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Your initial SDL port didn't have controls, which i had to implement.
For example, at higher resolutions, the inventory menu doesn't control properly so i have fixed that.
Playing it on my zero, it runs much faster than on my nspire but i eventually found a bugwhere if you go far enough, the textures will severely bleed.I'm not sure how it can be fixed though : maybe extending the world ?
If it runs fast enough, you can tune some settings in glconfig.h, especially BETTER_PERSPECTIVE.
Warning : Texture coord out of bounds !
I am curious about how it looks like on the GCW0
It's great that you were able to port it, can you clean your port up a bit and submit a pull request?
Quote from: Vogtinator on October 01, 2016, 09:20:24 amIf it runs fast enough, you can tune some settings in glconfig.h, especially BETTER_PERSPECTIVE.Sadly, i had already enabled this and it doesn't fix anything.When i have enabled SAFE_MODE, it spams my terminal with this :Code: [Select]Warning : Texture coord out of bounds !And here does it look like on my GCW0 (and PC) :
The map file also becomes much bigger.Maybe it is a good idea to add insivible walls ?
QuoteIt's great that you were able to port it, can you clean your port up a bit and submit a pull request?Hmm... That will take some time because i changed my git repo a quite bit compared to yours.But i will look into it.
Hm, that means there was a division by close-to-zero in the perspective divide.It should be gone if you decrease the rendering distance, although it shouldn'toccur that often with BETTER_PERSPECTIVE... Did you run make clean?
Quote from: Vogtinator on October 02, 2016, 08:38:46 amHm, that means there was a division by close-to-zero in the perspective divide.It should be gone if you decrease the rendering distance, although it shouldn'toccur that often with BETTER_PERSPECTIVE... Did you run make clean?Yes, i ran make clean several times my sweety but it is still there.Decreasing the rendering distance doesn't seem to do much...Same with BETTER_PERSPECTIVE.Quote from: Vogtinator on October 02, 2016, 08:38:46 amWhy?So It happens less often ?I admit i'm not quite sure what causes this to happen but you can see it only bleeds in the blue sky background...Any idea for a workaround ?
I wonder if it's easy to run homebrew on a DC because I got that console and I would definitively like to give this a try. (assuming this is finished and fully working, of course)
I have made a basic port of Crafti for the Sega Dreamcast !Like the GCW0 and nspire, it is still entirely software rendered but this DC port does not use SDL. (instead it just talks to vram_s)
Crafti for the Dreamcast is catching fire, it seems, it's newsed by almost every dreamcast fan website ...
The Dreamcast only has 16Mb of RAM, at first i encountered memory corruption on the images but i was able to reduce it so it is not noticeable.
This makes me feel a bit bad, as Vogtinator is not even mentioned in the news, even though he made the game.I'm already getting threats because they want me to improve the perf of the DC port, not even my GCW0 port got this kind of reception.
You should draw arrays of triangles, instead of calling a function for every vertex (glBegin vs. glDrawArrays)
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