Space Ace on the dreamcast - github.com/GPF/DCSinge
laser disc game player based off of Hypseus Singe api.
just reencode your videos with my dreamcast-fmv encoder and use with DCSinge.
@Anthony_817 Hi, I hadn't really worked on it until the last couple of days. @memorix101 was trying to get his build going again, so I recompiled my version to see if it still works with my SDL2/SDL2_mixer ports. I was just using dethrace/Carmageddon to test my Dreamcast SDL2 library.
@GPFTroy Hey man how is it going? Love the Carmageddon port you are doing to Dreamcast. Is it possible we could get an update on any progress made?
Thanks.
@plentyoffists@josh_uglyasf Who’s pushing this penny-doubling BS? Do they give 1¢ on D1, then D2 take it back & give 2¢? Or stack normally & let u keep the 3¢? Need answers b4 starting rice-grain scheme on D30 & becoming Bezos.
It is with great pride that I can finally announce that my fast math, vector, and linear algebra library for the Sega Dreamcast, SH4ZAM, has now officially been added to the KallistiOS SDK within kos-ports, ready for use within any KOS-based project looking to make perf gainz! 💪
Featuring dual modern C23 and C++23-based APIs, backed by a metric shitton of inline and out-of-line SH4 assembly, SH4ZAM is meant to provide game developers with an ergonomic, high-level way to harness the full potential of the SH4's floating-point and memory performance, without requiring anyone to sell their souls or print the SH4 hardware docs out on their bedsheets (as I've already done that part for you). 🤣
What began as a series of math optimizations I was making to Rockstar's engine and Renderware's middleware layer in our Grand Theft Auto 3 and Vice City ports to improve FPS, wound up sending me on an epic quest to bring back the gainz and democratize them for the Sega Dreamcast community and homebrew scene at-large.
Since then, SH4ZAM has grown exponentially more capable and has been leveraged to successfully bring the gainz to high-profile ports such as jnmartin's Mario Kart 64 and Star Fox 64 as well as many homebrew games and engines by several collaborating developers who were willing to work with me during SH4ZAM's early stages, providing invaluable feedback and previewing the gainz.
I'd like to personally thank everyone who contributed to the SH4ZAM GitHub repository, for everything ranging from epic inline SH4 assembly routines to contributing bug reports, examples, and documentation improvements. We dun good work, everyone! 🔥
You can add SH4ZAM to your existing KallistiOS development environment by simply pulling down the master branch from the kos-ports GitHub repository and running the "make install" command within the "sh4zam" port directory.
Further details and documentation can be found on the README for the GitHub repo:
github.com/gyrovorbis/sh4…
@TheGoldenDays Windows 3.0 with 286 and a cga monitor. then upgraded to windows 3.1 and had to use the cga driver from windows 3.0 till I finally updated to ega and a 386.
@RafaLagoon I'm not sure. I can only test from GD-Emu, so unfortunately I don't know how CD access speed is. I am hoping someone will report their results.
@GPFTroy What do you think is the best resolution for the video to play smoothly without skipping and to be able to jump from one scene to another as needed for the FMV? (Using CD as the storage)
Thanks!
Well, I missed Halloween by 1 day, fell asleep, and couldn't record my Dreamcast simulation of the Hypseus Singe API and my Dreamcast-FMV encoder/player code to convert to my custom .dcmv format.
Been optimizing my ASS OFF now that jnmartin has pushed all of his progress on his Star Fox 64 Sega Dreamcast port to a private GitHub repo to collaborate with a bunch of us DC devs before release.
MAN this thing is HIGHLY optimized already... We're essentially running a high-level emulator for the N64's RSP coprocessor, doing graphics transforms, matrix math, and display list conversions not only on the main SH4 CPU, but also sitting atop a high-level OpenGL driver, in real-time.
Not only that, but once again, we're doing all audio synthesis and mixing also on the main SH4 CPU, so this thing is doing a literal asston on the main CPU with what might seem like a relatively straightforward port.
99% of the time, everything runs flawlessly, but when you drop a bomb on a shitfest of enemies in a densely populated area, as with the N64 original, the FPS can dip momentarily.
Here's a direct hardware capture of me testing a new SH4 optimized routine out for gainz on my Sega Dreamcast... this mofo is meant be used for one-off 3D vector transforms by a single matrix which has not been preloaded into the XMTRX FP register matrix back-bank.
Rather than doing a full 4x4 load on the matrix just to do a single 4D transform via the FTRV instruction, we're simply peforming 3 3D dot products against a single 3D vector, allowing us to pipeline the loads, dot products, and store operations better than doing a load all at once followed by a transform, and we aren't wasting a lane on the FPU for a 0.0f W component!
@FFT1776 I worked at a car dealership and moved vehicles with 3 on a tree, but got to drive them about 20 feet from the parking to the customer pick bay. every car I owned was on the floor.
@miles_commodore I used my vic-20 and 300 baud modem for compuserve online encyclopedia back in elementary school around 1982. My Dad was not happy for the addition $20 charge to the phone bill :) but I got 3 months of access.
@hr_sasja This is Sega's Hologram Time Traveler, it will only run on ODE like a gd-emu, to big for cdr.
📦 Header v6: YUV422 640x480 (content: 640x480) @ 29.97fps, 44100Hz, 2ch, unique=59422, total=59422
Frame size: 78848, Max compressed: 41462, Audio offset: 0x4F7C4000, Compression: LZ4
@GPFTroy This looks cool. Do you have some file size benchmarks for this?
And how much CPU load are you under with highly moving images? I'm thinking of something like this:
youtube.com/watch?v=4Gthkh…
@yungbzz@_trish_xD yeah I did the same, and then the only thing I ended up doing was compiling an opensource application k6 for performance testing websites, so really all I needed to know was how to compile a go program, then I wrote javascript scripts to run a load test.
@_trish_xD Go
I didn’t truly learned the language, I learned the syntax and how to do things, but I literally never found a single project to practice what I learned
I was going to learn Rust, but I figured out that I don’t want to do anything with rust, it would be just brainsturbation
I'm progressing on my Dreamcast Singe 2 port, focusing on Hologram Time Traveler, a laserdisc game. I've converted the footage using my custom Dreamcast FMV encoder/player. The challenge is storage; video assets exceed standard CD-R capacity, so it will initially target GDEMU and other ODE users.
Singe 2 for Dreamcast
📦 Header v6: YUV422 320x240 (content: 320x240) @ 29.97fps, 44100Hz, 2ch, unique=55759, total=59406
Frame size: 21248, Max compressed: 19716, Audio offset: 0x315AE000, Compression: LZ4
even at 320X240 it is around 900mb, 640X480 is like 2.6GB, so even to big to run from gd-emu, but will run over bba but get skipped frames at 29.97fps.