- Jun 12, 2006
I really want to play dreamcast on portable system, will the dc emulator appear on pandora, i've heard nulldc is getting ported to pandora.
# CPU: Hitachi SH-4, 200MHz clock rate, 360 MIPS (millions of instructions per second), 1.4 GigaFLOPS (floating-point operations per second), 128-bit 3D calculations, 64-bit data bus, 800+ MBytes/second bus bandwidth # Graphics Core: NEC PowerVRSG, 3 million polygons/second peak rendering rate, Perspective-Correct Texture Mapping, Point, Bilinear, Trilinear and Anisotropic Mip-map filtering, Gouraud shading 32-bit z-buffer, Colored light sourcing, Full scene anti-aliasing Hardware-based Fog, Bump mapping, 24-bit color, Hardware-based texture compression, Shadow and Light volumes, Super sampling # Memory: 16 MB main RAM, 8 MB video RAM, 2 MB sound RAM # Resolution: 640x448. # Colors: 16.7 million # Sound: Yamaha Audio Core, 32-bit RISC CPU, DSP for real-time effects, 64 sound channels, ,Full 3D sound support, Hardware-based audio compression # Dreamcast Control Pad: Digital and analog directional controls, Dual analog triggers, Virtual Memory System data save unit # Expansion Options: Modem: 33.6kb per second transfer rate (56kb in U.S.) Upgradable # Operating System: Customized Microsoft Windows CE and Sega operating system # Media: GD-ROM (GigaByte Disk-ROM) Drive - Maximum speed 12X 1.2 GigaByte capacity
* Two Hitachi SH2 32-bit RISC @ 28.6MHz * One Hitachi SH1 32-bit RISC * VDP 1 32-bit video display processor * VDP 2 32-bit video display processor * Saturn Control Unit (SCU) * Motorola 68EC000 sound processor * DSP sound processor * 2 Megabytes (16 megabits) RAM * 1.54 Megabytes (12 megabits) VRAM (Video RAM) * 540 Kilobytes (4 megabits) Audio RAM * 540 Kilobytes (4 megabits) CD-ROM Cache * VDP 1 32-bit video display processor * sprite, polygon, and geometry engine * dual 256KB frame buffers for rotation and scaling effects * Texture Mapping * Goraud Shading * 512KB cache for textures * VDP 2 32-bit background and scroll plane video display processor * 320 Kilobytes/Second Transfer Speed * background engine * 5 simulataneous scrolling backgrounds * 2 simultaneous rotating playfields * 200,000 Texture Mapped Polygons/Second * 500,000 Flat Shaded Polygons/Second * up to 60 frames per second animation * 24-bit true color graphics * 16. Million Available Colors * 320x224, 640x224, and 720x576 Resolution * Yamaha 24-bit Digital Signal Processor @ 22.6MHz * Motorola 68EC000 sound processor @ 11.3MHz * 32 PCM (Pulse Code Modulation) Channels * 8 FM (Frequency Modulation) Channels * 44.1 khz Sampling Rate * CD-ROM (2X) * Audio CD Compatible * CD+G Compatible * CD+EG Compatible * CD Single (8 cm CD) Compatible * Optional - Video CD, Photo CD, EBook, Digital Karaoke * Optional - 512KB Memory Cartridges for game save
Is a Pandora app really to be considered homebrew? We don't call secret Maryo chronicles a homebrew.CC_machine said:maybe some time in future. not all games will be playable, most likely.
nulldc will most likely be very optimised for the PSP, though...
and not soon, either. don't hold your breath. enjoy amiga, MAME, PSX, GBA, SNES etc and HOMEBREW! like the rest of us ^^
After the code is cleaned up/rewriten there are plans to port to pandora ( www.openpandora.org, realy cool stuff ) and possibly other consoles (wii seems like a nice target, ps3 if theres a way to get 3D access). ALL THIS MAY(OR MAY NOT) COME AFTER THE CODE IS REWRITEN, SO DONT ASK ABOUT IT NOW(you’l just waste your time, realy). The code will be open sourced as soon as it gets stable.
At first I thought you were mistaken, so I've read that SH-4 does 360MIPS@200MHz (1.8 iop/clock) 1.4GFLOPS (3.89 fop/clock), browsed through ISA reference and I must say - it's a very good & efficient CPU.mkinzler said:
maciek_urbanski said:At first I thought you were mistaken, so I've read that SH-4 does 360MIPS@200MHz (1.8 iop/clock) 1.4GFLOPS (3.89 fop/clock), browsed through ISA reference and I must say - it's a very good & efficient CPU.mkinzler said:
It seems that interpreter-based emulation on OMAP is out of the question and recompilation/just in time compilation is a must.
Dreamcast was in fact a beast.
JayFoxRox said:But with enough ram, we could recompile the game multiple times, at different byte alignments. It COULD get extremly fast.