- Jun 25, 2019
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- AGName
- Ioncannon
- AG Join Date
- Oct 19, 2010
Last month I was playing around with porting the engine I am writing to the Dreamcast SDK. The US docs are pretty sparse which involves you looking into the header files for more info; but the JP ones are really well written with diagrams and most important to me: definitions of the various #defines/macros. Here is some translation I've been doing using Google Translate (it's slow cause the translation degrades if you add more text).
Here is what I translated that I needed at the time (note this isn't a full translation):
Attached is the shinobi2 and kamui2 docs. You can cross reference the translation for the images referenced in it.
Some interesting things: US Shinobi makes no references to the Fibre Library which is a simple threading lib. The SDK has it though. Lot of good info on why certain funcs are called (IE: calling the global constructor function for GNU compiled code). Diagrams are great, mem map diagram helped me visualize what exactly was going on in the QuikTst sample.
Here is what I translated that I needed at the time (note this isn't a full translation):
Attached is the shinobi2 and kamui2 docs. You can cross reference the translation for the images referenced in it.
Some interesting things: US Shinobi makes no references to the Fibre Library which is a simple threading lib. The SDK has it though. Lot of good info on why certain funcs are called (IE: calling the global constructor function for GNU compiled code). Diagrams are great, mem map diagram helped me visualize what exactly was going on in the QuikTst sample.
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