There is an adapter that lets you use playstation controllers on DC.
I can confirm that the Logitech Wireless Dual Shock PS/2 works on DC using such an adapter
But as |darc| mentioned, there are no (FPS) games (currently) that would support the 2nd analog stick.
Search found 576 matches
- Tue Mar 08, 2016 11:05 pm
- Forum: Hardware Modification and Repair
- Topic: Does a dual analog Dreamcast controller exist?
- Replies: 25
- Views: 21185
- Thu Mar 03, 2016 10:14 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22691
Re: Looking for a programer
We will eventually start a site for our project, but for now I will continue to update here. Blender, even most recent versions, can export into the Q3 Map format I am using 8-) Here is juguefre's MAP that we have been working on. Still Work In Progress, I do not want to give all of the details away...
- Thu Feb 25, 2016 7:31 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22691
Re: Looking for a programer
Thanks for taking a look! Another small update... I have added a simple shader system that allows the specification of surface parameters in a text file that can be modified without changing the BSP or MAP. The shader can specify weather or not to apply blending for transparency, and what factors to...
- Thu Feb 25, 2016 4:20 pm
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3294
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
The code in question is on gl-pvr.c #define TA_SQ_ADDR (unsigned int *)(void *) \ (0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0)) /* Custom version of sq_cpy from KOS for copying vertex data to the PVR */ static inline void pvr_list_submit(void *src, int n) { GLuint *d = TA_SQ_ADDR; GL...
- Sat Feb 20, 2016 10:50 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22691
Re: Looking for a programer
Update, showing the current state of things. This is a pretty large map (5.5mb) BSP, the commercial Quake 3 Arena used significantly smaller maps (1mb-1.5mb). Still not using Juguefre's content; this is the freeware build :wink: . http://1.1.1.4/bmi/oi67.tinypic.com/2m7elar.jpg http://1.1.1.2/bmi/oi...
- Fri Feb 19, 2016 8:37 pm
- Forum: Programming Discussion
- Topic: KOS function to upscale in PVR?
- Replies: 3
- Views: 963
Re: KOS function to upscale in PVR?
Your first post seems to imply that you assume VGA mode is 800x600(or 800x608 :wink: ), but that is not the case. VGA is 640x480p, i.e. progressive-scan; the standard video mode is 640x480i, interlaced. VGA mode essentially gives us 2x the vertical resolution per-frame https://en.wikipedia.org/wiki/...
- Fri Feb 05, 2016 1:44 pm
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1889
Re: Terrain texturing
So you disable depth-testing completely on the 2nd pass? I think that would produce some strange artifacts because all of the geometry on the 2nd pass will need to be Depth Sorted in software. The way the API works, is if depth-testing is disabled, the geometry will always pass the depth-test, meani...
- Tue Feb 02, 2016 10:32 pm
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1889
Re: Terrain texturing
Rendering to texture is next on the agenda for me for DoF. I did this achieve using a modification to the original KGL a couple of years back and am currently adapting my code to work on Phenom's new API as he uses a much more modern FBO approach as far as the wrapper is concerned. Cheers, Dave Hey...
- Sun Jan 31, 2016 10:25 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22691
Re: Looking for a programer
A quick update. We (juguefre and myself) have committed to producing a full game for Dreamcast :grin: . I do not want to give away many details at this point, but I can say this will possibly be the most advanced FPS on DC. Still not using assets from juguefre, here are some shots from the current e...
- Sun Jan 31, 2016 10:13 pm
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1889
Re: Terrain texturing
Terrain is generally very easy; the height map r,g,b values are interpreted as x,y,z, and viola, 3D terrain. I would advise use OpenGL instead of trying to use the PVR directly: the PVR does no 3D transformation for you /: OpenGL supports Multi-Texture on DC in the current KOS, limited to 2 texture ...
- Thu Jan 14, 2016 5:48 pm
- Forum: Programming Discussion
- Topic: Generating Bump-Map Textures for PVR
- Replies: 3
- Views: 955
Generating Bump-Map Textures for PVR
Mainly directed towrads BlueCrab, but anyone feel free to add your input. There is a KOS example pvr/bumpmap/ showing how to use the Bump-Map feature of the PVR ( thanks BlueCrab for adding that ). My question is how do we generate the Bump-Map textures from the base texture? It seems to be a greysc...
