REminiscence Update [flashback]ENG AND FRENCH [homebrew version [with video]

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Ian Micheal
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REminiscence Update [flashback]ENG AND FRENCH [homebrew version [with video]

Post#1 » Tue Mar 23, 2021 7:07 pm

[English]


https://mega.nz/file/auJxUKZY#fopsMvjD9 ... 43xQAjJXHY


[French version]

Update By Ian micheal
----------------------------
fast cutscenes
-fullspeed now
-full english bug fixed
-Pvr dma double buffer no more screen tearing fixed
15 bit colour fixed 16 bit alignment and memory no more shaking and more speed
--todo music looping not sure if i should fix this
-----------------------------------------------------
DOS pc version with amiga music for cutscenes not the snes or amiga or 16 bit version
This is not the sold version but homebrew update to troys port.
[ENGLISH VERSION]
https://mega.nz/file/auJxUKZY#fopsMvjD9 ... 43xQAjJXHY
[FRENCH VERSION]
https://mega.nz/file/vupWVTTB#nQqBsn26H ... 2dulmj0I_o

--------------------------------------------------
You can compare the new version up top with the old one below

OLD REminiscence Flash back Before optimizing slow screen blit unaligned memory shake



Now you can see how it ran before i fixed it.
Dreamcast Controller
D-Pad move Conrad
Start Button display the options
A Button talk / use / run / shoot
X Button Draw weapon from holster
Y Button use the current inventory object
B Button display the inventory

Credits:
--------

Delphine Software, obviously, for making another great game.
Gregory Montoir[3] for sharing the sourcecode.
qatmix [4] for suggesting the port on the dcemulation.com - Developmental Ideas forum.
Attachments
flashback[pvrdmaDB][src].zip
(2.3 MiB) Downloaded 315 times
Last edited by Ian Micheal on Wed Mar 24, 2021 8:42 am, edited 5 times in total.

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willis
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#2 » Tue Mar 23, 2021 11:16 pm

Great overall work on this Ian! This was one game that I really liked playing, but I don't recall ever finishing it ha! Now looks like that time....

Thank you!

So what is the overall difference of this version compared to the other version released to dreamcast retail?
Like this:

https://stoneagegamer.com/flashback-que ... mcast.html

https://videogamesnewyork.com/flashback ... dreamcast/

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Ian Micheal
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#3 » Tue Mar 23, 2021 11:23 pm

Never had the retail versions so i could not tell you.. i just fixed the problems with the old port with the screen tearing and memory that was not aligned making it super slow and having double buffer.. I guess this full dos version with amiga mod sound files.. dont know what the retail version is.


I did not do this for people not to buy the retail version ..


It's just update of my freinds port troy davis with the fixed memory and speed.. i learned about memory alignment when i had to fix my own port of hexen..

it makes a big change ...

music does not loop correct not sure i want to fix that may make it better then the retail port that not be fair i would say.. pretty much music plays for the scenes but does not loop about all i can see that's not perfect right now.. it could also have other bugs as I'm not very good at the game lol.. i thought it was worth an update src is there.

it was using 15 bit colour in the release he did which is super slow so thats fixed so the screen dont shake..
Last edited by Ian Micheal on Tue Mar 23, 2021 11:34 pm, edited 1 time in total.

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willis
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#4 » Tue Mar 23, 2021 11:30 pm

Either way, it's a win because of the work you did! Thank you for all that you do

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Ian Micheal
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#5 » Tue Mar 23, 2021 11:44 pm

Seems the scenes are still in french for now not sure why the menu is fixed anyways lol..

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Ian Micheal
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#6 » Wed Mar 24, 2021 12:05 am

OLD REminiscence Flash back Before optimizing slow screen blit unaligned memory shake



Now you can see how it ran before i fixed it.

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willis
letterbomb
Posts: 147

Re: REminiscence Update [flashback][homebrew version [with video]

Post#7 » Wed Mar 24, 2021 12:17 am

Yes, your fixes improved the game dramatically ha! Nice to see a vid to compare

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willis
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#8 » Wed Mar 24, 2021 12:23 am

Ian Micheal wrote:I did not do this for people not to buy the retail version ..

It's just update of my freinds port troy davis with the fixed memory and speed.. i learned about memory alignment when i had to fix my own port of hexen..


I completely understand Ian, I wasn't trying to imply anything haha! I was just curious if there was anything significantly different from that and Troy's port. If the src is out there, then I feel it's fair game for anyone to keep building on progress.

colgate
Doom
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#9 » Wed Mar 24, 2021 3:22 am

Can you explain this memory alignment? Not the first time I see your mentioning it.

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Ian Micheal
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Re: REminiscence Update [flashback][homebrew version [with video]

Post#10 » Wed Mar 24, 2021 6:36 am

colgate wrote:Can you explain this memory alignment? Not the first time I see your mentioning it.



Unaligned reads happens when you have types that dont match this does not show up on dreamcast emulators but does on real hardware

Code: Select all

/* We expect these type sizes:
   sizeof (char)   == 1
   sizeof (short)   == 2
   sizeof (int)      == 4
   sizeof (float)   == 4
   sizeof (long)   == 4 / 8
   sizeof (pointer *)   == 4 / 8
   For this, we need stdint.h (or inttypes.h)
   FIXME: Properly replace certain short and int usage
     with int16_t and int32_t.
 */

Code: Select all

CPUs used to perform better when memory accesses are aligned, that is when the pointer value is a multiple of the alignment value. This differentiation still exists in current CPUs, and still some have only instructions that perform aligned accesses. To take into account this issue, the C standard has alignment rules in place, and so the compilers exploit them to generate efficient code whenever possible. We need to be careful while casting pointers around to be sure not to break any of these rules.


The SH4 cpu in the dreamcast does not allow this most times and you will get a crash or slow and undefined behavior..

All current dreamcast emulators will allow this and not crash so never use them when porting anything like this.

Example of this is in the video i show how it worked before with the colour being wrong alignment it was somehow using 15bit colour which brought about very slow framerate and other problems on hardware it did this.

Code: Select all

OUTPUT:> Unhandled exception: PC 8c0650ec, code 1, evt 0100
OUTPUT:>  R0-R7: 8c1f7b78 8c1d2858 00000000 007ffc09 000003bf 00000001 8c1d2858 00000834
OUTPUT:>  R8-R15: 8c1f7b7c 8c1f7b98 00000040 000003d7 8c1f7f6f 8c1f7b7c 8c161b08 8cfffe94
OUTPUT:>  SR 40000001 PR 8c064d2e
OUTPUT:> Stack Trace: frame pointers not enabled!
OUTPUT:> kernel panic: unhandled IRQ/Exception
OUTPUT:> arch: aborting the system
STATE:> Upload processus completed on 3/23/2021 - 01:35:12, Exit Code :
0

Still according to the C standard, converting a pointer from a type to another without respecting this alignement rule is undefined behavior.

I had this problem bite me on my port of hexen.

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