GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

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Ian Micheal
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Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#41 » Thu Nov 25, 2021 5:13 am

ransom wrote:I have a real DC, but no gdemu I won't be wasting cds on tests...

Interesting to see why a game would work on emulator but not real DC? With the 1000s of retro conversions I've made across many different platforms its always the emulator fails over hardware...

Not all games will use parts of the code that are wrong and they will work on both..

I'll be making a few more if you don't want them posted then I won't bother posting them here.

Also the LED drive light creates a full horizontal black bar o the bottom of the screen which covers the lower part of the game display.

Games like Pacman 500, Ms Pacman 500 Deluxe Galaga fail to see the ship because of it.

Oh and I won't be making images. Just don't have the time... all I make is bpotable games that can boot with redream. If I can figure out a way to test on my real dc then I'll do all my tests on that.

If anyone wants to expand on my set and add game images be my guest.


If said game uses a part of the code that is not correct on real dreamcast it will crash if it uses that same part on dcemulator it will run
I will not know it's wrong if i just used dreamcast emulator..

Emulators for dc dont emulate the hardware in the same way.. They allow unalign reads and dont emulate the pvr hardware correct it's common for dc homebrew to work on emulators but not hardware it's why there is such a problem with people not testing..

There Was indie title not long ago that dead crashes on hardware on the 3rd level because it seems they did not know you cant trust any dcemulator and press a disk and sell it was a total cock up ./

there coded to the sega docs for the sega sdk.. where not using that here.. Sega docs there using lie about all sorts of things..

I know about the led's at the buttom doing this i can removed it with a simple src change I will post you in pm a version with out it for you..

ON dreamcast it's the other way around for emulators..

Dreamcast is very picky about code being aligned emulators are not..

Pvr hardware is unlike any other system so pc emulator is just syphoning the calls to your gpu thru the api it does not emulate like you would think.. I would love that what works on dc emulators works on hardware it would make my job easy.. but it's not the case..

Till you run it on real dreamcast not a one can you have faith it will function..


I have a whole heap of ports that work on redream that dont on hardware.. people all remember my jazzy jackrabbit christmas dos port that runs fine on redream but crashes instant on dreamcast..

I learned the hard way I have been coding for the dreamcast since 2002.. we had no dc emulators then but you can be sure all homebrew 2005 down always works on hardware..

This is why testing on dc emulators for things like this make it redundant.. good to see if a game boots and works but does not mean it run like it does on dc emulator it can be way slower or faster or just crash ..

Example would be Lotus Esprit Turbo Challenge works on this on redream it crashes freezes on real dreamcast..


Talk with author of demul

18 PM] ian micheal: emulators dont have have this right .. metalic demul author told me about this problem in the sega docs
[9:19 PM] ian micheal:
MetalliC: however, as you noticed on hardware blending always works, no matter if it opaques or PTs
[9:19 PM] ian micheal: this not the case in the sega docs or on emulators btw
[9:20 PM] ian micheal:
MetalliC: in a nutshell: Core's ISP does sorting of all opaques in the list, so only one topmost (or whatever pass the depth-checks) texel will be rendered by TSP, possible with blending
but DX/OGL just draw opaques in usual way - all of them one by another, with overdraw and with no blendind, so in result only topmost will be visible. but, obviously, in this case can not be used blending
`
[9:20 PM] ian micheal: so no emulator does it correct
[9:21 PM] ian micheal: this is the demul author btw
[9:22 PM] ian micheal:
MetalliC: Tile Accelerator, basically polygon converter, which receive input display lists via DMA/SQ, convert them to native CORE renderer format and put into GPU RAM
neither of emulators really emulate it, all of them just parse input lists and save data into internal arrays/structures
[9:22 PM] ian micheal: why i said using any emulators for doing real pvr stuff is pissing in the wind
[9:23 PM] ian micheal:
MetalliC: so, "CORE" renderer have such inputs from RAM:
1) all the polygons ISP/TSP parameters and triangle strips (6 vtx max)
2) object pointer lists for each tile (600 in total) - list of pointers to 1) objects above which should be rendered in specific tile
- region array - pointers to above 2) lists and misc rendering control flags (Z clear etc)

in earlier PVRs all of this should be generated by host CPU and put into GPU RAM.
in PVR2s 1) and 2) automatically generated by TA. it also does infinite strip division to max 6 vertices strips supported by CORE
[9:24 PM] ian micheal:
emulators does same thing (force blending off for opaques) internally, that's why it works
[9:25 PM] ian micheal:
MetalliC: however, as you noticed on hardware blending always works, no matter if it opaques or PTs
[9:25 PM] ian micheal: above is why the nehe20 example i ported worked on demul but was broken on hardware
[9:26 PM] ian micheal: So have this in mind when testing on emulators.. that it's not doing the same thing at all
[9:26 PM] ian micheal:
MetalliC: as of emulators - in this case they just follows the sega's docs, which iirc says "always set no blending for opaques" or specific depth mode for PTs etc
[9:26 PM] ian micheal: above is not correct on real hardware
[9:27 PM] ian micheal:
MetalliC: but, docs often lying. especially Yamaha's docs
[9:27 PM] ian micheal: All this really hurt me for months not knowing this
[9:27 PM] ian micheal: sega docs lying nehe20 proved it
[9:31 PM] ian micheal: Most people believe other things but this is fact what he is saying



