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What you are seeing here is a totally revamped and improved version of a Dreamcast homebrew classic: the Caves tech demo, captured directly from a Sega Dreamcast. FreakDave's original demo already impressed the hell out of me when I first saw it several years ago, getting back into DC...

15,701 görüntüleme • 5 ay önce •via X (Twitter)

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Actual hardware capture of the latest build of jnmartin's #Doom 64 port to the Sega #Dreamcast, which has now become the definitive, prettiest way to enjoy the title, with its dynamic lighting and bump mapping. SO MUCH NEW SHIT TO TALK ABOUT: First of all, this is the very first game to utilize the brand new "hybrid" vertex submission mechanism we just added to KallistiOS. It was a long, cruel week to get all of the issues there sorted out, but they have been, and it has further boosted the game's performance while under load and is now something the rest of the DC community can utilize in their homebrew. This scene in particular used to lag using the traditional, DMA-based vertex submission mechanism with all of the lights and its higher geometric complexity, but notice it's not even dropping a frame now! Next, support for the Dreamcast's MOUSE and KEYBOARD have been added. These controls play EXTREMELY well and feel like a very smooth, natural way to play the game, if you want the Steam/PC control scheme. Finally... if there is any doubt as to whether the Dreamcast version is actually the definitive way to the play the game, jnmartin now allows you to export the assets from the (LEGALLY PURCHASED, DAMNIT!!!) Steam version, and import them into the Dreamcast version, where you can enjoy the extra bonus levels and campaign with the new and improved graphics! THIS IS NOW PUBLICLY AVAILABLE! The project repository, along with the README with build instructions can be found here: #gamedev #retrogaming #n64

Falco Girgis

39,726 görüntüleme • 1 yıl önce

I wanted to show you guys how hard we've been working to get the Diddy Kong Racing decompilation to run this well on the Sega Dreamcast... So I took the liberty of splicing together some high-action moneyshots directly captured from the console for a look at how the game currently performs. Just a few days ago, it was dipping to below 20FPS with audio cutting in and out as the main thread couldn't keep up with the audio decoding while simultaneously handling rendering and game logic. I know, I know, how could a Dreamcast struggle with an N64 game? It's because these decompilations are written to essentially emulate the N64's unique hardware as accurately as possible. In this case, that means the Dreamcast's main SH4 CPU is emulating all audio decoding, mixing, and synthesis in software, including DSP effects. This was originally handled separately by the RSP coprocessor in the N64... Not wanting to have to rewrite the entire audio back-end to use the DC's AICA sound processor, I've vectorized the absolute living HELL out of the ADPCM decoder with my SH4ZAM library... Which gave us enough performance out of the SH4 to continue emulating all of the sound processing in software. You will notice in the footage that the only time the FPS isn't at solid 30 is when there is a lot of overlapping SFX from nearby racers chattering or items getting used. That's the SH4 having to work even harder to mix multiple audio channels together and possibly even apply DSP effects to them as well!

Falco Girgis

17,239 görüntüleme • 1 ay önce

Got something totally different, but exceptionally badass today to share! Here is a bunch of direct hardware captures of the (F)ixed (F)unction and (F)ast (F)ourier (T)ransform (T)esting audio visualization demos, running on my Sega Dreamcast! This incredible piece of science, engineering, art, and music started off as a crazy idea to port a bunch of GPU-based, Shadertoy audiovisual demos to the Sega Dreamcast, to play with combined digital signal processing and rendering on legacy fixed-function hardware. As you can see from the video, the FFFFTT repo includes a wide array of different demos, each providing different kinds of visualizations, each featuring different types of signal transformations and analyses, with many of them also being interactive, all done in real-time! Not only that, but you ALSO can freaking pause the playback and analyze the signals in real-time... crazy! The final resulting FFFFTT demos are an epic full-stack conglomeration of Ray's raylib, providing the backing infrastructure and graphics framework, which sits atop our GLdc driver for rendering, using David Reid's miniaudio library for sound playback, with its FFT and vector algebra accelerated for the SH4 CPU using my SH4ZAM math library... all ontop of KallistiOS, running on the Sega Dreamcast! Congratulations to meisei4 for the fantastic accomplishments, and a heart-felt thanks from me for bringing everything together to make this happen! You just laid the framework for some epic audio-based gameplay mechanics and other crazy science experiments in the future for whole community!

Falco Girgis

13,167 görüntüleme • 2 ay önce

It's officially that time of year again! Presenting the second annual "DreamDisc" indie gamejam for the Sega Dreamcast! If you weren't around for last year, check out the video! We had 24 incredibly polished, epic submissions including a wide-range of genres, such as 3D space shooters and resource managers, 2D platformers and racing games, VMU minigames, custom hardware, and even a custom implementation of the Java VM for SH4! Just like last year, the top 10 submissions, as voted by a panel of judges, will be pressed to a commercially released, actual physical Sega Dreamcast disc, which will be available for purchase from Orc Face Games - Chew Chew Mimic out on Dreamcast!! Oh, and there are cash prizes for the top 3, of course! This year we have an even wider range of engines, frameworks, and prebuilt library solutions for developers are all experience levels, including: 1) Antiruins - Lua-based, very newbie friendly game engine for the Sega Dreamcast. 2) raylib - famous cross-platform C-based games framework which needs no introduction 3) SDL2/3 - our very own ports of the famous cross-platform SDL libraries, which target the Dreamcast. 4) Simulant - the same engine that powered Driving Strikers--the very first online homebrew commercial DC game--as well as last year's wining submission, written in C++. 5) KallistiOS - you can raw-dog the indie SDK and pseudo OS that started it all and powers everything in the community, rolling your own tech stack. 6) SH4ZAM - my collection of SH4 assembly optimized math and matrix routines, which originally powered our Grand Theft Auto ports. Contestants are encouraged to join the OrcFace and Simulant Discord servers where they can interact with other DC developers, share their progress, and ask for help with anything they may need. Official DreamDisc '25 website:

