DC SDK Release 11 Alpha - BBA/LAN Capabilities

Discussion in 'Sega Dreamcast Development and Research' started by Mark30001, Mar 20, 2006.

  1. Mark30001

    Mark30001 Guest

    I was just wondering since the latest set of the DC Dev box (5.24) only has a modem jack and the release 10.1 SDK doesn't really discuss much on setting up a BBA/LAN connection, if the SDK 11 Alpha may have some of those capabilities or perhaps docs?

    Anyone have any more info on this "Alpha" SDK, besides it being very buggy?
     
  2. Mark30001

    Mark30001 Guest

    Just if anyone is interested:

    ------------------------------

    readme.txt
    February 27, 2001

    R11 Beta

    ---------------------------------------------------------------
    WARNING - UNSUPPORTED SOFTWARE - WARNING - UNSUPPORTED SOFTWARE
    ---------------------------------------------------------------

    This document contains late-breaking and important
    information about this Katana development software. We know
    this is a lot of information, but please read it before you
    try to install this software.

    ---------------------------------------------------------------
    WARNING - UNSUPPORTED SOFTWARE - WARNING - UNSUPPORTED SOFTWARE
    ---------------------------------------------------------------

    1. Overview
    -------------

    Sega of America and Sega of Europe have developed this
    software over the past few months in response to developer
    requests. Unfortunately, Sega no longer has the resources
    to support this development software. However, we believe
    that this software still has important features and
    functionality that may be useful to you.

    Because this software is unsupported, it's very important
    for you to back up your existing development environment
    before upgrading to R11.

    This development software allows Internet and modem-based
    game development. Major new functionality has been added
    since R10 and it is expected that installing R11 will
    break existing R10 projects. If Internet development is not
    necessary for your project, it is recommended that you
    continue development with R10.

    Do not use any part of R10 with any part of this R11. If
    you are going to use the R11, use it in its entirety.

    R11 supports modem and network development. All development
    kits (set 5.24) come with built in modems, as well as all
    commercial Sega Dreamcasts. Included with the SDK are two
    in-game web browsers. One is the PlanetWeb browser which is
    used by consumers in the US. The second is the Access
    browser. This browser is used by consumers in Europe and
    Japan. You can find samples of each of these browser in the
    \Sample\Net\Browser directory. PlanetWeb is in the "US"
    subdirectory and Access in the "Europe" subdirectory.

    R11 includes support for the Gamespy online matchmaking
    libraries. These libraries have been integrated with the
    NexGen stacks and work with the transport methods that
    NexGen supports. Gamespy is licensed technology; contact
    Sega or Gamespy for licensing information.

    A null modem driver has been added to the SDK, \Drive\null-
    modem.inf. This driver can be used with Windows 98 and
    Windows NT. This driver is to be used along with the serial
    sample in the \Sample\Net\NexGen directory. For information
    on setting up a RAS server, please see \Doc\Ras Setup.doc.

    In addition to the two browsers we have also included one
    stack, the NexGen stack. This stack supports the serial
    port, modem and the DC network adapter. The NT_UTL library
    should be used to retrieve user-specific Internet and dialup
    configuration information from flash RAM on your title's
    behalf. Samples for the use of this stack can be found in
    the \Sample\Net\NexGen directory. We have removed support of
    the Access and Planetweb stacks.

    In order to start network development with the LAN adapter,
    two pieces of development hardware are required. You will
    require the LAN adapter and a G2 bus extension. This
    hardware is also required in order to run the samples in the
    \Sample\Nexgen\DClan directory. As of this writing, this
    development hardware is in stock at Sega of America. Please
    contact Sega to order this development hardware.

    Included in this SDK is a modem driver. It is possible to get
    direct access to the modem if needed. An example of this is
    located in the \Sample\Net\Modem directory.

    Two source-level debugging environments are included with
    this release. Codescape and Metrowerks Codewarrior are
    supported. Codewarrior provides an integrated development
    environment and better C++ support. In addition Codewarrior
    now supports a command line tools for the compiler. Support
    for the freely available, command-line based gnu compiler
    and linker have been added in this release.

    You can burn and test GD-ROMs with this software, in
    conjunction with the GD Writer hardware and the CD Craft
    burning software.

    This development environment includes a number of
    demonstration programs supplied by VideoLogic. Sega would
    like to express appreciation to VideoLogic for supplying
    these high-quality demos, which are installed into
    \Sample\km2Demo. Additionally, VideoLogic has supplied a 3D
    Studio Max to Kamui model converter in
    \Utl\Gfx\Conv\3DS2Kamui.

