Development: Difference between revisions
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(Added link to standalone VMU development) |
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* [[Play tone]] | * [[Play tone]] | ||
* [[Save VMU game]] | * [[Save VMU game]] | ||
* [[VMU_development|Game Development]] | |||
=== Optimization === | === Optimization === |
Revision as of 22:37, 27 December 2022
Getting started
Ready-to-use environments
- Docker images
- DreamSDK (Windows only)
Building the required toolchains for Sega Dreamcast development
- Building the required toolchains on BSD
- Building the required toolchains on Cygwin
- Building the required toolchains on GNU/Linux
- Building the required toolchains on macOS
- Building the required toolchains on MinGW/MSYS
- Building the required toolchains on MinGW-w64/MSYS2
KallistiOS
- Building KOS on Linux mint (or Ubuntu)
- Building KOS under Windows Subsystem for Linux (Windows 10 only)
- Building KOS on macOS
Other
- 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
- Efficient usage of the Dreamcast RAM
- Registers
- DMA
- TA
- PVR