I need to read this whole thread, but this definitely brings back old memories

Anthony817 wrote:I originaly got this from over at DCEmulation forums, and thought some people here might find it usefull.
If you want to develop a FPS for Dreamcast, using Half-Life is a good choice for Dreamcast, as PC mods can be ported to be stand alone games on the system. If you want to learn how to port PC mods or develop one from scratch for Dreamcast, you can find all the HLDC devs at the site below, and they are more than happy to help with any questions.Quzar wrote:I might try to merge this with the quite outdated 'links for those ...' sticky at some point.
Many times I have looked around for information on a specific issue when DC programming. However, searching can be problematic and sometimes impossible (search for VMU). So here I'm trying to put together a sorted list of the best threads with information here. If you can think of others or topics I should look for more on, please post.
Here's the list so far:
Video
General Insanity (Genesis + PVR) - A HUGE and extremely information-packed thread. Discussion on a vast array of video issues (along with quite a few lookie-loos).
Screen render code speed up - An interesting example where a naive approach to a video renderer is taken and replaced with a much more optimized version.
Paletted Textures - A fantastic well written guide on the subject.
VQ Compression - Very detailed information about the very seldom used video feature.
Audio
Dreamcast's ARM CPU - Some nice low level description of the AICA
Maple
General:
Maple Test - Contains data gathered from many maple devices documenting features, versions, etc.
Rumble:
Trouble making the purupuru (Jump Pack) vibrate
PPPPUURRRRUU PURU! The original topic on reverse engineering the PuruPuru.
Microphone (S.I.P.):
KOS example using new maple system? An example program by BlueCrab on how to use the SIP.
Dreamcast Microphone Successfully Hacked BlueCrab's original topic on his driver
VMU Beep:
Beep Beep! The only topic on VMU beeping (although it is apparently also present in libronin as vmufs_beep)
VMU Screen:
BMP->VMU Screen Code? Some discussion and sample code to draw to the VMU Screen
VMU Saving:
Performing basic VMU file I/O operations? Basic example of saving zipped data to a vmu.
test a VMU file Reading the CRC from a VMU file
VMU Icons More saving examples, this time including eyecatches and icons.
Eye Catches and VMU Icons More discussion on the merits of save icons and eyecatches.
General KOS Features
Loading Media from memory An excellent explanation of the various filesystem mounts in KOS, the romdisk, /pc, /vmu, /ramdisk, etc.
Load a outside .BIN in KOS ? Some info on loading a new program from within a KOS program (make your own menu/bootloader) as well as a few bits on how some other bootloaders work.
Full examples
Minivader Source Release A little mame driver port I made. Simplest arcade hardware in existence. Extremely well documented and gives a pretty good overview on how to do basic I/O, video, and some other minor things.
http://www.dcfan.net.ru/forum/f83/
Would be nice to use the real stuff, this ridiculousness over legality when nobody gives a shit on any other consoles, nooo must not use katana or winCE waaa waaa waaa its so irritatingSlaminger wrote:Anthony817 wrote:I originaly got this from over at DCEmulation forums, and thought some people here might find it usefull.
If you want to develop a FPS for Dreamcast, using Half-Life is a good choice for Dreamcast, as PC mods can be ported to be stand alone games on the system. If you want to learn how to port PC mods or develop one from scratch for Dreamcast, you can find all the HLDC devs at the site below, and they are more than happy to help with any questions.Quzar wrote:I might try to merge this with the quite outdated 'links for those ...' sticky at some point.
Many times I have looked around for information on a specific issue when DC programming. However, searching can be problematic and sometimes impossible (search for VMU). So here I'm trying to put together a sorted list of the best threads with information here. If you can think of others or topics I should look for more on, please post.
Here's the list so far:
Video
General Insanity (Genesis + PVR) - A HUGE and extremely information-packed thread. Discussion on a vast array of video issues (along with quite a few lookie-loos).
Screen render code speed up - An interesting example where a naive approach to a video renderer is taken and replaced with a much more optimized version.
Paletted Textures - A fantastic well written guide on the subject.
VQ Compression - Very detailed information about the very seldom used video feature.
Audio
Dreamcast's ARM CPU - Some nice low level description of the AICA
Maple
General:
Maple Test - Contains data gathered from many maple devices documenting features, versions, etc.
Rumble:
Trouble making the purupuru (Jump Pack) vibrate
PPPPUURRRRUU PURU! The original topic on reverse engineering the PuruPuru.
