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Reicast was a multiplatform Sega Dreamcast emulator

Home Page: https://reicast.emudev.org

License: Other

CMake 0.18% HTML 0.08% C++ 54.73% C 42.97% Makefile 0.26% Objective-C 0.52% Assembly 0.08% Shell 0.02% Java 0.34% C# 0.53% Objective-C++ 0.20% GLSL 0.01% Roff 0.03% Python 0.05%
dreamcast emulator aarch64 armv7 x86 dynarec

reicast-emulator's Introduction

Project EOL

Hey there,

This project is no longer active.

Please, use another Dreamcast Emulator that is activelly developed :)

Cheers, ~skmp

reicast-emulator's People

Contributors

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reicast-emulator's Issues

Xbox controller mapping?

Not sure if it's the same with a real controller but with an emulated controller in gamekeyboard.

Xbox LB = DC Start
DC LT and RT not mapped.

Play Store shows device as not compatible

The Google Play Store don't allow me the download, because the device hardware is recognized as not compatible.

Device: Mad Catz M.O.J.O. - Android TV Gameconsole

publish to 3rd party stores

"Stable" releases

  • Google Play store

Nightlies

  • Snap edge channel
  • builds.reicast.com (CI, win86/win64/android dev builds)

Considering

  • Ubuntu ppa
  • Packages: deb, archlinux
  • Packages: freebsd

(was: publish to 3rd party stores)
We should have a presence to all android stores. @MrPsyMan, can you take a look at it? Some stores have already "imported" our apk from the google store, but others not yet. Also, that chinese list again pls :)


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Graphics output covers only half/quarter of the screen on some games.

It happens on different games, for different reasons.

Examples of some games affected:

Bangai-o
Idol Janshi
King of Fighters 99
Twinkle Star Sprites

From personal experience, I assume that fixing Idol Janshi will fix most cases where anti-aliasing and the likes take place, whereas fixing Bangai-O will also take care of the rest cases where 240p output is used.

GD-ROM error handling is missing

GD-ROM error handling through SCSI sense codes is used for disc swapping by some games.

Only one commercial game requires this:

D2

The particular game does not let you save before changing discs. So you can't progress.

Saving between discs is possible on every other known case. So nothing else requires this function.

Good thing that we currently do not offer a disc swap option... at all. :p

Document project structure

Moveable On Screen Controller

Dear reicast team,
Can you add menu for customize on screen controller? So we can move analog pad to the bottom left corner screen.

Exit emulator when launch a game after another.

Hi,

I'm using an APK built from the last github sources on a Xperia Z 4.2.1, French Sony Rom.

When I launch a game there is no problem, but if I exit this game and try to launch another on, the phone vibrate as usual and then I'm back on the phone home.

The app does not seem to be closed, if then I go back in the app and try to launch a game again, this time it works.

If close the launched game this behaviour re-appear.

Bye,

Processeur.

UI code does not work on android 2.3

@lioncash, @neko68k looks like the fragments based code is brokenish. I worked around the crash locally, but couldn't get it to work (plus, some icons are missing anyway).

The crash issue is that fragment_container is missing from mainuilayout_fragment.xml, and even if I add a placeholder frame layout it still doesn't work. There are some complaints about getActionBar() as well (no idea if they lead to a crash, maby later on).

Any ideas ? :) I spend all my day debugging that shenmue (#62), but I can work on it tommorow !

We currently have a litlt bit over 500 active 2.3 users, so this is a blocker for r6.

Guilty Gear X SFX issues [unconfirmed]

I recall Guilty Gear X having sound volume issues when switching between the stereo and mono output options on the ingame sound test.

Unfortunately both of my DCs are broken, and even if they weren't I only have mono sound cables, so verification on my end is not possible at the moment.


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Button Mapping issues

Some users report that they are unable to map the emulated analog triggers to digital buttons on their controllers when using "touch button->controller button" mapping software.

It's also next to impossible to support multiple key presses simultaneously for games that require them.

What do we do for these cases?


