Thread: Redream "Sega Dreamcast Emulator"

Page 4 of 5 FirstFirst 12345 LastLast
Results 61 to 80 of 98
  1. Collapse Details
    Redream "Sega Dreamcast Emulator" 
    #61
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Contribute If you enjoy reading the
    content here, click the below
    image to support our site.
    Click Here To Contribute To Our Site
    @agent47 Think itís safe to say we both have worked on our redream modules and why donít we just combine them into one module as both authors.

    Funny when it comes to coding modules the syntax of commands can be re-worded several ways really. For me does not really matter as long as the end result is achieved.

    From feedback I been getting everything is working great!

    Cheers!




    Sent from my iPhone using Tapatalk
    Last edited by Krakerman ; 08-26-2018 at 02:49 PM.
     

  2. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #62
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Damn got another feature to add. Per Game BIOS. Can have the option to use redream or original bios on a game to game basis.

    I might try to implement that tomorrow.
    Last edited by Krakerman ; 08-26-2018 at 01:31 AM.
     

  3. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #63
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Special Thanks to opethion for finding some bugs and fixing them in my module. Here is the updated Redream module.
    Attached Files Attached Files
     

  4. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #64
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    I don't believe anyone has worked on a Kronos module for the Sega Saturn. I might work on this one next as I've heard of this one before but never tried it until recently. Looks like it should be fairly easy to do and very configurable which is awesome!

    So stay tuned for this one.
     

  5. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #65
    Super Moderator
    agent47's Avatar
    MainSecondary
    Join Date
    Jan 2016
    Posts
    1,109
    Quote Originally Posted by Krakerman View Post
    I don't believe anyone has worked on a Kronos module for the Sega Saturn. I might work on this one next as I've heard of this one before but never tried it until recently. Looks like it should be fairly easy to do and very configurable which is awesome!

    So stay tuned for this one.
    It's yet another Yabause fork so you might be able to use that module as a base. I did one for the other major fork a while back (YabaSanshiro/uoYabause) and don't think I had to change much.

    Pretty sure all the Kronos adds in terms of features applicable for a module are shaders and STV functionality but I can't remember. I remember seeing a post about it a few months back but didn't really look into it at all since I'm happy with mednafen.
     

  6. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #66
    Junior Member
    MainSecondary
    Join Date
    Jan 2018
    Posts
    8
    Quote Originally Posted by Krakerman View Post
    Special Thanks to opethion for finding some bugs and fixing them in my module. Here is the updated Redream module.
    Thanks, it works like a charm. !!!
     

  7. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #67
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Yes it will but lacks the options like you mentioned so with that said I will look at the base and make some changes and give it ... it's own module but for now the yabause module will work.
     

  8. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #68
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Going to do a total re-write as Kronos saves itís config a little different plus it also can do ST-V as well like you mentioned so think I will start on it tonight see how it goes.


    Sent from my iPhone using Tapatalk
     

  9. Collapse Details
    Redream "Sega Dreamcast Emulator" 
    #69
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    So I decided to actually use some of yabause code as a base and changed a few things since Kronos does things a bit different but my initial test I have it working good and exits perfectly. So now going to add in more options and change it around a bit to my preferred tab based setup and eventually add and test out ST-V as well!

    Good start to having a module for Kronos.




    Sent from my iPhone using Tapatalk
     

  10. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #70
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Redream update!

