Development: Difference between revisions
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** [[Drawing 2D sprites using GLdc]] | ** [[Drawing 2D sprites using GLdc]] | ||
** [[Drawing 3D shapes using GLdc]] | ** [[Drawing 3D shapes using GLdc]] | ||
** [https://hkowsoftware.com/articles/gldc-vertex-formats-from-vec3f-to-fastpath-to-map_buffer/ GLdc Vertex Formats: From vec3f to fastpath to map_buffer] | |||
* Others | * Others | ||
** [http://www.numechanix.com/blog/index.php/2015/10/03/20/ Procedural texture] | ** [http://www.numechanix.com/blog/index.php/2015/10/03/20/ Procedural texture] |
Revision as of 18:04, 24 June 2020
Getting started
- Ready-to-use environments
- Docker images
- DreamSDK (Windows only)
- Building the required toolchains for Sega Dreamcast development
- KallistiOS
- Using Ruby for Sega Dreamcast development (experimental)
- Using GCC 9.2.0
Build & test
- Building your project
- Emulators
- Broadband adapter / LAN adapter
- Using dcload-ip with Linux
- Using dcload-ip with Windows 10 (via Windows Subsystem for Linux)
- Coder's cable
Debugging & profiling
Releasing your project
- Plain files
- Disc image
- Selfboot Inducer package
Engines
General
Graphics
- PVR
- GLdc
- Others
Audio
Maple
- Controller input
VMU
Optimization
- GCC-SH4 tips
- Yam 20to4 SH4 maths
- Useful programming tips
- Registers
- DMA
- TA
- PVR