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core | ||
# core/libdreamcast | ||
=========== | ||
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All of the interesting bits are here | ||
Here lies the core of our codebase. Everything that's OS inspecific rests here. | ||
** Please check per directory README for more info ** | ||
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### Some rudimentary categories are: | ||
- hw -- DC Hardware Components Implementation | ||
- nullDC.cpp -- NullDC, thy mighty child (also referenced as "debugger") | ||
- emitter -- Cookie machine | ||
- khronos -- Vulkan stuff | ||
- oslib -- Codebase abstraction effort | ||
- cfg -- Configuration backend structure | ||
- reios -- (Our)Implementation of the DreamCast BIOS (Not functional) | ||
- deps -- External C libraries (hackish, hand-written versions) |
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# Our Emitter | ||
### Oh god , x86 is a sooo badly designed opcode arch -_- | ||
--- | ||
Emitters are the place where you have functions that you give symbolic | ||
instructions and you get binaries out. | ||
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# GD-ROM: Gigabyte Disc Read-Only Memory | ||
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- This is the GD-ROM emulation part v3. v1 was unusable and v2 was our initial | ||
release. | ||
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### Notes: | ||
- Technical approach is wrong | ||
- Some secondary stuff are not (really) implemented |
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[WIP] | ||
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## What are nillware's plans for the project? | ||
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- We want **reicast** to be the best dreamcast emulator, available _on every possible platform_, with the source **public**, and at _no cost of the end users_. | ||
- We are not really interested in making any money off of it, apart from guaranteeing its developers' sustainability. | ||
- We'd really like that every regular/"important" contributor to get paid a reasonable amount of money for their work. | ||
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## CLA Stuff | ||
**reicast** has a CLA, which typically requires the commit author's signature. This means that **any commit returned upstream from a fork of reicast** also requires a CLA signature. | ||
- This leaves two options for handling the commit. | ||
1. Either attempt to get the original author to put in the extra work of modifying and resubmitting it to reicast or | ||
2. alter the commit's recognized author by resubmitting it with a reference to the original commit. | ||
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### Here's the current copyright structure of reicast | ||
- Parts written independently (this covers over 95% of the source) are owned by nillware. | ||
- Parts that were developed by skmp under contract, for which he doesn't have the copyright, but are licensed as GPL. | ||
- Parts developed by the rest of the **nulldc team (ZeZu, PsyMan)**. This code is under GPL, but the copyright belongs to them. | ||
- 3rd party contributions to nulldc, before 2008-2009. We use them under GPL. | ||
- Contributions to the reicast project. Copyright belongs to the contributors, we use them via GPL. | ||
- 3rd party libraries. | ||
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We'll have to rewrite the parts that we can't get permission for though. | ||
And be advised, we are really good at "refactoring" code! |
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# SEGA Dreamcast Specifications | ||
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### CPU Specifications: | ||
- **Processor**: Hitachi SH-4 (128-bit) | ||
- **Processor Speed**: 200 MHz | ||
- **Millions of instructions per second**: 360 | ||
- **Floating-point operations per seccond**: 1.4 billion | ||
- **Main RAM**: 16MB SDRAM | ||
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### GPU Specifications: | ||
- **Processor**: NEC PowerVR2 DC | ||
- **Polygons per second**: 7.0 Million | ||
- **Video RAM**: 8 MiB 4x16 Bit | ||
- **Fillrate**: 100 MPixels/s | ||
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### Audio Specifications: | ||
- **Processor**: Yamaha AICA (32-bit) | ||
- **Processor Speed**: 22.5 MHz | ||
- **Co-Processor**: ARM7 RISC | ||
- **Co-Processor Speed**: 45 MHz | ||
- **Channels**: 64 | ||
- **Audio RAM**: 2 MiB (16-bit) |
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## Presentation: | ||
- First demonstrated in November 1998 at JAMMA, since just before the release of The House of the Dead 2 in Japan. | ||
- The Sega Naomi (New Arcade Operation Machine Idea) is the successor to the Sega Model 3 hardware. | ||
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### A development of the Dreamcast home game console, the NAOMI and Dreamcast share the same hardware components: | ||
- Hitachi SH-4 CPU, | ||
- PowerVR Series 2 GPU (PVR2DC), and | ||
- Yamaha AICA based sound system. | ||
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NAOMI has twice as much system memory, twice as much video memory, and 4X as much sound memory. | ||
Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output. | ||
A special game cabinet for the NAOMI, **NAOMI Universal Cabinet**, houses up to sixteen boards for this purpose. | ||
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_The other key difference between NAOMI and Dreamcast lies in the game media._ | ||
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The Dreamcast reads game data from GD-ROM optical disc, while the NAOMI arcade board features 168 MB of solid-state ROMs or GD-ROMs using a custom DIMM board and GD-ROM drive. | ||
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- In operation, the Naomi GD-ROM is read only once at system power up, loading the disc's contents to the DIMM Board RAM. | ||
Once loading is complete, the game executes only from RAM, thereby reducing mechanical wear on the GD-ROM drive. | ||
Unlike Sega's previous arcade platforms (and most other arcade platforms in the industry), | ||
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NAOMI is widely licensed for use by other game publishers including Sega, Namco Bandai, Capcom, Sammy and Tecmo Koei. | ||
Games such as Mazan, Marvel Vs. Capcom 2, Dead or Alive 2 and Guilty Gear XX were all developed by third-party licensees of the NAOMI platform. | ||
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**An offshoot version of the NAOMI hardware is Atomiswave by Sammy Corporation.** | ||
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After nine years of hardware production, and with new game titles coming in 2008 like Melty Blood: Actress Again and Akatsuki Blitzkampf AC, | ||
NAOMI is considered to be one of the longest running arcade platforms ever and is comparable in longevity with the Neo-Geo MVS. | ||
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## Technical Specification: | ||
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- Main Processor : Hitachi SH-4 (128 bits) RISC 360 MIPS / 1.4 GFLOPS clocked 200 MHz | ||
- Video Processor : PowerVR 2 clocked 100 MHz made by Nec (Nec CLX2) | ||
- Texture mapping | ||
- Trilinear filtering | ||
- Micro texturing | ||
- Specular reflection | ||
- Gouraud shading | ||
- Flat shading | ||
- Anti-aliasing | ||
- Alpha blending | ||
- Audio Processor : ARM7 Yamaha XG AICA RISC 32 bits clocked 25 MHz |
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