Search found 574 matches

by PH3NOM
Thu Oct 18, 2018 8:47 pm
Forum: Programming Discussion
Topic: Help fixing DreamRoQ
Replies: 3
Views: 598

Re: Help fixing DreamRoQ

Hi there friend! Honestly not sure why you would choose RoQ format, I only contributed to that project at request of my old friend Patbier. Tools to work with this codec leave a lot to be desired. However, it was cool to work with multi-media Mike for that short period. At one point, I was on a seri...
by PH3NOM
Wed Sep 20, 2017 10:04 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire Early Access Beta Released To Public
Replies: 53
Views: 20083

Re: In The Line Of Fire Early Access Beta Released To Public

Hey friends, thank you again for all of your support! Even though things have worked out very well for me, I will always have a small bit of regret that this project did not succeed. @Mankrip: The reason I dropped Quake 3 BSP support was because of the tools used to make levels in this format. Q3Rad...
by PH3NOM
Wed May 03, 2017 9:33 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire Early Access Beta Released To Public
Replies: 53
Views: 20083

Re: In The Line Of Fire Early Access Beta Released To Public

To everyone here in the community, thank you for your kind words and support! It really encourages me to consider returning to DC coding sometime in the future, however, I can not make any promises at this time. Josh, now I understand why it was so hard for you to come back and talk about what happe...
by PH3NOM
Wed Apr 12, 2017 9:44 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire Early Access Beta Released To Public
Replies: 53
Views: 20083

In The Line Of Fire Early Access Beta Released To Public

Hello my friends, it has been a long time! As you all know, my project "In The Line Of Fire" was not successful on Kickstarter. What you all may not be aware of is the circumstances behind the campaign, and the state of affairs during that time. I began this project as a labor of love, with no deadl...
by PH3NOM
Sun Dec 18, 2016 12:51 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire - Kickstarter Launched!
Replies: 35
Views: 18028

Re: In The Line Of Fire - Kickstarter Launched!

Thank you guys very much for supporting our project, and thank you for your consideration! Although man, the Holiday season is a ROUGH time to launch a kickstarter. Yes, we understand this, it was a very difficult decision to launch this project during the holidays. Our campaign lasts until Jan 15th...
by PH3NOM
Thu Dec 15, 2016 10:04 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire - Kickstarter Launched!
Replies: 35
Views: 18028

Re: In The Line Of Fire - Kickstarter Launched!

bogglez - thank you for support as always my friend! Offline Multi-Player will be limited to 2 players per console. If Online funding goal is reached, 4 players per map will be the initial limit. But I agree, we will update the KS page to make this information clear. cube_b3 - thank you for your con...
by PH3NOM
Thu Dec 15, 2016 8:04 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire - Kickstarter Launched!
Replies: 35
Views: 18028

In The Line Of Fire - Kickstarter Launched!

slihTe9MCr8 Alright my friends, we are now live! I would like to thank you all for following us this far. And I hope you can find some time to check our project out! https://www.kickstarter.com/projects/620660310/in-the-line-of-fire And members of the press are invited to contact us for access to a...
by PH3NOM
Thu Dec 08, 2016 10:39 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire - Coming Soon!
Replies: 35
Views: 24119

Re: In The Line Of Fire - Coming Soon!

Please be patient my friends!

We are working very hard to push the DC hardware.

We have now implemented Ambient Occlusion Light Maps on DC, resulting in much better lighting:
Image

Image
by PH3NOM
Sun Oct 16, 2016 2:30 pm
Forum: Front Page News and Forum Guidelines
Topic: In The Line Of Fire - Coming Soon!
Replies: 35
Views: 24119

In The Line Of Fire - Coming Soon!

https://3.bp.blogspot.com/-R58oXeD7pYQ/V_Skm4CiTZI/AAAAAAAAMp0/6LUDuFvY5X4HE6LmvaNqerCHOD5qSUobACLcB/s1600/Untitled.png So we have been making some large hints about the game we have been working on for Dreamcast, and now we have officially announced the name is "In The Line Of Fire" This is a bran...
by PH3NOM
Thu Oct 06, 2016 1:54 pm
Forum: Programming Discussion
Topic: KOS Vram Usage
Replies: 1
Views: 727

KOS Vram Usage

Whats up guys? As my game has been increasing in size and complexity, I have been finding more ways to squeeze out performance of the system. Recently, I realized that I had gotten to the point where I was sending more vertices than my pvr vertex buffer could support, and needed to increase the Vert...
by PH3NOM
Tue Oct 04, 2016 9:54 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 20731

Re: New Dreamcast Game

Yes, Widescreen is set by default

We will add the option in the menu, so you can set the Aspect Ratio for you display.
by PH3NOM
Sun Sep 18, 2016 9:21 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 20731

Re: New Dreamcast Game

We are getting close to making an official announcement for our game, please stay tuned!

For now, some new screens 8-)

Image

Image

Image
by PH3NOM
Thu Sep 01, 2016 11:44 am
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 20731

Re: New Dreamcast Game

Hehe, lets see that model running in-game! :lol:

Image
by PH3NOM
Tue Aug 23, 2016 9:15 pm
Forum: Programming Discussion
Topic: OpenGL - New Build in the works
Replies: 21
Views: 4672

Re: OpenGL - New Build in the works

Lol, back when I was young again :lol: The final version of that code, my clipping routine used in KGL, does not use fmac :? The problem with using FMAC is the way that operation uses the registers, it really only makes efficient use when you already have one of the multiplicative operands in FV0. O...
by PH3NOM
Sat Aug 20, 2016 10:39 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 20731

Re: New Dreamcast Game

Fantastic work by all involved. The splitscreen shots posted in another thread are particularly exciting. Great to see a DC project with such ambition. Keep up the good work! Thank you for following! More will be revealed soon! http://oi66.tinypic.com/e8v02t.jpg http://oi64.tinypic.com/otnk7r.jpg
by PH3NOM
Fri Jul 22, 2016 9:09 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 20731

Re: New Dreamcast Game

We would like to welcome Richard to our development team, he is the Sound Composer.
And you can hear is work in this video of our current build:
by PH3NOM
Fri Jul 22, 2016 9:01 pm
Forum: Programming Discussion
Topic: Possible bug?
Replies: 3
Views: 653

Re: Possible bug?

Interesting, I have not considered that before. Your solution looks like it should do the trick!
by PH3NOM
Tue Jul 12, 2016 10:12 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2232

Re: KGL Clipping Issue

So I've read this: http://gamedev.stackexchange.com/questions/67886/why-nearby-triangles-tend-to-disappear and this: http://stackoverflow.com/questions/7378632/frustum-plane-calculus From one of the answers, I guess current KGL implementation is done this way: if any point in the polygon falls behi...
by PH3NOM
Tue Jul 12, 2016 9:47 pm
Forum: Programming Discussion
Topic: How's your sound?
Replies: 3
Views: 652

Re: How's your sound?

Hmm I think that the DC's AICA master volume is a 4bit value so we only have the range of 0x0, 0xF? At least that is how I managed master volume control in DCMC. http://dcemulation.org/phpBB/viewtopic.php?f=34&t=101213&hilit=dcmc On the file aica_cmd.c you will see my code here: #define AICA_STEREO ...
by PH3NOM
Mon Jul 11, 2016 9:37 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2232

Re: KGL Clipping Issue

Calling "glDisable(GL_KOS_NEARZ_CLIPPING)" has no effect
You need to enable NearZ Clipping:

Code: Select all

glEnable(GL_KOS_NEARZ_CLIPPING);
And this needs to be called before glBegin() if you are using immediate mode...

Your posts did not mention that you have tried that...