Hey there,
This project is no longer active.
Please, use another Dreamcast Emulator that is activelly developed :)
Cheers, ~skmp
Reicast was a multiplatform Sega Dreamcast emulator
Home Page: https://reicast.emudev.org
License: Other
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.
It freezes while loading. Register related IIRC.
Update. It's TMU->Reg_TCNT.
The aforementioned game crashes after the menus, before going ingame.
It only happens when the ARM dynarec is used.
Interpreter works
x86 dynarec works
this was SMC
Some games abuse PowerVR. Examples:
Mars Matrix
Power Drift (from Yu Suzuki Gameworks)
We gotta handle those cases at some point.
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A lot of ingame textures are messed up and drawn as plain purple. Tested with the PAL version on Note3.
Bump Mapping is not handled currently.
Some games that use it:
Rayman 2 uses it a lot.
Shenmue 2 only a bit.
Quake III?
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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
Emulator crashes upon bios or game boot. Issue may be caused by an OpenGl failing to initialize. A copy of the log can be found here : https://www.mediafire.com/?713zln3bp0cp20k
@rtissera has made an updated lib from the old chd code that supports v5. We should switch to it - https://github.com/rtissera/libchdr
Related: #676
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"Stable" releases
Nightlies
Considering
(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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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.
Just some wishful thinking.
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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
Affected devices: Xperia Play (versions?)
Platform: Android 2.3 w/ snapdragon S2
(We don't have a device to further study the issue)
This is unlikely to be solved soonish, as it is a limitation of the OS
Links
also see #1102
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Dear reicast team,
Can you add menu for customize on screen controller? So we can move analog pad to the bottom left corner screen.
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.
It's a funky color scheme.
Flat polys use 1 vertex for color. That's what dknute once told me. For some reason I never looked at it.
Apparently, we treat them the same as gouraud polys.
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@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.
Metropolis Street Racer is completely playable however...
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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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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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Looks like gpu related -
Depends on #26
For some reason, shenmue is broken with it (bad graphics). Disabled for now. This is a messy part of the dynarec/jit compiler, and it would be great if some brave soul could dig into it!
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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 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
import android.view.InputDevice Only exist API9 (Android 2.3) and higher .
I have been searching for one and there only seems to be the pandora one here: http://pandorawiki.org/Reicast_Compatibility_List.
Could one go on the project wiki here on github?
Please tag as documentation.
Depends on #26, and we also need UI
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.
Targeting gcw zero & related h/w
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
lt r buttons not work in android version in code veronica
The current x86 backend is more of a validating backend that something that can be used to run things fast. This needs to be addressed.
We also need linux/macosx/etc support on the jit
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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.
The structure in renderer_if.cpp don't like Renderer* 'rend' but if change syscalls to with _ rend or rend_ it's compile fine
maybe bug in the compiler visual studios 2013??
Tested on our Galaxy tab 7.0 Plus. Other devices might also be affected.
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PowerVR comes to mind first, having mip-mapping enabled results in garbage textures.
Other hardware might also be affected.
Auto detection of the hardware and self-configuration will fix that.
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
Missing tooling
Other issues
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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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.
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