    Sega of America has implemented a version of Dolby Surround
    Sound processing. This processing can be used to provide
    high-quality 3-D surround effects in your game that are
    compatible with a Dolby Surround decoder. This
    implementation makes use of the ARM processor and the custom
    AICA DSP on Dreamcast, as well as a simple Audio64-
    compatible API for sound positioning.

    These Dolby Surround libraries are compatible with Katana
    Development Software starting with Release 11. We can make
    these libraries available to licensed Sega developers on
    request.

    You must acquire a license for this technology from Dolby
    Laboratories if you use these libraries in your title.
    Additionally, Dolby Laboratories imposes its own quality
    assurance process on games that use Dolby Surround
    technology. This quality assurance is distinct from Sega's
    own quality assurance, and you should take this into account
    when scheduling test time.

    For more information on acquiring a Dolby Surround Sound
    license, please contact:

    Jonathan Hoffberg
    Senior Evangelist, Computer & Game Initiative
    Dolby Laboratories Licensing Corporation
    100 Potrero Avenue
    San Francisco, CA
    94103-4813
    (415) 558-0350
    jhh@dolby.com


    2. Know Problems And Issues
    -----------------------------

    - authent_demo and socket_demo sample programs don't compile

    Due to a late change in INET handling, these two NexGen
    sample programs don't compile properly under any of the
    three compilers.

    - gcc generates spurious far variable references

    When GCC compiles source into assembly it may generation
    a reference to a variable that is too far to be compiled
    properly. You will see a pcrel to FAR. The workaround
    is to find the variable that is referenced to far and
    move it into scope or reference it in scope.

    - Development target firmware reflash *IS* required when
    upgrading from R10.

    The installation program initiates the flashing process
    for you by default. If you need to reflash the firmware
    in your development system manually, use the DBFlash
    program, supplied in \utl\dev\dbflash.

    - Metrowerks Codewarrior C/C++ compiler updated

    As of this build, the IDE may not build projects properly.
    These build problems cannot be replicated if you build
    your project using the command-line build process.
    Specifically, we have seen the following problems:

    - In order for debugging information to be present in the
    ELF file, the user must select the appropriate build
    (either debug or release) and go to Project -> Enable
    Debugger. Without this option selected, the code will
    run fine, but Codescape will report "main is an invalid
    expression and a breakpoint cannot be set there". This
    option muse be selected for every new project - although
    it is saved in the stationary, it does not get
    transferred to the new projects that are created.

    - Compiled programs may cause an exception upon executing.
    This is caused by a bad prefix_dc.h. Users should not
    change the default prefix_dc.h file that comes with the
    R10, otherwise certain symbols will not be included and
    the code will stop execution in sbinit.c.

    - Adding files to a project may cause an erroneous message
    dialog to pop up complaining that "One or more files
    couldn't be added to the project." In order to avoid
    this error, go into the Project Settings and add the
    appropriate filetype that you want to add to your
    project.

    - Sometimes windows get placed out of the visible screen
    viewing area.

    - Latest Adaptec ASPI driver required

    The Codescape debugger requires the most recent version
    (4.60) of the Adaptec ASPI driver to be installed. This
    driver is available from:

    ftp://ftp.adaptec.com/software_pc/aspi/aspi32.exe

    - A noticeable slow-down may occur in Kamui2 when rendering
    multiple times without a page flip.

    See the "SplitTst" sample for a workaround showing 4-
    player split screen in Kamui2.

    - Using either the audio64 or manatee sound driver
    immediately after initialization may cause errors

    To work around this issue, always pause at least 500 ms
    after initializing the audio system before issuing any
    sound commands.

    - Start of audio streaming using audio64 library pauses
    video

    When loading and playing a digital audio stream from GD-
    ROM, there is a pause in rendering for around 250ms while
    the streamer subsystem initializes. This can produce a
    noticeable hiccup in the display.

    - Second disk partition on GD-ROM emulator drive does not
    appear under Windows NT

    A bug currently exists in Windows NT preventing the second
    partition from being seen. If you need the entire 4 GB
    storage space, the drive can be re-formatted as NTFS or
    FAT-32. See the section labeled "Formatting the Emulation
    Drive" (p.47) in the "GD-Workshop User Guide" distributed
    with this release.

    - Textures and file loads must be 32-byte aligned

    Due to DMA restrictions, Kamui textures and file loading
    operations should be aligned to 32-byte boundaries. For
    an example of how to do this properly, see the
    Align32Byte() macro in the QuikTest sample program.

    - gcc generates warnings on headers

    The versions of Shinobi headers in this release do not
    compile cleanly when used with gcc; warnings are
    generated, mostly related to type checking. However, the
    sample programs run as expected.