- Sat Jan 09, 2016 9:02 pm
- Forum: Programming Discussion
- Topic: Online video tutorials request.
- Replies: 21
- Views: 4668
Re: Online video tutorials request.
If you are serious, take a Computer Science class at a local community college. There are many things to learn, and we can not teach you everything you will need to understand. The beginning teaches basics like data types and function types; float, int, char, return, non return, pass by reference, p...
- Tue Jan 05, 2016 11:50 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22691
Re: Looking for a programer
I could use your help!
Here is a current build:
Here is a current build:
- Wed Dec 30, 2015 11:04 pm
- Forum: Programming Discussion
- Topic: Using blender models in KGL (is jfm the best option?)
- Replies: 30
- Views: 9418
Re: Using blender models in KGL (is jfm the best option?)
My engine is currently using the Quake 1 and 2 .mdl / .md2 formats. These formats use key frame animation, with vertex interpolation that can be tessellated to any factor between key frames. Currently, I use 10 frames of interpolation between key frames for smooth animation. Consider each player mod...
- Sun Dec 27, 2015 2:44 pm
- Forum: Programming Discussion
- Topic: Using blender models in KGL (is jfm the best option?)
- Replies: 30
- Views: 9418
Re: Using blender models in KGL (is jfm the best option?)
That code is from 2006, so it is obviously using the old KGL API, that has been replaced in the latest KOS. Make sure you are using latest KOS release: http://sourceforge.net/p/cadcdev/kallistios/ci/master/tree/ A quick look at the code, one thing that needs to be changed for the new KOS OpenGL API ...
- Thu Dec 03, 2015 3:49 pm
- Forum: Programming Discussion
- Topic: Some precisions needed
- Replies: 10
- Views: 1680
Re: Some precisions needed
Do you have some source code sample that could twidlle such an array ? To finish, i have found a "reserved word" in KOS called PVR_TXTRFMT_NOSTRIDE. What is a stride ? Thanks ! Twiddling applies to all texture pixel formats, 16bpp textures can also be Twiddled. KOS can Twiddle the texture...
- Sat Nov 07, 2015 8:16 pm
- Forum: Programming Discussion
- Topic: Widescreen hacks
- Replies: 7
- Views: 1742
Re: Widescreen hacks
It is good to understand the basics of Pixel Aspect Ratio (PAR) and Display Aspect Ratio(DAR). The Dreamcast Video outputs a DAR of 4:3, i.e. 640x480. The "Widescreen hack" changes the PAR and expects the TV or monitor will do the work of stretching the 4:3 image to 16:9, at 480p that woul...
- Thu Oct 29, 2015 9:49 pm
- Forum: First Person Shooters Development
- Topic: Half-Life's GoldSRC engine for DC is nearly identical to PC
- Replies: 1
- Views: 4337
Re: Half-Life's GoldSRC engine for DC is nearly identical to
I remember some guys got into HLDC mods some years ago 8-) The Multi-Player for Half-Life would have been one player per Dreamcast. However, there is no source code for the DC WinCE build, so there is nothing major that can be changed there. However, the future lies in open-source. My DC Quake3 BSP ...
- Mon Sep 28, 2015 6:53 pm
- Forum: Front Page News and Forum Guidelines
- Topic: Alice Dreams Tournament Kickstarter
- Replies: 12
- Views: 5186
Re: Alice Dreams Tournament Kickstarter
Awesome stuff, congrats Patbier and team!
The project has reached its funding goals with plenty of time to spare
The project has reached its funding goals with plenty of time to spare
- Fri Sep 18, 2015 10:14 pm
- Forum: Programming Discussion
- Topic: vqenc non-square texture compression
- Replies: 2
- Views: 1232
Re: vqenc non-square texture compression
Out of curiosity, yesterday I decided to start writing a VQ compression routine, based on the PVR VQ format. Basically, there is a 2048 byte codebook, or palette, that stores the pixels, the actual texture is encoded as 8 bit indices into the palette. The complex part is constructing the codebook. M...