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Thread: BholeDC

                  
   
  1. #11
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    Default Re: BholeDC



    SDL has a problem with double buffering it hardly works leaves you with blinking and flickering try putting the bit depth at 32bpp. Some times it fixes or helps these problems. Mostly this only helps mouse related problems.

    I have Had a lot of problems with blinking my self just lately.With some code for a simple pong clone i wrote very annoying.

  2. #12

    Default Re: BholeDC

    transylvania thingy is now fully working
    any other games people want?

    btw, for a windows version, you can e-mail me if you want

    for a dreamcast version... i'll be attempting to import quzar's changes to my current version

    ---
    after edit:

    TO QUZAR, but may be of interest to others:
    luckily, i can see exactly which parts of code you wrote, the reason is, my editor left 0x0A after each line, your editor left a 0x0D, 0x0A...

    so i can see your lines as lines ending with weird marks, it's excellent, and it's lucky, but it's merely an editor bug, right now i will be incoporating your changes, but i highly recommend using #defines next time... your changes will be incorporated to my code with an addition of #ifdef QUZAR

    another thing, i am not going to import all of your changes to the routines that write to report_file, i am simply going to replace:

    report_file = fopen("report","w"

    with this:

    #ifdef QUZAR
    report_file = stdout;
    #else
    report_file = fopen("report","w"
    #endif



    -----
    and yet another edit:

    i have some problem with quzar's code, in his file_open, he tries to open a file from the CD, then copy it or something, then he closes it, and sends the invalid handle of the closed file as an fhandle, it seems wrong but i'm not certain, anyone else care to check this?

    i know little of the dreamcast, so if quzar or anyone else can help i would be very thankful
    "did an ant just pop out of your eyebrow" - Toh's friend&&"omg, your bag is a hive of ants" - Toh's mother&&"what the **** is that black thing coming out of my head" - Toh-Ava

  3. #13
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    Default Re: BholeDC

    Muchos Gracias for the Transylvania!!!
    I suggest you have Wraggster host the files for you here, for both the PC, and DC versions..

    For what to work on next it seemed that the most requested stuff out of the old thread was the Duke Nukem, Â*Commander Keen, and Wolfenstein, I did notice a lemmings as well, although that would probably be hard to come by.

    Oh yeah.. I'd actually like to play it, if you could mail it over to [email protected] it would be much apreciated!!

  4. #14
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    Default Re: BholeDC

    Toh-Ava - At the moment, KallistiOS doesn't have a proper stdio library, so simply setting the file handle to "stdout" won't work, because stdout doesn't exist. That's probably what the rest of the changes were for.

    Might be easier to just wrap everything that writes to report_file up in a wrapper function, so you could just do something like:
    Code:
    void ReportWrite(message)
      #ifdef _arch_dreamcast
        printf(message);
      #else
        fprintf(report_file, message);
      #endif
    }

  5. #15

    Default Re: BholeDC

    thanks everyone, there's just one problem, transylvania writes to a file (called dj), quzar's code for open_file seems wrong to me, can someone take a look at it,
    just search for the routine int21_fileopen
    quzar does this:

    [i]

    size_of_file = fs_copy(buffer, buffer1);
    fhandles[i] = tempfile;
    fclose(tempfile);
    //fhandles[i] = fopen(fname,"r+b"
    rewind(fhandles);


    and from then on, other routines use fhandles[i] as needed, the problem is, how can they use a handle that's closed... is this code wrong, or is that some weird dreamcast thingy i don't understand? if so, can someone look at the entire openfile routine that quzar wrote in his dreamcast conversion and help me with it?

    what writable media does the dreamcast has? has it got some kind of a "memory card" thingy? will i have to program my own "file system" because the memory card is just raw writings without a file system? some games will need to be able to write...
    i assume you can't write to the CD, and the RAM will purge, that's all the things i think quzar's code handles... if anyone can explain this to me in more depth i would be very thankful
    "did an ant just pop out of your eyebrow" - Toh's friend&&"omg, your bag is a hive of ants" - Toh's mother&&"what the **** is that black thing coming out of my head" - Toh-Ava