    - Dereferencing NULL not allowed

    System device control registers reside in low memory.
    Accesses to the memory region 0x00000000-0x001fffff are
    almost always the result of dereferencing the NULL
    pointer, which is a programming error.

    If you're using Codescape for development, you should at
    some point force Codescape to trap these error conditions:

    - Select Debug/Breakpoints/Configure Breakpoint(s) to open
    the breakpoint setup dialog box.

    - Click the Add Watch... button.

    - In the Watch Settings tab, enter 0x00000000 into the
    Location Expression text box. In the Data Expression
    group, uncheck the Include Data Condition checkbox. In
    the Access Size option group, select Any. In the Access
    Type option group, select Write.

    - In the Advanced tab, from Location Mask Selector, select
    "20 bits".

    - Click the OK button to complete the setup.

    - Sound example programs may not run as expected under
    default Windows installation

    The low-level sound drivers included in this release are
    called manatee.drv and audio64.drv. These files are
    usually installed into the \driver folder. By default, a
    Windows machine running Internet Explorer 4.0 or higher
    will not display files with a .drv extension. As a result,
    when you try to create a GD-ROM image by dragging all
    files in the gd_root folder into GD Workshop, the driver
    is not included.

    To see the .drv files, select the drive containing the
    development software installation, click the Explorer
    window's View menu, and select Options. Select the View
    tab. Make sure the "Show all files" radio button is
    selected, and deselect the "Hide file extensions for known
    file types" check box. Finally, click Apply.

    - GD Workshop hard limits exist

    Due to GD-ROM format and performance considerations, there
    are certain numeric limits on GD-ROM emulation and usage
    with GD Workshop:

    - Maximum number of files per project: 20,000 - Maximum
    number of file extents over 1 project: 64,000 - Maximum
    number of files in a directory on emulation drive: 4,000 -
    Maximum number of directories on emulation drive: 512

    - Submit directory contains some older-versioned drivers

    You may notice that we have included some driver files in
    the \Submit directory hierarchy that do not match the
    drivers in the \Driver directory. The latest versions of
    all drivers are found in the \Driver folder at the root of
    the installation. Some of the drivers in the \Submit
    folder hierarchy, which are used by the DreamOn and Ginsu
    tools, are matched to the versions of the sampler disc
    software in the \Submit folder. Therefore, for your own
    development, you should always use the drivers in the
    \Driver folder for your own application development, and
    allow the DreamOn and Ginsu tools in the \Submit folder to
    load the driver versions that they are matched with.

    - System-to-system DMA transfer hardware bug

    A bug within the Hitachi SH-4 when issuing DMA transfers
    from system memory to system memory can cause certain
    registers to fail to be updated under a variety of highly
    specific circumstances.

    The bug occurs when all three of the following conditions
    are met:

    1. DMA single-address read mode access is in progress

    2. DMA dual-address mode read access from external bus or
    from peripheral control registers is in progress

    3. CPU attempts to write to peripheral control registers:
    BSC, DMAC, CPG, RTC, INTC, TMU, SCI, SCIF, H-UDI, SDSR,
    and ASERAM. However, this does not include registers
    SDMR2 and SDMR3 of BSC, TCPR2 of TMU, SCRDR1 of SCI,
    SCFDR2 and SCRDR2 of SCIF, and SDRR of H-UDI. Note that
    these control registers are accessed whenever any SH-4
    peripheral services are accessed, such as the GD-ROM
    controller.

    Because of the complexity of working around this bug, it
    is highly recommended that developers abstain from system-
    to-system memory DMA. Please contact Sega DTS for help on
    this issue.

    - Large static arrays compile slowly

    Both Codewarrior and gcc can take an extremely long time
    to compile some of the large static arrays used as
    textures in the Kamui2 samples. For example, the Fortune
    demo can take up to 20 minutes to compile on a P2-300,
    versus 2 minutes for Hitachi C. We are working with both
    compiler vendors to improve this performance. In the
    meantime, try to avoid recompiling large data elements in
    your application.

    - Use of IPMaker required

    In previous releases of this development software, Sega
    supplied default versions of IP.BIN and IP0000.BIN for use
    in emulating a GD-ROM. Now, Sega provides the tool
    (IPMaker) to allow you to create your own IP.BIN and
    IP0000.BIN file.

    - Kamui2 sample programs may lose text on composite output
    due to overscan

    Some Kamui2 sample programs output text to the display in
    regions that NTSC and PAL consider to be overscan regions.
    To work around and see the invisible text, use a VGA
    monitor.

