nullDC now open source!

Discussion in 'Sega Dreamcast Development and Research' started by segaloco, May 17, 2010.

  1. segaloco

    segaloco Enthusiastic Member

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    http://code.google.com/p/nulldc/source/checkout

    This is great news for DC devs. Now that it is open source it can be crafted into a nearly perfect emulator. I've already started a major code cleanup and potential *nix port. (Although it is only in its baby steps) This summer I may invest in a Katana, as it seems like one of the best systems to emulate for developers. (Don't worry, it will still be usable by plain players too)
     
  2. ASSEMbler

    ASSEMbler Administrator Staff Member

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  3. rso

    rso Gone. See y'all elsewhere, maybe.

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    W00t indeed, especially for the *nix porting efforts - much appreciated. Do you work in a public repository? I might chip in a few man hours if I find the time.
     
  4. fusion

    fusion Peppy Member

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    Great news!
     
  5. shuffle2

    shuffle2 Rising Member

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    you should contact drk||Razi and work on the googlecode repository instead of creating a fork somewhere.
     
  6. APE

    APE Site Supporter 2015

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    Sweetness. Would love to see a 360 port as well as general improvements.
     
  7. segaloco

    segaloco Enthusiastic Member

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    I will contact drk after I get a decent amount of code clean up done. I first plan on thoroughly commenting on the code. The comments are pretty... sparse. And yeah, whoever wants to help can. The code is a mess right now, and with my initial revisions I will be cleaning up a lot of the debug build stuff. It's pretty messy, I can't stand reading this code actually. There are typedefs for typedefs for typedefs and defines for defines for defines.... its annoying really. I will keep you people updated on this.

    Edit: Also, file names are very odd. types.h is not only conflicting with a standard header, but is almost entirely debugging info, like 2 types defined <_<

    Edit2: Here is an example of what I'm doing http://retro.pastebin.com/BGXi99Tg (Before) vs. http://retro.pastebin.com/vnPZAaGg (After) (Not much codewise is changed, I'm more concerned with documenting (and pondering the stupidity of...) the code)
     
    Last edited: May 18, 2010
  8. skateforjondoe

    skateforjondoe Gutsy Member

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    I wish I had time to make a contribution like that to the DC dev community.
     
  9. segaloco

    segaloco Enthusiastic Member

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    Well, I am in contact with the nullDC team now. They are very...windows elite... so a *nix port might take a while, but just be assured I am working. If you wanna help just hop on #nulldc on EFnet to help!
     
  10. Anthony817

    Anthony817 Familiar Face

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    Last edited: May 20, 2010
  11. JamesMichael

    JamesMichael Light Hearted Drunk

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    This is really good news. Maybe in a year or so the emulator will finally be near perfect. Hows the Naomi emulation going? I've not really kept track of it since it got cracked.
     
  12. segaloco

    segaloco Enthusiastic Member

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    No clue, I haven't gotten around to the Naomi code yet. The command line and configuration related code is completely (or nearly) platform independent. The system stuff itself is heavily interleaved.... so it's gonna be hard to port that part by part, so it will be a while before I update on the next ported and compilable chunk...
     
  13. Digital Conservationist

    Digital Conservationist Active Member

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    Now, if only Makaron would weigh in on this...
     
    Last edited: May 22, 2010
  14. segaloco

    segaloco Enthusiastic Member

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    Well, if anybody is willing to help, PLEASE let me know. (What I plan on doing with the code is making it as much Standard C as possible, and using a cross platform UI language like GTK+/SDL instead of Win32 and DirectX. If anybody is experienced with any of that, please tell me and tell me what part you would like to work on!! :nod:) This would be awesome as a bit of a community project, if not here, elsewhere. AFAIK the nullDC team is pretty much out of the picture besides approving SVN committers.
     
  15. segaloco

    segaloco Enthusiastic Member

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    Just wanted to bump with an update. I'm currently migrating my build system to the latest in compilers, libraries, and whatnot, so I will craft nullDC to use the latest innovations. I finally have a game plan down. I will use a mix of C and C++ and whatever assembly is present, and use Qt/SDL for the UI and A/V media, as well as controllers and the plugin system. After I am done with the basic stuff, I will try to learn DirectX and make DirectX plugins for the picky. Then I will try to open the plugin system, but I will be very selective of what plugins are officially supported, as I've seen some pretty ugly plugin designers out there.
     
  16. T_chan

    T_chan Gutsy Member

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    Why bother to learn DirectX ? I can't imagine you will gain anything with that, except personal experience + pleasing hardcore directx afficionados...
    OpenGL should cover all the 2D/3D needs of the emu, no ?
     
  17. Storm

    Storm Robust Member

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    Yes. Just name the OpenGL backend "Windows 3D Pro+ plugin" on windows and the usual "everything goes faster with D3D/D2D/Glide/something" crowd will be none the wiser. :)
     
  18. T_chan

    T_chan Gutsy Member

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    :) That's the way to go ! :)
     
    Last edited: Jun 11, 2010
  19. Cooleo

    Cooleo Dauntless Member

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    I opened the SVN in Visual Studio 2010, I got lots of errors on compiling. Did anyone else get this?
     
  20. T_chan

    T_chan Gutsy Member

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    just tried to open it in VS 2008, but it wouldn't load since the project was created with a more recent version... I'll have to wait until I get VS2010 I guess...
     
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