You can use the SD card adapter to emulate an ISO, though you'll need to reboot your console constantly and navigate DreamShell each time you modify, add, or remove content from the ISO or change your program. I'd recommend using an emulator and intermittently test on a retail unit.
Red Ring Rico
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Ah, a fellow masochist. I, too, am doing a 3D game. Though, I'm using the Katana SDK as it's what I'm most familiar with, so the compiler isn't quite there with performing the best optimisations. My advise would be to not use the OpenGL-like API and go for the PVR one. As long as you are capable of pre-T&L 3D hardware mathematics, you should be fine.
Hey, everyone. I noticed that there were 8 people who joined, then it went down to 7, now there are 12 crazy fools who want to make a game of some kind for this dead platform.
I'm looking to make a simple beat-'em-up as a lone developer in the next four months. Though at the moment I may not have much free time to dedicate to this event.
What are you hoping to achieve during the next four months? Either way, I'm looking forward to the entries!
I think it will be slightly shocking when you start out. There is a lot to learn to get the most out of the Dremcast, however, for something like a Run-'n'-Gun or Beat-'em-Up game it shouldn't be too overwhelming. The major difference is that the Dreamcast isn't a PC and you have to be mindful that it most likely has 1/1000th of the RAM that you have in your computer (assuming you have 16GiB RAM). Also, while the CPU can do vector operations such as the dot product and matrix multiplication, that's really all it can do for accelerating vector mathematics. There are quirks, much like any console, but you can learn to work with them pretty quickly.
Start out slow and work up your knowledge. It will help reveal the rest of the iceberg under the water.
I would highly recommend you get a Broadband Adapter for your Dreamcast. This thread on Reddit mentions that they're going pretty cheap right now. For perspective, I paid £110 for one two years ago. It's the best method for homebrew on the Dreamcast and you can emulate a CD-R without having to burn one.
If you haven't already, take a quick look through these forums for an idea of the issues that Dreamcast programmers face.
I'm considering bundling the current set of tools for Dreamcast homebrew into an easy-to-install package for Windows and GNU/Linux so people don't need to go through the trouble of compiling it (lilterally) themselves.
I learnt from books, so I'm not sure of Internet resources. There's http://www.cplusplus.com/doc/tutorial which also has a lot of good reference material. http://www.learncpp.com seems to have a more comprehensive overview of C++. I have only skim read the links, though I can recommend C++ Primer if you are willing to shell out on a book.
I would advise you don't get caught up in trying to learn how to program with an IDE. Use TDM-GCC if you're on Windows, otherwise just install GCC from your package manager (assuming you're on GNU/Linux or BSD, no idea about Mac, sorry) and have at it. There is a lot of nuance in C++, so take it slow and really understand each concept before moving onto the next. For example, don't gloss over how pointers work at a high level, get to know what it is that's occurring when you dereference them, assign them, and free the memory they point to (as well as what happens when you don't free the memory!).
Of course, a C++ program can become very heavy very quickly in terms of overuse of virtual functions and the initial lack of understanding that is inherent with how the CPU cache works at a low level and how to appease it to get the best results. If you are conservative with your use of C++'s features (i.e. anything that will cause extra code/data to be inserted without your express permission), then you shouldn't have too much of a problem.
C, C++, or SH Assembly. C# and Java require a runtime, which would most likely consume the vast majority of the available RAM. You have a while until the jam ends. Why not pick up C and have at it?
Hey, there. Are we good to start working on getting tools, frameworks, and the like, up-and-running before the start of the jam? No specific game code, of course, but things like drawing, collision, physics, AI, scripting, and audio?