Re: [Tuxnes-devel] Mid-scanline updates?
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From: Jim U. <ji...@3e...> - 2001-04-19 15:56:30
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At 09:46pm on 2001 April 18, Mike Melanson did write: > On Wed, 18 Apr 2001, Jim Ursetto wrote: > I haven't been too heavily involved in the rendering code but I've > always assumed that the rendering granularity was at the > individual lines Okay, I hope that's the case. It'd be nice to find out if the NES is even capable of a finer granularity, and if so, whether any games use it or if it's just limited to demos that require precise timing etc. that few or no emulators can run anyway. I have a feeling that if it can be made to work completely, writing more than one pixel per loop iteration may improve performance on platforms other than the dc. That's a big if, though. > Also, what are some good web resources on programming the > Dreamcast? That seems pretty interesting. And I know Sega was supposed to > be unloading their DC stuff soon. I'll have to check if the prices have > plumetted yet and maybe pick up one of those with the PPC. Prices dropped to $99 from $149 a couple months ago. It's very cool hardware, though I'm not sure a scanline-based NES emulator like tuxnes will ever run at 60fps, at least without major modifications. But I am stubborn... You can try http://mc.pp.se/dc/ as a starting point. It's got good info and links to other sites. Also, you can mailx -s "subscribe" dcd...@eg... < /dev/null or the like to subscribe to dcdev, the dreamcast development mailing list. Archives are available through yahoo groups somewhere. Jim -- "... [WM97/Melissa-V] triggers immediately and attempts to delete data on your M:, N:, O:, P:, Q:, S:, F:, I:, X:, Z:, H:, and L: network drives." ji...@3e... / 0x43340710 / 517B C658 D2CB 260D 3E1F 5ED1 6DB3 FBB9 4334 0710 |