Main thing is dcemulators allow bad code from me to run..... A real dreamcast does not allow this

We use homebrew toolkit named kos not like lot of other systems using official SDK's of which most of the emulators out there use as info..

ransom
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Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#42 » Thu Nov 25, 2021 6:56 am

Understood... thank you for taking the time to reply.

I guess my games can be released as untested on real hw..

If its not a problem I'll post my next batch of games tomorrow

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dubcity
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Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#43 » Thu Nov 25, 2021 8:47 am

ransom wrote:Understood... thank you for taking the time to reply.

I guess my games can be released as untested on real hw..

If its not a problem I'll post my next batch of games tomorrow


Please make a new thread for you release. And make sure you label them as untested on real hardware. I'm sure others will probably test them for you.

kremiso
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Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#44 » Thu Nov 25, 2021 9:06 am

ransom wrote:OK, I spent a few hours tinkering and decided to create 50 new Amiga games for Dreamcast using your autoport folder

All these games are tested with ReDream emulator on PC in 4K Res and they all work..

Hope these come in handy to Amiga Fans with DC's

...Lost Patrol, The.cdi


Just about Lost Patrol, because i love that game and i know it like my pockets
sadly it does not work with uae4all
it will crash when loading the arcade battle sequence

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marchegiano
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Posts: 197

Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#45 » Thu Nov 25, 2021 9:39 am

ransom wrote:OK, I spent a few hours tinkering and decided to create 50 new Amiga games for Dreamcast using your autoport folder

All these games are tested with ReDream emulator on PC in 4K Res and they all work..

Hope these come in handy to Amiga Fans with DC's



Aaargh!.cdi
Advantage Tennis.cdi
Arkanoid - Revenge of Doh.cdi
Arkanoid.cdi
Army Moves.cdi
Atomic Robo-Kid.cdi
Barbarian - The Ultimate Warrior.cdi
Batman - The Caped Crusader.cdi
Batman Returns.cdi
Cabal.cdi
Chuck Rock 2 - Son of Chuck.cdi
Dark Angel.cdi
Death Trap.cdi
Dogs of War.cdi
Dragon Breed.cdi
E-Swat - Cyber Police.cdi
Fire and Brimstone.cdi
Fire Force.cdi
Great Giana Sisters, The.cdi
Last Ninja 2.cdi
Lethal Weapon.cdi
Lost Patrol, The.cdi
Lotus Esprit Turbo Challenge.cdi
Lotus Turbo Challenge 2.cdi
Magic Pockets.cdi
Maniac Mansion.cdi
Menace.cdi
Persian Gulf Inferno, The.cdi
PP Hammer and His Pneumatic Hammer.cdi
Red Heat.cdi
RoboCop.cdi
Rolling Thunder.cdi
R-Type II.cdi
R-Type.cdi
Shadow Dancer.cdi
Stunt Car Racer.cdi
Super Cars II.cdi
Switchblade II.cdi
Swiv.cdi
Terminator 2 - Judgment Day.cdi
Terminator 2 - The Arcade Game.cdi
Thunder Boy.cdi
Titus the Fox - To Marrakech and Back.cdi
Toki.cdi
Turrican 3.cdi
Turrican II - The Final Fight.cdi
Wizball.cdi
Xenon 2 - Megablast.cdi
Xenon.cdi
Zak McKracken and the Alien Mindbenders.cdi

https://mega.nz/file/hJlxBALK#unji-hTwl ... irGyMJEtcE



Super cool!

I have a dreamcast I can do a bit of hardware testing on if need be.

ransom
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Posts: 77

Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#46 » Thu Nov 25, 2021 8:14 pm

Someone please test game attachment with GDEmu if image is showing and game is working

Image
Attachments
Jaws.rar
(1.72 MiB) Downloaded 176 times

ransom
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Posts: 77

Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#47 » Thu Nov 25, 2021 10:38 pm

I have revised the 50 pack of games I made yeterday, Now they all have Game Covers, some other games are renamed..

