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- by F3582 at 8:57 AM EDT on November 1, 2008
- Didnt the Dreamcast run on Windows CE?
- by Mouser X at 6:06 PM EDT on November 1, 2008
- More accurately, the Dreamcast ran Windows CE (not on, since software runs on hardware). There are some games that are written such that they use the Windows stuff extensively, but most don't (otherwise they wouldn't be rippable (yet?)). Also, and I could be wrong (it's been awhile since I looked), current Dreamcast emulators have a difficult time running Windows CE games. In other words, if the Windows CE stuff were widely used across all the games, then (currently) there would be far fewer games running in emulators than there are right now (on the other hand, people would be working a lot more to get Windows CE games working then...).
In short, yes. The Dreamcast did use Windows CE for certain things. Mouser X over and out.
- by Arbee at 10:54 AM EST on November 3, 2008
- There were two Dreamcast OSes: WinCE and a Sega custom one. Both loaded entirely off the disc - there was no concept of a "native" OS. A large majority of games used Sega's because it was faster, smaller, and lighter-weight. CE existed (for Sega) primarily to facilitate easy ports to and from PC DirectX. (It existed for Microsoft as advance research towards the Xbox, of course).
CE is harder to emulate because it uses the SH-4 MMU (which is hard to get correct in emulation) while the Sega OS doesn't.
- by Mouser X at 11:52 AM EST on November 3, 2008
- Ah. That makes sense. I just figured the OS stuff was loaded from the Dreamcast. It didn't occur to me that it was loaded from the game disc. That most certainly explains why some games run better/easier than others. Thanks for your insight/clarification. Mouser X over and out.
- by marioman at 7:29 AM EST on November 5, 2008
- ugetab has ripped 8 more SGB SPC sets. Donkey Kong is included in this update, so I am sure that whoever was requesting the credits theme from that game will be happy.
Thanks ugetab.
edited 7:32 AM EST November 5, 2008
- by ugetab at 11:21 AM EST on November 5, 2008
- As I mentioned to someone else, if some insane individual wants to implement an SPC player into an SGB compatible emulator, I now know how to interpret all the SGB sound packets in a way that would allow the internal SGB SFX and transferred SFX to be played back. My method of ripping SGB tunes is now based on the overall method an emulator would use to handle playback. Fortunately, I don't have enough of a grudge against anyone here to point and say "They'll do it, go ask them"
- by nensondubois at 5:40 PM EST on November 5, 2008
- heh, interesting. I didn't know they were ever ripped. How would I know that?
edited 8:30 PM EST November 5, 2008
- by Knurek at 11:54 AM EST on November 6, 2008
- New DSF plugins based on Audio Overload core.
http://foobar2000.xrea.jp/up/
This version is required for pretty much all of the latest rips posted here:
http://dsf.hcs64.com/
edited 11:53 AM EST November 6, 2008
- by ugetab at 7:06 PM EST on November 6, 2008
- I worked a little bit on CaitSith's SPC Timer. I got the Intro recognition code a bit closer to my needs, and got it to time to 2 loops more certainly, and with less of an issue to change the number. Should you use it, I'd like to know if I got it wrong.
Added some code to handle marginally shorter Intros to Loop times. If the Intro is at most 0.010 seconds shorter than the loop point before processing Intro times, the difference will be nullified, and it should report more accurately after processing.
A little bit more stuff added. 10 second spread between loop time and intro time, if it includes both, 1 loop + intro amount. Only if it's a 5 second or higher loop time. Added a loops-used counter to the results, and added an option to change base loop number used.
http://www.angelfire.com/nc/ugetab/SPC_Timer_Ugetab_Update.zip
edited 10:42 PM EST November 6, 2008
- by marioman at 10:21 PM EST on November 6, 2008
- @Knurek: Thanks for the heads up on the aodsf update. Glad to see that progress is being made.
Now if manakoAT could just get that Sonic Shuffle rip finished...
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