Elysian Shadows
Posts by Falco Girgis

gyTypes, Audio, iOS and x86 Frameworks

Originally posted in our Private Development forum on 8.22.11.

Alrighty cuntwasps, it's everyone's favorite time again: Falco's weekly update.

[b]Gyro Types[/b]

Because MDK kept bitching, I've removed all integer GYTypes. The user is expected use the types defined in stdint.h for that shit. It's not on our shoulders. :) 

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LibGyro2.0 API is Born!

Originally posted in our Private Development forum on 8.7.11.

Alrighty, bitch brigaders. I've worked my ass off the majority of the weekend, and my dev session is now coming to an end. 

Other than a few minor details, the entire libGyro C API has been completed and the Dremacast implementation is about 90% done.

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Hardware Palettes on the Dreamcast

Originally posted by Tvspelsfreak (Anton Norgren) in our Private Development forum on 8.3.11.


Here's a DC palette tutorial as requested by Falco. This is also intended to go on the new site, but I have to make some fine adjustments before it's ready for that (such as making the math understandable). So let me know when that's about to happen. This also assumes you're familiar with basic rendering on the DC.

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DMA Rendering and Store Queues with KOS on the Sega Dreamcast

Originally posted by Tvspelsfreak (Anton Norgren) in our Private Development forum on 7.12.11.

Note: This was originally posted during the initial development of the Dreamcast version of libGyro. This is probably an advanced Dreamcast topic, but we thought it may come in handy for low-level developers looking to get more performance out of the DC. Direct rendering submits vertex data to the GPU immediately when rendering. Using DMA rendering, you essentially store your scene's vertices in main RAM until your scene is complete. Then you initiate an asynchronous DMA batch transfer to copy these from main RAM to the PVR's VRAM fo rendering. One giant benefit of this is that you no longer have to order your primitives by transparency type when rendering (TR, PT, OP). Store queues are a hardware feature that allows you to do extremely fast burst-writes of this vertex data directly into your vertex buffer in main RAM and bypass the cache.  -- Falco Girgis 


Ok, the first thing you wanna do is switch to DMA rendering.

To do this, you need to enable the "dma_enabled" flag in the params you pass to pvr_init().

You also need to set up a vertex buffer in main RAM for every list you've enabled.

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CompositeStateContainer, Adderall, and More Broken Promises

Originally posted by Arce (Marcel Girgis) in our Private Development forum on 6.17.11.

Jarrod, thanks for the post. I'm glad to see you in these parts, and you're one of the few developers out there whose encouragement truly makes me want to get off my ass and work. 

Now, before we start rubbing cocks, let me hit everyone with another update!

This is simply a code Update, but I've got several issues to address. I really liked my FAQ style post the other day, as it made my ideas flow easier (and thus less work on myself to keep everyone updated!) 

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