Can anyone test all these to make sure all covers work/show in GDEMU

Also moving forward if there are any NON working games on real DC hardware, can you tell me which ones they are and exactly where the games crash?

I have ordered my GDEMU today, so I still cant do tests on read DC hardware yet.

So delete all the games you got yesterday and re download these ones...

Aaargh!.cdi
Advantage Tennis.cdi
Arkanoid - Revenge of Doh.cdi
Arkanoid.cdi
Army Moves.cdi
Atomic Robo-Kid.cdi
Barbarian - The Ultimate Warrior.cdi
Batman - The Caped Crusader.cdi
Batman Returns.cdi
Cabal.cdi
Chuck Rock 2 - Son of Chuck.cdi
Dark Angel.cdi
Death Trap.cdi
Dogs of War.cdi
Dragon Breed.cdi
E-Swat - Cyber Police.cdi
Fire and Brimstone.cdi
Fire Force.cdi
Great Giana Sisters, The.cdi
Last Ninja 2 - Back With A Vengeance.cdi
Lethal Weapon.cdi
Lost Patrol, The.cdi
Lotus Esprit Turbo Challenge.cdi
Lotus Turbo Challenge 2.cdi
Magic Pockets.cdi
Maniac Mansion.cdi
Menace.cdi
Persian Gulf Inferno, The.cdi
PP Hammer and His Pneumatic Hammer.cdi
Red Heat.cdi
RoboCop.cdi
Rolling Thunder.cdi
R-Type II.cdi
R-Type.cdi
Shadow Dancer.cdi
Stunt Car Racer.cdi
Super Cars II.cdi
Switchblade II.cdi
Swiv.cdi
T2 - The Arcade Game.cdi
Terminator 2 - Judgment Day.cdi
Thunder Boy.cdi
Titus the Fox - To Marrakech and Back.cdi
Toki.cdi
Turrican 3.cdi
Turrican II - The Final Fight.cdi
Wizball.cdi
Xenon 2 - Megablast.cdi
Xenon.cdi
Zak McKracken and the Alien Mindbenders.cdi

https://mega.nz/file/hUcl2C6b#3DqAtLvC3 ... Qa27bod6YY
Attachments
50pack.png

ransom
fire
Posts: 77

Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#48 » Thu Nov 25, 2021 10:45 pm

Another new batch of 6 games with Cover art.

Please let me know if anything doesnt work on real hardware

Ivanhoe.cdi
Jaguar XJ220.cdi
James Pond - Underwater Agent.cdi
James Pond 2 - Codename RoboCod.cdi
Jaws.cdi
Jetsons - The Computer Game.cdi

https://mega.nz/file/QANjlAhI#09iBhaqvA ... cy8u5PJZko
Attachments
amiga extra 5.png

ransom
fire
Posts: 77

Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#49 » Fri Nov 26, 2021 1:25 am

Another new batch of 20 games with Cover art.

Please let me know if anything doesnt work on real hardware

Chrono Quest.cdi
Darkman.cdi
Dune.cdi
Final Blow.cdi
Flimbo's Quest.cdi
Ghosts 'N Goblins.cdi
Mega Typhoon.cdi
Mercs.cdi
Midnight Resistance.cdi
Moonstone - A Hard Days Knight.cdi
Nitro.cdi
Rick Dangerous 2 1-2.cdi
Rick Dangerous 2.cdi
Rick Dangerous.cdi
Ruff 'n' Tumble.cdi
Seven Gates of Jambala, The.cdi
Teenage Mutant Hero Turtles - The Coin-op!.cdi
Teenage Mutant Hero Turtles.cdi
Teenage Mutant Ninja Turtles.cdi
Toyota Celica GT Rally.cdi

https://mega.nz/file/wJ8jDY6a#bxaNpDmLA ... R8hMVlIXxg
Attachments
amiga extra 20 pack.png

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Ian Micheal
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Posts: 6005
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Re: GDEMU/CDR AMIGA AUTOPORT COLLECTION ASB UAE4all 4.0

Post#50 » Fri Nov 26, 2021 2:21 am

info
Resolutions vary from 320×200 (up to 32 colors) to 640×400 (up to 16 colors) for NTSC (704×484 overscan) and 320×256 to 640×512 for PAL (704×576 overscan.)[14] The system uses planar graphics, with up to five bitplanes (four in high resolution) allowing 2-, 4-, 8-, 16-, and 32-color screens, from a palette of 4096 colors.

No leds autoboot
nled.png


old
nled2.png








Request 3 disk autoboot port v4.0 with no leds

fixed now working on hardware
Attachments
amiga[autoport][no led].rar
(2.09 MiB) Downloaded 173 times
Last edited by Ian Micheal on Fri Nov 26, 2021 7:44 pm, edited 1 time in total.

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