I'm going to start porting the particle engine!
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- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
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- Contact:
I'm going to start porting the particle engine!
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...
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...
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- Chaos Rift Junior
- Posts: 272
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- Favorite Gaming Platforms: NES, SNES
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- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
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?
Check that out. I reduced everything to 0 warnings with just a mere error.
Evidently it is here:
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.
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)
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;
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
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.
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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- Chaos Rift Junior
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And that's with the worst kind of PVR rendering, imagine if you were using direct rendering. :spin: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.
- JS Lemming
- Game Developer
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- Chaos Rift Junior
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Ok, I dunno what the blood class looks like but let's pretend it's 5 floats.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.
5 floats * 8 bytes each = 40B
12000 particles ~ 480KB
16MB would be pretty extreme.
- Orgodemirk
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- JS Lemming
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