  6. #16
    Won Hung Lo wraggster's Avatar
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    Default Re: BholeDC

    anything you need be it webspace etc, ill sort out

  7. #17
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    Default Re: BholeDC

    sorry for not having answered yet, for storage on the dreamcast, we use the /ram/ directory, which KOS sees as a rw dir. I think my code might be faulty there, with the way it closes the file handle, but im not sure, that was new to me and i had to look it up in order to find how to do it. The way i assumed it would work would be that the file handle stores the information about where the file is, regarless of whether or not it is opened.

    The reason i did all that was because on a PC, you are reading the information from the hard drive, so files it creates can be written/read normally. On the DC however, all the game files are presumably stored on the CD, so if a file was being accessed for the purpose of reading and writing as opposed to just reading, it would copy the file to the ram and change where it looks for it to the ram disk.

    For the report file, i would just send all that is being written to printf (there is no stdout on the DC).

    Also, yes, from now on, anything i do to it will be with '#ifdef QUZAR', most authors just dont care that much about the Dreamcast ports so they end up being branches, where the ported is responsible for having to keep it up to date and all, and i did almost all of that in one day, so i didnt think of doing anything like that. From now on ill make sure to do so though, as well as document changes in the journal.

    Ill start becoming availible again starting today for work and such on these things, but i JUST moved into my dorm, so yea, things are just a tad bit hectic =P
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  8. #18
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    Default Re: BholeDC

    Since you're now.. well I was going to say studying.. but beer.. females.. hehe.. Take the courses serious, but also make time to enjoy it while it lasts!!!

    I was going to help Toh-Ava with sectioning out your code chunks, but since you're back (and able to actually compile it..) I'll just sit back and read... errr SQL :'(...

    I was mentioning to him on an email about saving, but I'll push that on to you, since you're using a Ramdisk, some sort of method would be nice to then push things onto the vmu, and load it back into ramdisk prior the execution, I guess this would be wishlist material..

    Now onto that SDL can't compile.. I'm getting really annoyed with this.. I can't get SDL stuff to execute, they always panic out.. I even reverted back to my original setup.. getting sick of endlessly building the toolchain..
    does the DCFreedev have everything in there already?



  9. #19

    Default Re: BholeDC

    from my check, it appears the average size for duke nukem 1's save files are about 50...

    no, not 50k, and not 50M. 50 bytes!!!

    a memory card will be able to handle it...

    but on second thought, i didn't even get duke to run yet...

    "did an ant just pop out of your eyebrow" - Toh's friend&&"omg, your bag is a hive of ants" - Toh's mother&&"what the **** is that black thing coming out of my head" - Toh-Ava

  10. #20
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    Default Re: BholeDC

    [quote author=Kamjin link=board=pdev;num=1092204025;start=15#17 date=08/24/04 at 19:48:24]Since you're now.. well I was going to say studying.. but beer.. females.. hehe.. Take the courses serious, but also make time to enjoy it while it lasts!!!

    I was going to help Toh-Ava with sectioning out your code chunks, but since you're back (and able to actually compile it..) I'll just sit back and read... errr SQL :'(...

    I was mentioning to him on an email about saving, but I'll push that on to you, since you're using a Ramdisk, some sort of method would be nice to then push things onto the vmu, and load it back into ramdisk prior the execution, I guess this would be wishlist material..

    Now onto that SDL can't compile.. I'm getting really annoyed with this.. I can't get SDL stuff to execute, they always panic out.. I even reverted back to my original setup.. getting sick of endlessly building the toolchain..
    does the DCFreedev have everything in there already?


    [/quote]

    oh, dude, if you want to do anything with it, don't feel like i am at all a barrier. As long as toh-ava doesnt mind, then i surely dont (short of just thowing out all my stuff and being like.. looky what i ported! ). I have plenty of other things that i understand more that i can work on (i really cant see me advancing this past getting it to work properly on the DC, at least not at this time).
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

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