    - Return codes from main() are not passed through Codescape

    Standard arguments and return values from main() are not
    supported by Codescape. If a program passes through the
    end of its execution cycle, an exception is raised.

    - Metrowerks produces "Can't assign register" error messages
    under specific optimization levels

    Under certain conditions, the Metrowerks compiler may
    complain about register allocation if the "No
    optimization" optimization level is selected. To work
    around, select the "C/C++ Language Options," and change
    the Inline Depth to "Don't Inline" when turning off
    optimizations.

    - Vertex buffers should be set up in non-cacheable memory

    For an example of accessing memory in a non-cached manner,
    examine the SH4_P2NonCachedMem() macro in the QuikTest
    sample program.

    - pvrconv.exe requires textures to be 8x8 or larger

    If you require a smaller texture, create it within an 8x8
    bitmap and reference to the proper UV coordinates within
    the 8x8 bitmap.

    - Compiling with /optimize=1 changes source-level debugging
    behavior

    When in optimize mode, the Hitachi compiler's instruction
    scheduler reorders instructions incompatibly with source-
    level debugging in Codescape. The most common
    manifestation of this behavior is watched variables that
    appear to change their value at strange times. This
    behavior is confusing but correct. Switch to assembly
    debugging or compile with optimization off to work around.

    - No way to write to the GD-ROM filesystem

    Use the LibCross fileserver routines for simple file I/O.
    See also the "Hello" sample located in the
    "Sample\stdio_stl\" folder or look at "QuikTst2" in the
    Kamui2 sample area.

    - Index file closes after launching a .PDF documentation
    link

    When using Adobe Acrobat, in order to keep the Index.pdf
    file open after choosing a new PDF file to read, use the
    File/Preferences/General command. Deselect the checkbox
    that reads "Open Cross-Document Links in Same Window."

    - Hitachi C++ not supported

    Although the Hitachi C++ compiler compiles most of the C++
    programs in this release, Sega does not recommend it for
    C++ development. Use the Metrowerks or gnu compilers
    instead.

    3. Other important files
    ------------------------

    \legal.txt: Legal information and disclaimer associated with
    this development software.

    \readme.txt: This file.

    \getstart.txt: Information on setting up your development
    system. All users should read this file.

    \changes.txt: Major functionality changes since R6.

    4. Support options
    ------------------

    We look forward to hearing about problems or questions that
    you have regarding Dreamcast development. Here's how you
    can get help or contact us:

    - Printed and on-line documentation

    Check the \doc folder for on-line versions of the manuals
    and training materials.

    - Electronic mail

    Developers in the United States or Europe may contact Sega of
    America's technical support by sending e-mail to
    dts@sega.com.

    - DTS Web site

    Sega of America maintains a private Web site for developers
    at http://www.dts.soadc.com/ that contains current
    development software, frequently asked questions, and
    archives of message bases. To be granted access to the Web
    site, send e-mail from your corporate e-mail address to
    dts@sega.com. You will be voice-validated for access.

    - Listserver

    Sega provides an active electronic mail listserver dedicated
    to Dreamcast game development. This listserver allows you
    to send mail to a large number of Sega internal and third-
    party Dreamcast developers. To join the listserver, send e-
    mail from your corporate e-mail address to
    elite-listerv@sega.com with the words "subscribe elite" in
    the body of the message. You will be voice-validated for
    access.

    - Telephone

    In the US, Sega of America's Developer Technical Support
    department may be contacted at (415) 701-4060, 10:00 am to
    6:00 pm, Monday through Friday, Pacific standard time.
     
  3. babu

    babu Mamihlapinatapai

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    I find this part rather intresting

    either they are refering to the retail LAN adapter for the DC or (what I'm hoping for) they are talking about some kind expansion board for the Katana devkit :nod:
     
  4. Mark30001

    Mark30001 Guest

    That's what I was interested in as well! :nod:

    I'll check back later in the SDKs & Powerpoint slides for more information about this unit, the same way I found out more about the HKT-03 Sound Box.

    Hopefully I'll be able to dig up some rather interesting stuff...
     
  5. babu

    babu Mamihlapinatapai

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    please do so. would be really cool if you found out that something like a lan expansion board existed for the katana :)
     
  6. PrOfUnD Darkness

    PrOfUnD Darkness Familiar Face

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    Cool, thanks for sharing.

    It was released late feb 2001, that's why it's just a beta and not supported. "Sega no longer has the resources to supprt...", sad.

    So that's why few games supports it, too late :(



    PD
     
  7. LeGIt

    LeGIt I'm a cunt or so I'm told :P

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