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PACKING ALGORITHMS
by Axe of Superior

Optimizing your source code from ST News v5.2 by Stefan Posthuma
Being a demo coder these days ain't easy. There is so much competition and some of this competition is bloody good. If you want to make a screen that impresses the modern-day demo beholder, yo...

Liten nybôrjarassemblerskola fôr atari st/ste
Allra först några rader till dig som inte har använt något datorspråk förut. Du kan, såvida du inte har oändligt tålamod, sluta läsa här. Assembler är inget nybörjarspråk och även om du verkligen ...

How to backup your playstation games (in case they get damaged)
THE ONCELER & THE IMMACULATE HOOD =Present= HOW TO BACKUP YOUR PSX GAMES (IN CASE THEY GET DAMAGED) 12.17.95 v1.7 BASIC DOCUMENTATION Important Info about NEW PLAYSTATIONS (US) Wh...

The origins of the biblical genesis in relation to david icke's version
the origins of the biblical genesis in relation to david icke's version as given in the biggest secret by Ivan Fraser

NFL GameDay for Playstation (1995)
here are 4 original reviews of the Playstation's game NFL GameDay from 1995. Enjoy :)

ECM (Error Code Modeler) encode / decode utilities
Introduction The ECM format allows you to reduce the size of a typical CD image file (BIN, CDI, NRG, CCD, or any other format that uses raw sectors; results may vary). It works by eliminating t...

Gatzpacho
Tomatoes Cucumber Red pepper White onion Lemon Garlic Salt Black pepper Iced Olive oil on the top Bread as crunchy

My curved monitor
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Dreamcast Memory organization
by Dreamcast
21 Dec 2018
Dreamcast main memory subsystem ------------------------------- v1.2, 2001-03-15 Note: Table 3.2.1 contains the essential timing figures. Remember that the cycles given are buscycles (100MHz), not SH4 core cycles! Table of Contents ----------------- 0. Introduction 0.1 Quickstart 1. Dreamcast main memory configuration 2. SDRAM operation 2.1 Overview Figure 2.1.1: Model of an SDRAM chip 2.2 Commands 2.3 Read / write access 2.4 Aborting and pipelining bus transactions 3. SDRAM in the Dreamcast 3.1 Access philosophy 3.2 Access timing in RASDown mode Table 3.2.1: Common ...
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SDL 2D Graphics - Introduction
by Dreamcast
21 Dec 2018
A word from BlackAura This tutorial was written by IM(r)eaper, and covers using SDL for 2D graphics on the Dreamcast, and on any other system that supports SDL. I have corrected a couple of bits of spelling or grammar, but otherwise it's the same as the version posted in the DC Emulation and IMR Technology forums. And now, over to IM(r)eaper... Introduction In reading BlackAura's 2D for KOS, I have been thinking of writting a version as close as I can to what his teaches. This will be for SDL, and thats some thing I can write a tutorial for. The big plus is you can test this on the PC as well, unlike KOS, where if you don't h...
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PowerVR Introduction
by Dreamcast
21 Dec 2018
Introduction This tutorial was written by BlueCrab, and was converted to HTML by me (BlackAura). It's covers using the PowerVR hardware of the Dreamcast to do pretty much the same thing as my first four 2D graphics tutorials, so it might be a good idea to have a look at those first - much of it, especially in the first part about Dreamcast video modes, still applies when using the PowerVR hardware. I also added a couple of comments to clarify the usage of some of the code. Those notes are written in italics. Anyway, over to BlueCrab... Initialization Just a few little differences between regular, and PVR init. First of all, s...
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Dreamcast ports
by Dreamcast
21 Dec 2018
Dreamcast Serial Port: back-side -------------------------------------------------------------- | | | video serial | | | | | | | | B1 B10 | | | -------------------------------------------------------------- b1 +5V b2 b3 GND b4 RX2 b5 TX2 b6 RTS b7 CTS b8 b9 b10 +3,3V Dreamcast Parallel Port Addr: 0xb40000...
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Guide to the PowerVR-chip of the Dreamcast
by Dreamcast
28 Nov 2018
Guide to the PowerVR-chip of the Dreamcast by Lars Olsson v0.40, 2001-Aug-18 a05f8000: (id) +------+ | 31-0 | | id | +------+ id: 0x17fd11db: Set5.xx development box or consumer machine others: Set4 delopment box or others a05f8004: (revision) +----------------------+ | 31-8 | 7-4 | 3-0 | | n/a | major | minor | +----------------------+ major.minor: 0.1: Set5.16 development box (?) >= 1.1: Set5.2x development box or consumer machine a05f8008: (reset) +---------------------------------+ | 31-3 | 2 | 1 | 0 | | n/a | buss | render | tran...
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Reference guide to the TA registers
by Dreamcast
28 Nov 2018
Reference guide to the TA registers This is a continuation of my previous text 'ta-into.txt' which described how to construct TA lists. This document provides information about the TA registers. Thanks must go to Dan Potter and Sergio Moreira for very helpful contributions. reach me at: jlo@ludd.luth.se Introduction The TA works by receiving lists containing vertex information. Unlike most architectures, the PVR core uses a technique known as deferred rendering whereby no polygons are rendered until the whole scene has been setup. The advantage is that the PVR will only render those polygons that are actua...
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Some notes on the Tiling Accelerator
by Dreamcast
28 Nov 2018
Some notes on the Tiling Accelerator: update: filled in some stuff about blending modes and clarified and corrected some stuff. 2001-08-18 update: filled in some stuff on sprites and modifier volumes Note: There are a few different incarnations of the PowerVR-chipset and they are not completely compatible with each other. Unfortunately previous versions of this document contained information only relevant to the older CLX1 chipset whereas the Dreamcast uses a chipset similar to the newer CLX2. Information has now been updated and where differences exist they are noted with the tags CLX1 and CLX2. [This note was mista...
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