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 (Added link to standalone VMU development)  | 
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* [[Play tone]]  | * [[Play tone]]  | ||
* [[Save VMU game]]  | * [[Save VMU game]]  | ||
* [[VMU_development|Game Development]]  | |||
=== Optimization ===  | === Optimization ===  | ||
Revision as of 22:37, 27 December 2022
Getting started
Ready-to-use environments
- Docker images
 - DreamSDK (Windows only)
 
Building the required toolchains for Sega Dreamcast development
- Building the required toolchains on BSD
 - Building the required toolchains on Cygwin
 - Building the required toolchains on GNU/Linux
 - Building the required toolchains on macOS
 - Building the required toolchains on MinGW/MSYS
 - Building the required toolchains on MinGW-w64/MSYS2
 
KallistiOS
- Building KOS on Linux mint (or Ubuntu)
 - Building KOS under Windows Subsystem for Linux (Windows 10 only)
 - Building KOS on macOS
 
Other
- Using Ruby for Sega Dreamcast development (experimental)
 - Using GCC 9.2.0
 
Build & test
- Building your project
 - Emulators
 - Broadband adapter / LAN adapter
- Using dcload-ip with Linux
 - Using dcload-ip with Windows 10 (via Windows Subsystem for Linux)
 
 - Coder's cable
 
Debugging & profiling
Releasing your project
- Plain files
 - Disc image
 - Selfboot Inducer package
 
Engines
General
Graphics
- PVR
 - GLdc
 - Others
 
Audio
Maple
- Controller input
 
VMU
Optimization
- GCC-SH4 tips
 - Yam 20to4 SH4 maths
 - Useful programming tips
 - Efficient usage of the Dreamcast RAM
 - Registers
 - DMA
 - TA
 - PVR