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Dreamroq by Mike Melanson (mike -at- multimedia.cx) R2 update by Josh Pearson (firstname.lastname@example.org)
Dreamroq is a RoQ playback library designed for the Sega Dreamcast video game console.
RoQ is a relatively simple video file format developed for video-heavy CD-ROM games. Read more about the format here:
The Dreamroq library includes a player component that is designed to run under the KallistiOS (KOS) open source operating system. Read more about KOS at:
The library also includes a sample testing utility that can be built and executed on Unix systems. This utility is useful for debugging and validation.
RoQ sample files can be found at:
RoQ files can also be created using the Switchblade encoder:
A version of Switchblade is also included in FFmpeg and many derivative programs:
Dreamroq is meant to be license-compatible with the rest of the KallistiOS operating system, which is a BSD-style open source license. You can read the specific text in LICENSE.KOS.
To build and test on Linux/Mac OS X/Cygwin, simply type:
in the source directory. This will build the executable test-dreamroq. This utility has the following usage:
This will decode the RoQ file from the command line into a series of PNM files in the current working directory (watch out-- this could take up a lot of disk space).
There are 2 Makefiles included with Dreamroq. The first -- implicitly invoked when running a bare 'make' command as seen in the "Building (Unix)" section -- builds the test utility. The second Makefile is Makefile.KOS, invoked with:
make -f Makefile.KOS
This is a standard KOS Makefile which assumes that a KOS build environment is available. This is covered in the KOS documentation. This step will build a file named dreamroq-player.elf which can be loaded onto a Dreamcast console via standard means (also outside the scope of this document).
The file dreamcast-player.c contains a hardcoded RoQ file path in its main function. It is best if this points to a file burned on an optical disc. It is also viable to build a small RoQ file as a ROM disk into the ELF file (which is well supported in KOS) and load the file from the '/rd' mount point.
Bugs, Issues, and Future Development
:R2 Release by PH3NOM:
I have updated the dreamroq library to support decoding of DPCM audio samples encoded in the RoQ stream.
The KOS Dreamcast player has been updated to support streaming of the decoded samples, directly using the Dreamcast's AICA audio hardware, running in a seperate thread.
DMA transfers to the PVR and rendering of the frame is executed in a seperate thread, so the decoder can continue to process the next frame while the current frame is being processed by the PVR.
Furthermore, a frame-rate timer has been implemented, so the video should be played back at correct speed. Also, the allocated PVR memory is now freed on exit of the player.
==================================== /* deprecated */ The library only does video playback; no sound right now.
The video decoder is not 100% correct yet. You will likely notice a few artifacts which need to be ironed out.
Many of the video rendering modes could be optimized slightly by copying pairs of pixels as 32-bit units. This should work on any mode except motion compensated blocks; the latter could experience alignment issues which the DC's SH-4 can't handle.
The library is a tad slow. Profiling indicates that the main bottleneck is loading data from disc; the video decoder itself is pretty fast. The player might benefit by moving data loading (I/O-bound operation) into a separate thread. For that matter, the phase which sends the decoded texture to the graphics hardware via DMA and renders it should also be in a separate thread.
The player is just a proof of concept at this point. It doesn't try to render frames with proper timing-- it just plays them as fast as possible (which often isn't very fast, mostly due to the I/O bottleneck).
If the RoQ video is taller than it is wide, expect some odd rendering.
The API between the library and the client app leaves a bit to be desired. Notably absent is some proper initialization and teardown mechanism. Currently, the first call to the render callback initializes the PVR buffers but they are never explicitly freed.