Super Mario 64 Port for Dreamcast is possible ?

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cloofoofoo
Crazy Taxi!
Posts: 540
Dreamcast Games you play Online: PSO-SCHtACK

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by cloofoofoo »

Ian Micheal wrote:
dcsteve wrote:Hi Ian, would there be any speed up to use a different sound API? This i believe uses ALdc for sound.

Problem is just how slow the acia really is any other mixer that is ported would be much slower..

Mrneo240 has the rendering blazing fast turn the sound off pretty much fullspeed or over it

I feel sorry for mrneo. Does great work yet a ton of people are like " I hope this is gonna be worked on some more blah blah". Despite the fact he had mentioned hes done with it because other wise stuff like unbundliblng the executable and the assets will need a rewrite of how that is handled. Which is more work.

Then the constant complaint of the sound about needed to leverage aica. The only reason thr official kit was so much faster is because they had a driver ready with set functions. The current implementation for kos isn't close to as fast. Massive undertaking to write/rewrite the sound driver which people cant seem to wrap their head around.

dcsteve
lithium
Posts: 37

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by dcsteve »

I do not expect MrNeo to work on this further. His accomplishment already is extraordinary. What i hope happens is one of the many talented developers who read this forum initiate a pull request and optimize SM64DC more.

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fafadou
Leonard Nimoy
Posts: 1856

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by fafadou »

Like many of us, I feel powerless...

It's very difficult if you don't have the basement to work on this, to understand one of the most little thing of this fantastic work by @mrneo240.
I don't know if there is a way to learn.

I really encourage you to play hydra castle, as he's familiar with, @megavol85 did a wonderfull job on it. As we are concerned here, He change the sound bus to DMA.
I don't know if the sound use already DMA, and if it's possible to do the same here.

I'll build a gdi version for dreamshell ide mod, with F355challenge rearview @espirral disable the musics because it crashes a little with gdemu and cd, but with dreamshell last loader 0.7.x it works like a charm !
I'm curious to see the result here.

Else I play it a little with @Espirral hex widescreen code and it's fabulous.

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dubcity
Resident Evil
Posts: 1753

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by dubcity »

for so long DC users waited for good N64 emulation but it's not possible. only runs 5-10 frames sec.

this release shows that with source code games we never thought could run on DC can with good framerate.

maybe one day in the future audio problem will be solved.

but celebrate @mrneo240 did a wonderful job. for doing what we thought impossible.

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fafadou
Leonard Nimoy
Posts: 1856

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by fafadou »

dubcity wrote: celebrate @mrneo240 did a wonderful job. for doing what we thought impossible.
Completely agree :-D

Alexislight
minority
Posts: 68
Dreamcast Games you play Online: no one

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by Alexislight »

info for developers about ARM7 sound procesor and dsp:
https://dcemulation.org/phpBB/viewtopic ... 29&t=27769
maybe could be used.

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Dakangel
letterbomb
Posts: 152

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by Dakangel »

This could help too:
A small library for the Dreamcast AICA sound subsystem.
https://github.com/pcercuei/AICAOS

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fafadou
Leonard Nimoy
Posts: 1856

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by fafadou »

Could you explain to me what's the docker please ?
I find this on github :
docker build -F Dockerfile.dreamcast . -t sm64_dreamcast

It's for building the iso ?

shenhulahula
lithium
Posts: 35

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by shenhulahula »

Anywhere to download latest version with widescreen?

RetroFox
undertow
Posts: 30
Dreamcast Games you play Online: chu chu rocket!!

Re: Super Mario 64 Port for Dreamcast is possible ?

Post by RetroFox »

I guess this is done for now but has anyone considered running CDDA music? Its streams and doesn't need the ram right? If so that could be a good route.
Im not a programmer but Id hope adding these triggers would be easier than the sound systems everyones talking about.

Other stuff that could be done is removing unused assets, I know there are a few models.
More extreme would be physically editing maps and models to have less polygons freeing up as much ram space as possible. (removing out of bounds polys adds up, trying it with my re-volt modding)

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