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SH4: MMU Support

edited by @skmp
SH4 has support for full memory remapping, and this is currently not implemented in reicast. nullDC included some parts of it, but the support was mostly buggy and was never supported for the JIT. From my knowledge, only Makaron handles this.

Windows CE based games, Bleemcast, Linux for Dreamcast and NetBSD for Dreamcast use the mmu to its full potential. Examples: Virtua Cop 2. Complete list at https://segaretro.org/Windows_CE

Some Katana-SDK games use a subset of SQ remapping, which is implemented. Examples: Ikaruga

I imported most of the mmu code from nullDC to this project in #818 and d99c803, however, I have really tested it.

Getting mmu working is a /very/ complicated task, and integrating it in the JITs will take major work the ugliest & most complicated areas of reicast.

We need a brave contributor to look further into this :)


Again some wishful thinking.

MMU is not supported currently. This has to change.


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Gauntlet Legends [GFX/Dynarec/ARM]

Gauntlet Legends has serious graphics issues of all kinds when using the ARM dynarec.
Polygons are missing, textures are corrupted, most of the screen is black.

The game works fine on interpreter and the x86 Dynarec.

PS: The game currently does not boot due to a known regression, but that is a different issue.

this was SMC

Xperia Play Controls support.

Hi guys, you are doing a really great work with this here. I'd like to ask you if you are able to make the Xperia Play work with it's controls using this amazing emulator, because I hope it will be stable one of these days.. I think you too, if it's not a problem for you, could you please do it for the Xperia Play community? We love having classic emulators.

Thanks in advance.

Cheers.

iOS port

Requires rooted device. I also don't have a mac or iphone, but i'll probably be able to have access for porting usage at some point. Also, gb_away is working at it

Shenmue crash..

Please fix the shenmue crash at the beginning, tried 3 different devices, same prob.

I'm requestin this as there's a guy by them name of cyclonmaster who compiled the latest source code/apk (of course I tested it) Seems the graphics are now OK(thx btw), but unplayable due to force close of the app, just after you walk outside. thx

If your aware of the then ignore this, this was just fyi.

Improve Z Scaling & Handling

Sonic Adventures 2 - Missing Polygons

Sonic Adventures 2 is missing some texture, but they reapears depending on the vision angle it seems.
sonic2
sonic2_2

(Using Pandora build)

Improved debugging tools (android, linux)

Debugging on Android is almost impossible right now. The google tooling is very minimal, and debugging the JIT is pretty much differential debugging and guesswork. On the linux side of things, it is slightly better (at least gdb works reliably, but very slowly on asm view).

This is a combination of the project being big and complex, of us not having internal debug tools, and of the android platform being over complicated and not that well supported.

Short term solutions

  • Debug on linux/arm hardware for JIT bugs (pandora, cubix, pandaboard)
  • Cross test on windows (it seems we do have some arm only jit bugs though)
  • Coordinate with more people so they do manual testing work

Missing tooling

  • SH4/ARM/Dreamcast level debugging (drk has some plans for it, but it'll take a while)
  • OpenGL ES Debugger (NVidia tools on the Shield should help with that)
  • Profiler (nixprof/reprof need to be worked on, also NVidia profiler + oprofile on linux/arm)
  • JIT Inspector & etc (gdb is simply not up to the task, custom tooling required. Perhaps we can re-use something?)

Other issues

  • android builds are really, really, really slow
  • we don't have automated tests. Investigate feasibility (lxdream has some)
    ** Perhaps look for arm hardware to run arm jit tests on ?

A recent example is the Shenmue crashbug (#62), which even after spending a LOT of time debugging still remains a mystery, and only appears on armrec (even with minrec config).

Any suggestions to make the situation better are welcome.

post refactored by drk


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Texture tiling

Noticed on a few games the textures are tiling with gaps between them on menu screens, here's a pic of Crazy Taxi with tiling around the logo.

2cgbsw2


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needed implemented Opcode inimp reached

I detected on shenmue one and shenmue II needed implemented Opcode : 0 : 359CD51B Fatal error : inimp reached sh4 cpu.

On Shenmue 2 graphics look amazing
screenshot_2013-12-23-02-31-15

but crashes on loading times Opcode error.

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