Falco Girgis

16,980 görüntüleme • 9 ay önce

I think it's time we all get a reality check on Diddy Kong Racing 64 for the Sega Dreamcast, including myself... So here it is: original DKR for N64 vs our ported DKR for DC, direct comparison with FPS counters enabled. The truth is that I've been staring at the FPS meter all weekend, obsessing over every little dip, vectorizing, loop unrolling, and optimizing every little expensive-looking loop I can see in the codebase to win back 0.1FPS at a time... totally losing sight of what the basis for comparison even was from the original... So how long has it been since you've played the original on N64? I'm not talking about via emulation with higher FPS and fancy upscaling. I'm talking about directly, on an actual, physical Nintendo 64. Full disclosure... prolly been half a decade now, for me! Anyway, the devs behind the decomp were kind enough to share with me some of their performance and timing analysis captures... so I figured we'd take a step back and have a little fun! I had no idea it was running at only 20FPS tops, capped at 15FPS for the WizPig races!? I just remember pissing myself at having never seen a game look that good or realistic in my entire life back in 1997 when DKR came out for the N64... All I know is I want to do this game justice... but the truth is that even though we're still cooking, already the Dreamcast runs consistently at 10FPS higher and runs at 4x the screen resolution with progressive scan output... What do you guys think? How's our port comparing?🤔

Falco Girgis

54,459 görüntüleme • 27 gün önce

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 görüntüleme • 2 yıl önce

With all of the excitement from Mario Kart 64 coming to the Sega Dreamcast, I've been getting bombarded with questions about whether any more progress has been made on our Mario 64 port... so here's a direct hardware capture of the latest build running on DC! The answer: HELL YES! Last time most people saw or played this port, it was plagued with performance, audio, and graphical issues... but as you can see from this footage, almost all of them have been resolved, and she's playing like a dream on the DC now! Wtf happened? Well, first of all, in the 5 years since the port initially started, I, along with others, such as UnknownShadow, have made progress optimizing and improving upon our OpenGL 1.2 driver, "GLdc," which drastically improved the overall performance of the port by decreasing the amount of time the Dreamcast's SH4 CPU spent on T&L, processing polygons. Next, chad developer, Bruce (or Bruck or Brucilicious, depending on who you are), went through and applied a bunch of bugfix patches from the upstream repo to the game to fix the majority of the graphical glitches such as clipping issues and Mario's iconic biker mustache from the previous releases (despite me trying to convince him to keep that one, as it's become a Dreamcast trademark). Finally, the original developer behind both the Sega Dreamcast and Sony PSP ports, MrNeo, has returned from hiatus and has begun redoing the audio engine to fix the artifacting and stuttering! Stay tuned for further updates and the inevitable rerelease of this N64 classic on Sega's finest little white box that still refuses to die!

Falco Girgis

34,186 görüntüleme • 1 yıl önce

JNMARTIN HAS BROUGHT US CHRISTMAS EARLY THIS YEAR!!! His port of Star Fox 64 to the Sega Dreamcast is officially complete and was just released! Here's 9+ minutes of spliced direct hardware captures, featuring footage from every mission running on an actual physical DC at 480p! I have to say, the game feels incredibly smooth and responsive on the DC and controls extremely well. Also... as you can see, at twice the resolution with progressive scan, she looks gorgeous even with my cheap-ass HDMI cables and USB capture card. While jnmartin had the game up and running on DC within (literally) 2 days, there was an enormous amount of time and energy invested into faithfully recreating the experience graphically, implementing various bugfixes, and hunting for performance gainz... the man has never been satisfied with anything short of amazing with his ports, and it really shows. Like his Mario Kart 64 port, Star Fox 64 is also using my SH4ZAM library to hardware accelerate the math and linear algebra routines for DC; however, unlike last time, he's gotten so good at performance gainz that I barely did anything at all on that side, other than writing a few little inline SH4 ASM routines to cover some operations that I didn't already accelerate within the API... Suffice to say, though, that everything from the vertex TnL pipeline, to audio decoding, to gameplay-related trigonometry routines has been optimized for the SH4's FPU... jnmartin even got to bust out the SH4's MMU to accelerate the translation of of the segmented address scheme used by the game on N64 (which was apparently some suggested memory management model in the N64 docs) into the DC's virtual address space--which previously had to be done in software... So even more gainz! Sorry, though... but pretty sure this is why the game won't work in the Flycast emulator currently... whoops! 🤣 Shout-out to darcagent for contributing DREAMCAST RUMBLE PACK SUPPORT (among other things) to the release. Rumble support has historically been a pain-point within our KallistiOS homebrew DC SDK, as many 3rd party rumble packs are non-compliant and either do what they want with certain rumble commands or screw up the entire maple bus when they receive something they have decided not to fully implement... Great job getting that shit sorted out and tested with so many packs. All of my exotic (and cheapo) 3rd party rumble devices that I was able to test with seemed to work great! Finally, lets give SonicDcer a round of applause for being the lead dude behind the original N64 decompilation--as it was his original work that allowed for any of this to even be possible. He also continued to offer support and advice throughout the entire porting process, like a total chad. Here's the link to the official GitHub repo with instructions for building a Dreamcast image from a StarFox N64 ROM:

Falco Girgis

30,965 görüntüleme • 8 ay önce