Development: Difference between revisions
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====Other==== | ====Other==== | ||
* [[Using Ruby for Sega Dreamcast development]] (experimental) | * [[Using Ruby for Sega Dreamcast development]] (experimental) | ||
* [[Compiling for Naomi]] | |||
=== Build & test === | === Build & test === | ||
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=== Engines === | === Engines === | ||
''See'' [[Engine & Library]] | |||
=== General === | === General === | ||
* [[Filesystem]] | * [[Filesystem]] | ||
* [[Store Queues]] | |||
* [[Romdisk Swapping]] | * [[Romdisk Swapping]] | ||
* [https://mc.pp.se/dc/hw.html Marcus Comstedt's Dreamcast Hardware Reference] | * [https://mc.pp.se/dc/hw.html Marcus Comstedt's Dreamcast Hardware Reference] | ||
Revision as of 15:13, 4 February 2024
Getting started
- Getting Started with Dreamcast development -- start here!
Ready-to-use environments
- Docker images
- DreamSDK (Windows only)
KallistiOS
- Building on Linux, macOS, Windows Subsystem for Linux
- Building KOS on Cygwin
- Building KOS on MinGW/MSYS
- Building KOS on MinGW-w64/MSYS2
- KallistiOS Doxygen documentation
Other
- Using Ruby for Sega Dreamcast development (experimental)
- Compiling for Naomi
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
Environments and IDEs
Tools & utilities
Releasing your project
- Plain files
- Disc image
- Selfboot Inducer package
Engines
See Engine & Library
General
Graphics
- PVR
- GLdc
- Others
Audio
Maple
- Controller input
VMU
Optimization
- GCC-SH4 tips
- SH4 in Compiler Explorer
- Fast SH4 Vertex Processing
- Useful programming tips
- Efficient usage of the Dreamcast RAM
- Registers
- DMA
- TA
- PVR