
1    p4.png               [0x790f    , 0x1b4329  ] 0100644, sz  1212, at 0x23ce0 
1    pistol.png           [0x790f    , 0x5db73   ] 0100644, sz   328, at 0x241c0 
1    plasma1.PNG          [0x790f    , 0x3b43a   ] 0100644, sz   215, at 0x24330 
1    plasma2.PNG          [0x790f    , 0xbb43b   ] 0100644, sz   276, at 0x24430 
1    plasma_rifle.png     [0x790f    , 0x5db75   ] 0100644, sz   469, at 0x24570 
1    rocket.png           [0x790f    , 0x3db77   ] 0100644, sz   241, at 0x24780 
1    rocket_launcher.PNG  [0x790f    , 0x1b03b428] 0100644, sz   364, at 0x248a0 
1    shell.PNG            [0x790f    , 0x3b446   ] 0100644, sz   179, at 0x24a40 
1    shotgun.png          [0x790f    , 0x3db79   ] 0100644, sz   355, at 0x24b20 
1    tc_logo.PNG          [0x790f    , 0x1c9f9ff4] 0100644, sz  4566, at 0x24cb0 
1    team_chaos.PNG       [0x790f    , 0x95f59af8] 0100644, sz 10143, at 0x25eb0 
1    Thumbs.db            [0x790f    , 0xdb21d0d4] 0100644, sz 83456, at 0x28670 
1    typewriter.txf       [0x790f    , 0x3b6ff   ] 0100644, sz  9292, at 0x3cc90 
 C:\DevKitDC\bin\createo C:\CYGWIN\USR\LOCAL\PROGRAMS\shooter\romdisk.img romdisk C:\CYGWIN\USR\LOCAL\PROGRAMS\shooter\romdisk.o
 C:\DevKitDC\bin\g++ -o shooter.elf romdisk.o  startup.o  shooter.cpp -I C:\DevKitDC\include -I C:\DevKitDC\kernel\arch\dreamcast\include -ml -m4-single-only -O2 -fno-builtin -fno-strict-aliasing -fomit-frame-pointer -fno-optimize-sibling-calls -nos
tartfiles -nostdlib -Wl -Ttext=0x8c010000 -L C:\DevKitDC\lib -L C:\DevKitDC\sh-sega-dreamcast\lib -lparallax -lpng -lz -lm -ltremor -lkallisti -lgcc -ltsunami -lk++ -lpcx -Ttext=0x8c010000
In file included from C:/DevKitDC/include/newlib-libm-sh4/math.h:9,
                 from C:/DevKitDC/include/math.h:17,
                 from /cygdrive/c/DevKitDC/include/g++-v3/bits/std_cmath.h:40,
                 from /cygdrive/c/DevKitDC/include/g++-v3/cmath:31,
                 from shooter.cpp:16:
C:/DevKitDC/include/newlib-libm-sh4/sys/reent.h:183: field `_localtime_buf' has 
   incomplete type
NMAKE : fatal error U1077: 'C:\DevKitDC\bin\g++' : return code '0x1'
Stop.
Error executing NMAKE.

shooter.exe - 1 error(s), 0 warning(s)
Check that out. I reduced everything to 0 warnings with just a mere error.

Evidently it is here:

Code: Select all

 union
    {
      struct
        {
          unsigned int _rand_next;
          char * _strtok_last;
          char _asctime_buf[26];
          struct tm _localtime_buf;
          int _gamma_signgam;
        } _reent;
I thought maybe I should open up C:/DevKitDC/include/newlib-libm-sh4/sys/reent.h and see just what line 183 was. :watiff: But ... uhm... Obviously that's too deep for me.
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Falco Girgis
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Post by Falco Girgis »

Tvspels told me to comment out the line that was acting up and now it works. I have the blood engine on my DC Shooter game. It's so much cooler on DC than it is on PC.

Also, I was trying to crash my Dreamcast (shame on me), so I tried to raise the intensity to 3,000. That's actually 3,000*4 because four players and they all got shot at the same time. I was amazed, but the dreamcast didn't even slow down a bit. it just worked perfectly. I love t3h DC.

I'll put up some screenshots later. I'm going to work on it more tonight.
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Post by Tvspelsfreak »

GyroVorbis wrote:Also, I was trying to crash my Dreamcast (shame on me), so I tried to raise the intensity to 3,000. That's actually 3,000*4 because four players and they all got shot at the same time. I was amazed, but the dreamcast didn't even slow down a bit. it just worked perfectly. I love t3h DC.
And that's with the worst kind of PVR rendering, imagine if you were using direct rendering. :spin:
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Post by JS Lemming »

3000*4!!!!!!! NO WAY! There must be some type of calculation error.

If you take (3000*4) and mulitply by say 3 to compensate for the data required by the blood class vars, wouldn't that exceed DC's 16mb limit??? :| I'm confused.
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Post by Tvspelsfreak »

JS Lemming wrote:3000*4!!!!!!! NO WAY! There must be some type of calculation error.

If you take (3000*4) and mulitply by say 3 to compensate for the data required by the blood class vars, wouldn't that exceed DC's 16mb limit??? :| I'm confused.
Ok, I dunno what the blood class looks like but let's pretend it's 5 floats.
5 floats * 8 bytes each = 40B
12000 particles ~ 480KB

16MB would be pretty extreme. :shock:
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Post by Orgodemirk »

But if you were to um uhhh.... um... Oh yeah I don't know how to do C++
A glitch?
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Post by JS Lemming »

Forget i said that, i guess I was thinking about kilobytes for some reason.
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