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Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Wed Oct 28, 2020 12:55 pm
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.

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Wed Oct 28, 2020 2:53 pm
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.

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Sun Nov 01, 2020 11:02 am
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.

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Sun Nov 01, 2020 11:22 am
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.

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Tue Nov 03, 2020 4:53 am
by fafadou
dubcity wrote: celebrate @mrneo240 did a wonderful job. for doing what we thought impossible.
Completely agree :-D

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Thu Nov 05, 2020 9:34 pm
by Alexislight
info for developers about ARM7 sound procesor and dsp:
https://dcemulation.org/phpBB/viewtopic ... 29&t=27769
maybe could be used.

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Thu Nov 05, 2020 11:40 pm
by Dakangel
This could help too:
A small library for the Dreamcast AICA sound subsystem.
https://github.com/pcercuei/AICAOS

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Fri Nov 06, 2020 5:36 am
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 ?

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Sun Nov 08, 2020 10:53 am
by shenhulahula
Anywhere to download latest version with widescreen?

Re: Super Mario 64 Port for Dreamcast is possible ?

Posted: Tue Nov 10, 2020 1:02 am
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)