DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Place for discussing homebrew games, development, new releases and emulation.

Moderators: VasiliyRS, deluxux

Poll: What improvement, do you want, to see the most ?

Ported Video FMV cutscenes
12
32%
Scale Rending
7
19%
Change's from new src ported down
18
49%
Total votes: 37

User avatar
k-do
photon blast
Posts: 108

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#151 » Mon Feb 08, 2021 6:49 pm

Thank you Ian....wonderful wok !!!!

User avatar
k-do
photon blast
Posts: 108

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#152 » Tue Feb 09, 2021 8:53 am

Hey Ian, how do i use the unload function before enter in the next level?

msmalik681
shadow
Posts: 5

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#153 » Tue Feb 16, 2021 6:42 am

Can I ask what are the limitations of the dreamcast port besides the obvious ram limitation.

Does webm video work, is ogg audio supported, do all screen modes work, is 16bit colour mode working ?

User avatar
Ian Micheal
Developer
Posts: 3188
Contact:

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#154 » Tue Feb 16, 2021 9:13 am

msmalik681 wrote:Can I ask what are the limitations of the dreamcast port besides the obvious ram limitation.

Does webm video work, is ogg audio supported, do all screen modes work, is 16bit colour mode working ?


ogg is working 16 colour is working but much slower any screen over 320x240 is to slow to use we only have 200mhz cpu here..

No webm video

max screen mode is 640 but to slow to use..

You have to port your game down from pc spec.. bor music format is lot better then ogg it's direct to the dreamcast.. ogg adds a heavy layer..

no real why to use ogg over bor music format.. but yes it works

msmalik681
shadow
Posts: 5

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#155 » Tue Feb 16, 2021 9:57 am

what if the source image was scaled to 320x240 before being drawn to the screen or would that use too much cpu to perform.

User avatar
Ian Micheal
Developer
Posts: 3188
Contact:

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#156 » Tue Feb 16, 2021 10:06 am

msmalik681 wrote:what if the source image was scaled to 320x240 before being drawn to the screen or would that use too much cpu to perform.


You have to scale every thing by hand your self to make proper games

I did this on hyper final fight 3 and pal swap it from 16 colour to 8 and got 60fps

Download that game i converted and follow that..

User avatar
k-do
photon blast
Posts: 108

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#157 » Tue Feb 16, 2021 1:31 pm

Does the unload models function works? ;)

User avatar
Ian Micheal
Developer
Posts: 3188
Contact:

Re: DREAM BEATS OF RAGE 6.7 SDL DMA New low memory

Post#158 » Wed Feb 24, 2021 10:08 pm

k-do wrote:Does the unload models function works? ;)


It should it's in the code If it's unpacked in the data folder not being held in a malloc cache then it should work .. course if it's cached all you doing is not showing the pointing in memory but it would still be held in cache so pointless..

I will have a proper more dreamshell version soon which can write and read to the sd card..

##########################colour depth########################
# 8bit = BoR Standard
#16Bit = Colour depth screen view only (gifs are still 8bit)
#32Bit = Colour depth screen view only (gifs are still 8bit)
#
#8bit (default): There is one, and only one 256 color universal palette that everything in the module draws its colors from.
#While you can switch this palette live, you can never have more then one at a time.
#
#16bit: Each entity and the backgrounds have their own 256 color palette, and the screen can display 65,536 possible colors
#at once. A little slower then 8bit.
#
#32bit: Each entity and the backgrounds have their own 256 color palette, and the screen can display 4,294,967,296 possible
#colors at once. Obviously this is maximum quality, but it's the slowest. Only PCs can run this at full speed;
#the PSP can run at reasonable speed but any other console is out.
#
#-= Usage =-
#
#ColourDepth 8bit
#ColourDepth 16bit
#ColourDepth 32bit
#
###################################################################

  • Similar Topics
    Replies
    Views
    Last post

Return to “New Releases/Homebrew/Emulation”

Who is online

Users browsing this forum: No registered users