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Programs PC for work with DC

Модераторы: Особые, Младшие модераторы, Модераторы


Сообщение Lin » 16 июн 2012, 19:00

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February 27, 2001

R11 Beta


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.


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

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

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
(415) 558-0350

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

  - 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:


- 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

  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:
  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

  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

- 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

- 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

  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

  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

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 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

- 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.

Последний раз редактировалось Rio 11 ноя 2012, 23:08, всего редактировалось 1 раз.
Причина: Dreamcast SDK было много. Нужно конкретно указывать что именно за SDK (поменял название).
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