Documentation additions
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core
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# core/libdreamcast
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===========
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All of the interesting bits are here
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Here lies the core of our codebase. Everything that's OS inspecific rests here.
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** Please check per directory README for more info **
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### Some rudimentary categories are:
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- hw -- DC Hardware Components Implementation
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- nullDC.cpp -- NullDC, thy mighty child (also referenced as "debugger")
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- emitter -- Cookie machine
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- khronos -- Vulkan stuff
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- oslib -- Codebase abstraction effort
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- cfg -- Configuration backend structure
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- reios -- (Our)Implementation of the DreamCast BIOS (Not functional)
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- deps -- External C libraries (hackish, hand-written versions)
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# Our Emitter
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### Oh god , x86 is a sooo badly designed opcode arch -_-
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---
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Emitters are the place where you have functions that you give symbolic
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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
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release.
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### Notes:
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- Technical approach is wrong
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- 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_.
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- We are not really interested on making any money off of it, apart from guaranteeing its developers' sustainability.
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- 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
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**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.
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- This leaves two options for handling the commit.
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1. Either attempt to get the original author to put in the extra work of modifying and resubmitting it to reicast or
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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
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- Parts written independently (this covers over 95% of the source) are owned by nillware.
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- Parts that were developed by skmp under contract, for which he doesn't have the copyright, but are licensed as GPL.
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- Parts developed by the rest of the **nulldc team (ZeZu, PsyMan)**. This code is under GPL, but the copyright belongs to them.
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- 3rd party contributions to nulldc, before 2008-2009. We use them under GPL.
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- Contributions to the reicast project. Copyright belongs to the contributors, we use them via GPL.
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- 3rd party libraries.
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We'll have to rewrite the parts that we can't get permission for though.
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And be advised, we are really good at "refactoring" code!
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# SEGA Dreamcast Specifications
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### CPU Specifications:
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- **Processor**: Hitachi SH-4 (128-bit)
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- **Processor Speed**: 200 MHz
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- **Millions of instructions per second**: 360
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- **Floating-point operations per seccond**: 1.4 billion
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- **Main RAM**: 16MB SDRAM
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### GPU Specifications:
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- **Processor**: NEC PowerVR2 DC
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- **Polygons per second**: 7.0 Million
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- **Video RAM**: 8 MiB 4x16 Bit
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- **Fillrate**: 100 MPixels/s
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### Audio Specifications:
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- **Processor**: Yamaha AICA (32-bit)
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- **Processor Speed**: 22.5 MHz
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- **Co-Processor**: ARM7 RISC
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- **Co-Processor Speed**: 45 MHz
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- **Channels**: 64
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- **Audio RAM**: 2 MiB (16-bit)
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## Presentation:
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- First demonstrated in November 1998 at JAMMA, since just before the release of The House of the Dead 2 in Japan.
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- 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:
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- Hitachi SH-4 CPU,
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- PowerVR Series 2 GPU (PVR2DC), and
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- 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.
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Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output.
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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.
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Once loading is complete, the game executes only from RAM, thereby reducing mechanical wear on the GD-ROM drive.
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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.
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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,
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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
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- Video Processor : PowerVR 2 clocked 100 MHz made by Nec (Nec CLX2)
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- Texture mapping
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- Trilinear filtering
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- Micro texturing
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- Specular reflection
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- Gouraud shading
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- Flat shading
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- Anti-aliasing
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- Alpha blending
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- Audio Processor : ARM7 Yamaha XG AICA RISC 32 bits clocked 25 MHz
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