Dreamcast Development

Whether you're a newbie or an experienced programmer, any questions, help, or just talk of any language will be welcomed here.

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VoidElite
Chaos Rift Cool Newbie
Chaos Rift Cool Newbie
Posts: 54
Joined: Sun Apr 24, 2011 5:25 am
Current Project: Lunar Sanity, 2D engine for PC.
Favorite Gaming Platforms: Playstation
Programming Language of Choice: C
Location: England

Re: Dreamcast Development

Post by VoidElite »

GyroVorbis wrote:No, a casual DC developer should be safely abstracted away from anything that low level (same with PSP).

The problem is that the KallistiOS toolkit is also homebrew. My friend (Tvspelsfreak) and I have stumbled upon some absolutely insane Dreamcast documentation that covers pretty much EVERYTHING about the hardware. I honestly don't even know if it's legal that we have these. Could be some secret proprietary Sega documents.

Well, there are things in there that haven't been figured out or implemented in the KallistiOS library. For the two of us to screw with this kind of stuff, we have to drop down to the inline assembly level. For anything that the casual developer would need, you will be programming in C/++ with an API that's pretty friendly and similar to SDL/OpenGL.
O.o I'm intrigued Falco. Where could one download such documentary? :)

NOTE: I'm sorry on my and Nico's behave on the incidents that happened on Facebook. Hopefully you could un-block me.
I love 16-bit Assembly language programming. I'm currently having an affair with C++. I'm working on a 2D Game Engine called Lunar Sanity for PC and soon DC. I own three games consoles: Dreamcast, Xbox 360 and Atari Flashback. I'm on a Mac and soon a PC. I love Windows XP as it works great(can run 16-bit GUIs). I've been programming for 3 years(since I was 11).

I settling into my hybrid(procedural&object orientated) life. It's all good so far. :)
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