Dreamcast Development
Moderator: PC Supremacists
Dreamcast Development
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
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
I plan on making a top down shooter sometime so after I get some of the basics down I will probably try for that
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
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
I plan on making a top down shooter sometime so after I get some of the basics down I will probably try for that
- epicasian
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Re: Dreamcast Development
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
EdiT:: Falco, does PVR need anything to regulate framerate?
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
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.
- Falco Girgis
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Re: Dreamcast Development
Are you directly using the PVR's api, or are you using KGL/something else?
Re: Dreamcast Development
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
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
- Falco Girgis
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Re: Dreamcast Development
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.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
Re: Dreamcast Development
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....
- Falco Girgis
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Re: Dreamcast Development
Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though.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....
Re: Dreamcast Development
Hell no, real men just need assemblyGyroVorbis wrote:Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though.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....
- WSPSNIPER
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Re: Dreamcast Development
actually they only need punch cards. :Deatcomics wrote:Hell no, real men just need assemblyGyroVorbis wrote:Yessir. KGL implements a matrix stack, so it can handle the linear algebra for you. Real men don't need that, though.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....
Re: Dreamcast Development
Punch cards are for twelve year old girls
- TheAustech
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Re: Dreamcast Development
Ahem.eatcomics wrote:Punch cards are for twelve year old girls
Source code for Zombie Outrage 2:
*Lighting System*
Re: Dreamcast Development
I thought you were a twelve year old girl austech... lol JK JK
- dandymcgee
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Re: Dreamcast Development
Your lighting system went from spheres, to awesome... to rectangles?? Perhaps you need to re-think your strategy.TheAustech wrote: *Lighting System*
[img]
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
- TheAustech
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Re: Dreamcast Development
Man, that's the source code bro. Notice that it's on one card because it's so optimized. XDdandymcgee wrote:Your lighting system went from spheres, to awesome... to rectangles?? Perhaps you need to re-think your strategy.TheAustech wrote: *Lighting System*
[img]
eatcomics wrote:I thought you were a twelve year old girl austech... lol JK JK
I am. XD
Re: Dreamcast Development
Lol you're the best 12 y/o female programmer I've ever met xD