Microphone (S.I.P.):
KOS example using new maple system? An example program by BlueCrab on how to use the SIP.
Dreamcast Microphone Successfully Hacked BlueCrab's original topic on his driver
VMU Beep:
Beep Beep! The only topic on VMU beeping (although it is apparently also present in libronin as vmufs_beep)
VMU Screen:
BMP->VMU Screen Code? Some discussion and sample code to draw to the VMU Screen
VMU Saving:
Performing basic VMU file I/O operations? Basic example of saving zipped data to a vmu.
test a VMU file Reading the CRC from a VMU file
VMU Icons More saving examples, this time including eyecatches and icons.
Eye Catches and VMU Icons More discussion on the merits of save icons and eyecatches.
General KOS Features
Loading Media from memory An excellent explanation of the various filesystem mounts in KOS, the romdisk, /pc, /vmu, /ramdisk, etc.
Load a outside .BIN in KOS ? Some info on loading a new program from within a KOS program (make your own menu/bootloader) as well as a few bits on how some other bootloaders work.
Full examples
Minivader Source Release A little mame driver port I made. Simplest arcade hardware in existence. Extremely well documented and gives a pretty good overview on how to do basic I/O, video, and some other minor things.
http://www.dcfan.net.ru/forum/f83/
do you have any links for detailed information about MMU and WinCE?
Would be nice to use the real stuff, this ridiculousness over legality when nobody gives a shit on any other consoles, nooo must not use katana or winCE waaa waaa waaa its so irritatingSlaminger wrote:Anthony817 wrote:I originaly got this from over at DCEmulation forums, and thought some people here might find it usefull.
If you want to develop a FPS for Dreamcast, using Half-Life is a good choice for Dreamcast, as PC mods can be ported to be stand alone games on the system. If you want to learn how to port PC mods or develop one from scratch for Dreamcast, you can find all the HLDC devs at the site below, and they are more than happy to help with any questions.Quzar wrote:I might try to merge this with the quite outdated 'links for those ...' sticky at some point.
Many times I have looked around for information on a specific issue when DC programming. However, searching can be problematic and sometimes impossible (search for VMU). So here I'm trying to put together a sorted list of the best threads with information here. If you can think of others or topics I should look for more on, please post.
Here's the list so far:
Video
General Insanity (Genesis + PVR) - A HUGE and extremely information-packed thread. Discussion on a vast array of video issues (along with quite a few lookie-loos).
Screen render code speed up - An interesting example where a naive approach to a video renderer is taken and replaced with a much more optimized version.
Paletted Textures - A fantastic well written guide on the subject.
VQ Compression - Very detailed information about the very seldom used video feature.
Audio
Dreamcast's ARM CPU - Some nice low level description of the AICA
Maple
General:
Maple Test - Contains data gathered from many maple devices documenting features, versions, etc.
Rumble:
Trouble making the purupuru (Jump Pack) vibrate
PPPPUURRRRUU PURU! The original topic on reverse engineering the PuruPuru.
Microphone (S.I.P.):
KOS example using new maple system? An example program by BlueCrab on how to use the SIP.
Dreamcast Microphone Successfully Hacked BlueCrab's original topic on his driver
VMU Beep:
Beep Beep! The only topic on VMU beeping (although it is apparently also present in libronin as vmufs_beep)
VMU Screen:
BMP->VMU Screen Code? Some discussion and sample code to draw to the VMU Screen
VMU Saving:
Performing basic VMU file I/O operations? Basic example of saving zipped data to a vmu.
test a VMU file Reading the CRC from a VMU file
VMU Icons More saving examples, this time including eyecatches and icons.
Eye Catches and VMU Icons More discussion on the merits of save icons and eyecatches.
General KOS Features
Loading Media from memory An excellent explanation of the various filesystem mounts in KOS, the romdisk, /pc, /vmu, /ramdisk, etc.
Load a outside .BIN in KOS ? Some info on loading a new program from within a KOS program (make your own menu/bootloader) as well as a few bits on how some other bootloaders work.
Full examples
Minivader Source Release A little mame driver port I made. Simplest arcade hardware in existence. Extremely well documented and gives a pretty good overview on how to do basic I/O, video, and some other minor things.
http://www.dcfan.net.ru/forum/f83/
do you have any links for detailed information about MMU and WinCE?