
Troy Davis
@GPFTroy
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I'm progressing on my #Dreamcast #Singe2 port, added some of the hypseus-singe lua api, for more fmv game fun. Happy Halloween!!
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just tested Mad Dog McCree; still need to implement code for moving crosshairs with mouse or controller stick. #Singe2 #Dreamcast
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I'm progressing on my Dreamcast Singe 2 port, focusing on Hologram Time Traveler, a laserdisc game. I've converted the footage using my custom Dreamcast FMV encoder/player. The challenge is storage; video assets exceed standard CD-R capacity, so it will initially target GDEMU and
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π£ #DreamSDK R4 is out! This is a modern, ready-to-use package for Sega #Dreamcast development on Windows. If youβre on Windows and want to start coding for your Dreamcast right away, this is for you. π₯ Download: https://t.co/Ro8eXY3BTF
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π¦ Header v6: YUV422 640x480 (content: 640x480) @ 30.00fps, 44100Hz, 2ch, unique=4722, total=5227 Frame size: 78848, Max compressed: 48698, Audio offset: 0x8475800, Compression: LZ4 vid_set_mode: 640x480 VGA with 1 framebuffers. π Loading initial frames synchronously... β
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Updating my Dreamcast-FMV player/DCMV container packer to support strided 640x480 YUV422 VQ-encoded textures compressed with LZ4, playing 2-channel 44kHz ADPCM audio. π¦ Header v6: YUV422 640x480 (content: 640x480) @ 23.97fps, 44100Hz, 2ch, unique=1039, total=1225 Frame
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SHE'S DONE!!! Mario Kart 64 for the Sega Dreamcast is officially ready for public consumption, so here's a full 6+ minute video of gameplay, captured straight from my actual DC! Jnmartin has done it again! The footage you are watching shows every GP course in the game, including
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Guys, Iβm too exhausted AF from doing last-minute troubleshooting to post a good final trailer for the alpha version of our Mario Kart 64 port to Sega Dreamcast just yetβ¦ YES, the repository went live last night, and you can build it yourself (unless youβre a Windows DreamSDK
https://t.co/MpQRS1xGoQ Mario Kart 64 (Dreamcast Edition) - Dreamcast Gameplay π₯
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π¬ Dragonβs Lair & Cliff Hanger β now playing in real-time FMV on the Sega Dreamcast! β
Runs on real hardware β
Original laserdisc framerate (23.97fps) β
Scene-accurate inputs via Lua scripting π§ Powered by my Dreamcast port of the DirkSimple FMV engine π FMV playback:
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Testing my DirkSimple port on Dreamcast via GDEMU: https://t.co/ND06EGu3td Using my Dreamcast-FMV player code with LZ4: https://t.co/OWoeyHPjIr Converting the Daphne emulator lair.ogv to lair.dcmv π¦ Header: RGB565 512x256 @ 23.97fps, 32000Hz, 1ch, 31438 frames,
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Implemented hint sprites and SFX WAV file playback (accept/reject button press).
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I've advanced my Dragon's Lair port of DirkSimple to the Dreamcast, removed SDL3, and implemented my Dreamcast FMV player code with LZ4 compression. https://t.co/ND06EGu3td
https://t.co/OWoeyHPjIr
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Time for a KallistiOS GameCube update! Besides some loose ends, the KOS kernel is ported and all the foundational stuff like threads, context switching, interrupt handling, etc. are working. A bunch of the basic KOS examples/tests now build and run for GameCube. Wrote some
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Today we're taking a very early look at the progress being made on the Sega Dreamcast's very own port of Runescape Classic! If you weren't already aware of the work that developer, Lobotomy, has been doing, here's some footage captured from an emulator of some online play! It's
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Loved the new video from PCN covering the work we've been doing in the community porting titles from various consoles to the Sega Dreamcast. I will get the pleasure of joining him on a livestream for an interview on the 21st!
The #SEGA #Dreamcast is still alive and kicking. It's getting so many games ported to it, and in most cases it ends up being the definitive version of the game. Video in reply
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Been writing SH4 assembly code for the Sega Dreamcast all day and night, hoping to bring big performance gainz to everyone in the community by providing a replacement memcpy() routine that doesn't suck for our GCC toolchains. As it turns out, the Newlib-provided memcpy() we have
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Check out the epic work Troy has been doing with real-time FMV decoding and video playback on the Sega Dreamcast! For video, he's first decoding the source stream into a series of PNG images using ffmpeg. These images are then fed into our Dreamcast PVR texture converter tool
Dirk the Daring rides again β now with real-time FMV on the Dreamcast! Source video: 640Γ480 @ 23.97fps, scaled to 320Γ240, centered into a 512Γ256 frame. RGB565 textures VQ-compressed via pvrtex Audio: 32kHz mono ADPCM via dcaconv Zstandard compression: level 22, windowLog
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One of the most ambitious engines in the Sega Dreamcast community is now leveraging the DC's 100Mbit broadband adapter for improved asset streaming, load times, and persistent storage, by communicating with a remote file server hosted on the local network!
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