Dreamcast Development

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eatcomics
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Dreamcast Development

Post by eatcomics »

Its easier than I thought it would be... I spent more time getting a damn emulator to work than I did actually making a test program.

I'm going to do a nice youtube vid on setting up an emu and how to turn .elfs into cdi images to run on an emu or on the dreamcast :D here's a screenshot of what I've got
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you can move the bottom square with the a,b,x,y buttons :D the other square just sits there, I may try and get input from a second controller for that one. But for now I need to learn about displaying images, some more input, and playing sound


look out ES I'm a catching up :lol:

I plan on making a top down shooter sometime so after I get some of the basics down I will probably try for that
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Re: Dreamcast Development

Post by epicasian »

Sweet, screenies!:DD

I've gotten dpad input, and abxy input in one of my test programs, as well. Somewhere, deep in my bookmarks, I have a Direct PVR version of NeeHee's texturing tutorial.

Nice job dude, and I plan on making a 2D version of Super Smash Bros when I know enough about DC dev; but you probably already know about that :lol:


EdiT:: Falco, does PVR need anything to regulate framerate?
Last edited by epicasian on Sun Sep 19, 2010 2:24 pm, edited 2 times in total.
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Falco Girgis
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Re: Dreamcast Development

Post by Falco Girgis »

Are you directly using the PVR's api, or are you using KGL/something else?
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Re: Dreamcast Development

Post by eatcomics »

who me? directly pvr I do believe, no KGL involved

Edit: although I completely intend to atleast try KGL I'd imagine it isn't slow like SDL, and probably does a lot more than straight pvr
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Re: Dreamcast Development

Post by Falco Girgis »

eatcomics wrote:who me? directly pvr I do believe, no KGL involved

Edit: although I completely intend to atleast try KGL I'd imagine it isn't slow like SDL, and probably does a lot more than straight pvr
Of course it's slower than the direct PVR API, but it's NOWHERE NEAR as slow as SDL. SDL is only slow, because it is rendering in software. KGL is hardware accelerated.
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Re: Dreamcast Development

Post by eatcomics »

right right. So it is completely possible to do anything you could do with KGL in pvr right? From the way things are drawn I would imagine so. Although I'm sure KGL makes it a lot easier....
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Re: Dreamcast Development

Post by Falco Girgis »

eatcomics wrote:right right. So it is completely possible to do anything you could do with KGL in pvr right? From the way things are drawn I would imagine so. Although I'm sure KGL makes it a lot easier....
Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though. ;)
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Re: Dreamcast Development

Post by eatcomics »

GyroVorbis wrote:
eatcomics wrote:right right. So it is completely possible to do anything you could do with KGL in pvr right? From the way things are drawn I would imagine so. Although I'm sure KGL makes it a lot easier....
Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though. ;)
Hell no, real men just need assembly
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Re: Dreamcast Development

Post by WSPSNIPER »

eatcomics wrote:
GyroVorbis wrote:
eatcomics wrote:right right. So it is completely possible to do anything you could do with KGL in pvr right? From the way things are drawn I would imagine so. Although I'm sure KGL makes it a lot easier....
Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though. ;)
Hell no, real men just need assembly
actually they only need punch cards. :D
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Re: Dreamcast Development

Post by eatcomics »

Punch cards are for twelve year old girls
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Re: Dreamcast Development

Post by TheAustech »

eatcomics wrote:Punch cards are for twelve year old girls
Ahem.

Source code for Zombie Outrage 2:
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*Lighting System*
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eatcomics
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Re: Dreamcast Development

Post by eatcomics »

I thought you were a twelve year old girl austech... lol JK JK
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Re: Dreamcast Development

Post by dandymcgee »

TheAustech wrote: *Lighting System*
[img]
Your lighting system went from spheres, to awesome... to rectangles?? Perhaps you need to re-think your strategy.
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Re: Dreamcast Development

Post by TheAustech »

dandymcgee wrote:
TheAustech wrote: *Lighting System*
[img]
Your lighting system went from spheres, to awesome... to rectangles?? Perhaps you need to re-think your strategy.
Man, that's the source code bro. Notice that it's on one card because it's so optimized. XD
eatcomics wrote:I thought you were a twelve year old girl austech... lol JK JK

I am. XD
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Re: Dreamcast Development

Post by eatcomics »

Lol you're the best 12 y/o female programmer I've ever met xD
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