pcedev.wordpress.com
Donation Page | PC-Engine dev
https://pcedev.wordpress.com/donation-page
Coding for the PCE TG16 Duo consoles. And if you’re wondering; yes – I’m dirt poor. Sad (for me – hah! But true. Hopefully finishing school will change this. As technical and advanced as some of the stuff I do is, I do not work in any sort of high tech field. Low tech, low pay. But like I said, hopefully school will remedy both of these. I’m not trying to guilt anyone, just that something as small as lunch or whatever- actually helps/is appreciated. Meh – whatever. Leave a Reply Cancel reply. Build a web...
pcedev.wordpress.com
Downloads and links | PC-Engine dev
https://pcedev.wordpress.com/downloads-and-links
Coding for the PCE TG16 Duo consoles. 8211; XM linear to non linear volume chart. 8211; PCE cribsheet page 1 (ver 1.0.3). 8211; PCE cribsheet page 2 (ver 1.0.4). 8211; 4 Channel PCM driver (ver 1.0.5) (will post a newer version in Dec/2015). 8211; Official Hu7 CD manual (sys card functions/etc). 8211; Arcade Card info (WIP). 8211; Sprite size diagram. 8211; PCE mouse support. 8211; PCEAS2 – new version of PCEAS assembler. Version 3.22 Tomaitheous release. 8211; Castlevania 1 ver 0.44. Note: for the dual ...
pcedev.wordpress.com
PC-Engine dev | coding for the PCE TG16 Duo consoles | Page 2
https://pcedev.wordpress.com/page/2
Coding for the PCE TG16 Duo consoles. On November 24, 2015 by pcedev. Black Tiger had made the comment that if hucards had enough storage, they could have used streaming voices for cinemas using ADPCM and 10bit paired channel output. That got me thinking, is that really feasible? What kind of resource am I looking at? Storage-wise, ADPCM is 4bit per sample. 4bits for a 13bit output is pretty decent IMO (clipped to 10bit for the paired channels). So where is all this going? Shmups too, and probably do a d...
code4k.blogspot.com
code4k: September 2014
http://code4k.blogspot.com/2014_09_01_archive.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Sunday, September 14, 2014. Why Windows UI Matters: Part 2. This post comes into 2 parts:. Colors and Tiles (this one). Following my first post about Typography in Windows 8. I would like in this post to talk more about colors and the tile concept in Windows Phone and Windows 8.x. If you create a new account on your Windows 8.x, you will get the following start screen (on a 27). First remark, it looks empty. Xoofx - Alexandre MUTEL.
code4k.blogspot.com
code4k: Packages vNext: Power-up our .NET Builds
http://code4k.blogspot.com/2014/08/packages-vnext-power-up-our-net-builds.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Thursday, August 14, 2014. Packages vNext: Power-up our .NET Builds. In the sequel of my previous post " Managing multiple platforms in Visual Studio. Having done lots of cross-platform development in .NET in the recent years both at work or for SharpDX. What is a platform? Hey, looks like Wikipedia definition. OS), and runtime libraries. So this could be:. Targeting other specific HW. Through an existing API (the runtime libraries.
code4k.blogspot.com
code4k: Managing multiple platforms in Visual Studio
http://code4k.blogspot.com/2014/05/managing-multiple-platforms-in-visual.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Sunday, May 25, 2014. Managing multiple platforms in Visual Studio. Who has not struggled to correctly manage multiple platform configurations in Visual Studio without ending to edit a solution file or tweak some msbuild files by hand? Recently, I decided to cleanup the antique. If they want to improve our developers experience. There are a couple of things to understand on how VisualStudio and msbuild are working with solution files ...
code4k.blogspot.com
code4k: Advanced HLSL II: Shader compound parameters
http://code4k.blogspot.com/2013/04/advanced-hlsl-ii-shader-compound.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Saturday, April 20, 2013. Advanced HLSL II: Shader compound parameters. A very short post in the sequel of my previous post " Advanced HLSL using closures and function pointers. There is again a little neat trick by using the "class" keyword in HLSL: It is possible to use a class to regroup a set of parameters (shader resources as well as constant buffers) and their associate methods, into what is called a compound parameter. Either b...
code4k.blogspot.com
code4k: Benchmarking C#/.Net Direct3D 11 APIs vs native C++
http://code4k.blogspot.com/2011/03/benchmarking-cnet-direct3d-11-apis-vs.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Tuesday, March 15, 2011. Benchmarking C#/.Net Direct3D 11 APIs vs native C. Remove XNA comparison, as it is not fair and relevant]. Why this benchmark is important? Well, if you intend like me to build some serious 3D games with a C# managed API (don't troll me on this! As you are going to see, results are pretty interesting for someone that is concerned by performance and writing C# games (or even efficient tools for a 3D Middleware).
code4k.blogspot.com
code4k: SharpDX, a new managed .Net DirectX API available
http://code4k.blogspot.com/2010/11/sharpdx-new-managed-directx-api.html
DirectX and C#/.NET. This blog is now hosted on http:/ xoofx.com/blog. Thursday, November 18, 2010. SharpDX, a new managed .Net DirectX API available. If you have followed my previous work on a new .NET API for Direct3D 11. Now, you may wonder why I'm releasing this new API under a separate project from SlimDX? Although you will see that the code is also currently exactly the same on the v2 branch of SlimDX (of course, because until yesterday, I was working on the SlimDX v2 branch). You can grab those sa...
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