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Author Topic: Dreamcast 3.0 status.  (Read 26186 times)

0 Members and 1 Guest are viewing this topic.

Offline SX

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Re: Dreamcast 3.0 status.
« Reply #15 on: May 01, 2009, 01:46:47 pm »
But then I have to compile my own version of libpng and zlib which are currently not their for Dreamcast.  Allot of work.... :'(

Offline CE

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Re: Dreamcast 3.0 status.
« Reply #16 on: May 01, 2009, 01:51:59 pm »
The goal should be to have a KOS port with widescreen support anyway, it just would have been nice to have a working version right now, plus I thought that it might help to track down the issues with the slow loading...

libpng and zlib are required for certain new features of the engine (I guess), I don't think that these would need to be implemented for performance comparision / debugging.
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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Re: Dreamcast 3.0 status.
« Reply #17 on: May 01, 2009, 01:54:03 pm »
I thought you meant scrap KOS and go back to bare bones.  If I did those are the requirements for 3.0

Offline CE

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Re: Dreamcast 3.0 status.
« Reply #18 on: May 01, 2009, 01:55:28 pm »
I mean to go back to bare bones to see if it would have the same problems with loading.
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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Re: Dreamcast 3.0 status.
« Reply #19 on: May 01, 2009, 01:56:05 pm »
I will look into it.

Offline CE

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Re: Dreamcast 3.0 status.
« Reply #20 on: May 01, 2009, 02:05:08 pm »
I think the slow loading is due to I'm trying to load a mod that is at the beginning of the disk, because when I select another mod that is towards the end of the disk, it loads quickly.  So, I'm still investigating.

I swear that this sounds familiar. I did a quick forum search but couldn't find my reports on this. I am not even sure whether or not we used KOS at that time.
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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Re: Dreamcast 3.0 status.
« Reply #21 on: May 01, 2009, 03:54:02 pm »
Try this build out.  Its uses the old toolchain from Neill, and i've removed the 16bit/32bit code for now.  See if it loads faster.

P.S.
I was able to compile my own zlib and libpng on Neill's toolchain.  So If this boots up, then this looks great.  I might be able to continue using bare bones, without loading screen and boot up directly to mod depending on video.txt

Offline CE

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Re: Dreamcast 3.0 status.
« Reply #22 on: May 01, 2009, 04:11:13 pm »
Resets after the 'Produced or under license by Sega' splash screen.

- not sure if it's related or means anything at all, but the binary is about 200kb smaller than the KOS binary.
« Last Edit: May 01, 2009, 04:13:20 pm by CE »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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    • LavaLit
Re: Dreamcast 3.0 status.
« Reply #23 on: May 01, 2009, 04:11:52 pm »
OK... so it seems that my libpng and zlib are a no go.....  too bad.


How are you testing with serial cable?

Offline CE

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Re: Dreamcast 3.0 status.
« Reply #24 on: May 01, 2009, 04:13:50 pm »
CD-Rs. (don't worry, I got hundreds lying around)
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline SX

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    • LavaLit
Re: Dreamcast 3.0 status.
« Reply #25 on: May 01, 2009, 04:14:44 pm »
Ok... then i will release a new build once i get home and double check it doesn't crash before releasing it.

Offline CE

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    • DCEvolution.net
Re: Dreamcast 3.0 status.
« Reply #26 on: May 01, 2009, 04:17:16 pm »
Nah, it's really no problem, I always got stacks of CD-Rs around. :)
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

Offline Kolbek

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Re: Dreamcast 3.0 status.
« Reply #27 on: May 01, 2009, 04:40:06 pm »
Ok, Im here now to also help out with the testing! I have a boatload of cdrs!

Ok, tested Vampire Hunters again, this time relabeling the pak file to "Crisis_Evil_2.pak"
and this time we made it to the laoding screen, however the game itself never loaded.

Going to test Knights and Dragons Demo2 now:
« Last Edit: May 01, 2009, 05:29:41 pm by Kolbek »
Cartoon Hell!!!

Offline SX

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Re: Dreamcast 3.0 status.
« Reply #28 on: May 01, 2009, 06:40:34 pm »
Bare metal wins again!  I restored all code to old toolchain and everything is running fast and smooth again with all shared libraries for filecaching and soundmixing.


This is going to make things very difficult....

Offline CE

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    • DCEvolution.net
Re: Dreamcast 3.0 status.
« Reply #29 on: May 01, 2009, 06:41:47 pm »
see post on page #3
« Last Edit: May 01, 2009, 06:46:09 pm by CE »
http://dcemulation.org/index.php5?title=OpenBORManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://lavalit.com:8080/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it

 



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