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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.
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 [email protected]
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 [email protected].
- 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 [email protected]. 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 [email protected] 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.
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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