    v1.3.0 - 2018-09-09
    Added
    Window size option.
    Support for SSCTL audio channel register (What's Shenmue).
    16:9 aspect ratio for using widescreen hacks on non-16:9 monitors.
    Changed
    Introduced heuristic to detect and fix numerous issues that result in visible seams on the edges of polygons when upscaling games. These seams are commonly seen in user interfaces and most 2d games.
    Improved handling of bad vertices that were discarded by the PowerVR (Soul Calibur intro, Mortal Kombat Gold).
    Improved accuracy of floating-point operations, fixes numerous bugs in multiple games. Common issues were bad vertices in Soul Calibur models, bad animations in Sword of the Bersek and physics issues in Sonic Adventure - light speed dashing out of the sewer is now a breeze.
    Refactored texture cache, improving the performance of many 2d fighters, in particular the King of Fighters series of games which really thrash the cache. On some machines, these games went from single to triple digit frame counts.
    Fixed
    Hang On now runs.
    Powerdrift now runs.
    Atelier Marie and Elie now runs.
    Intermittent South Park Rally load hangs.
    Crash in D2 during initial hunting tutorial.
    Shenmue 2 releases with widescreen hacks now run.
    Sonic drifting left in Sonic Adventure 1 and 2.
    Background flickering in Alice's Mom's Rescue.
    Background plane parsing (Sega Worldwide Soccer 2000).
    Handling of invalid CDDA sector reads (many CDI images).
    Handling of Maple RESET pattern.
    Handling of invalid VMU block accesses.
    Bumpmap calculations (Death Crimson OX).
    Regression with raw framebuffer write support (Neo XYX).
    Serial communication interface interrupts (diagnostic discs).
    Shadow volumes parsing errors (Daytona USA, Virtua Fighter).
    Clamping of intermediate blends when using per-pixel blending (Virtua Tennis).
    Sorting of multi-disc games where the product name / version hash is different between discs.
     

  11. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #71
    Member
    MainSecondary
    Join Date
    Sep 2014
    Posts
    72
    is there supposed to be an attachment?
     

  12. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #72
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    For what? Current module still works just fine with latest release.
     

  13. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #73
    Junior Member
    MainSecondary
    Join Date
    Sep 2018
    Posts
    3
    Canít wait to test it
     

  14. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #74
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    I recommend getting and using the latest developer builds of Redream.
     

  15. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #75
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    v1.3.1 - September 28th, 2018
    Changed:
    Combined per-mesh and per-triangle polygon sort options into a new and improved per-strip option. This new option isn't as accurate as our per-pixel option, but it improves on both of the previous options for users without OpenGL 4.5 support.
    Refactored thread synchronization code between emulation and graphics thread to reduce CPU usage and improve performance on dual core systems.
    Added support for JIT compiling the AICA's ARM CPU code for a ~10% perf gain.
    Optimized scheduler code for a ~5% perf gain.
    Optimized basic block linking code.
    Fixed:
    Sort mode of passes not always being correctly honored (Tony Hawk menus).
    Sorting of punch through polygons (Test Drive Le Mans car decals, SGGG Segagaga menus).
    Alone in the Dark rebooting when selecting a character with the HLE BIOS.
    Ignore window resize events on minimize to avoid renderer restarts.
    License screen not showing when using the HLE BIOS.
     

  16. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #76
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    FYI!

    There were a few minor changes to Redream and I will need to update the module.
    Last edited by Krakerman ; 10-01-2018 at 10:02 AM.
     

  17. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #77
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Here is the updated module.
    Attached Files Attached Files
    Last edited by Krakerman ; 10-02-2018 at 10:05 AM.
     

  18. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #78
    Junior Member
    MainSecondary
    Join Date
    Jan 2018
    Posts
    8
    Quote Originally Posted by Krakerman View Post
    Here is the updated module.
    Thanks for the update
     

  19. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #79
    Junior Member
    MainSecondary
    Join Date
    Apr 2015
    Posts
    14
    Somehow the saving "per game VMU" is not working anymore. When I save ingame, no VMU save file is created.
     

  20. Collapse Details
    Re: Redream "Sega Dreamcast Emulator" 
    #80
    Senior Member
    MainSecondary
    Join Date
    Jul 2014
    Posts
    1,867
    Quote Originally Posted by RobertBlum View Post
    Somehow the saving "per game VMU" is not working anymore. When I save ingame, no VMU save file is created.
    What version of Redream you using? Also make sure you have Per Game VMU enabled.

    Working for me with latest version and dev release as well.


    Sent from my iPhone using Tapatalk
    Last edited by Krakerman ; 10-19-2018 at 08:01 PM.
     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •