There were other DC games that used cel shading... Bomberman Online and Looney Tunes Space Race come to mind. Not sure if Ooga Booga uses cel shading or not.
--Zero
Search found 120 matches
- Tue Mar 01, 2005 9:15 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Cell Shaded Dreamcast Demo
- Replies: 40
- Views: 3151
- Sat Feb 12, 2005 5:33 pm
- Forum: First Person Shooters Development
- Topic: Quake for linux
- Replies: 8
- Views: 1244
I use QuakeForge's port myself. Seems to work well enough. I haven't tried any mods with it, but they should work fine.
--Zero
--Zero
- Mon Dec 13, 2004 4:16 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: FrotzDC 1.1 games
- Replies: 8
- Views: 705
I may be mistaken, but I think everything at the Interactive Fiction Archive is considered public domain, although there's a damn lot there. If you're looking for a smaller number, then perhaps pick up the entries for previous years of the Interactive Fiction Competition... they go back to 1995 I be...
- Wed Nov 24, 2004 9:01 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: news emulators of computer for DREAMCAST :|
- Replies: 8
- Views: 866
Re: news emulators of computer for DREAMCAST :|
why don' make an emulator of : VIC 20, AMSTRAD CPC 464, ORIC and an emulatator of BBC MICRO, or ELECTRON? I Think wich are possible run at 100% : | I guess the most obvious reason why no emulators for those systems has been released yet is because they weren't particularly popular. People generally...
- Sat Oct 02, 2004 2:32 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Here's an Idea
- Replies: 7
- Views: 596
Maybe I'm not understanding the point here, but aside from disc-swapping, isn't this what Selfboot Inducer already does? Basically, all you're asking for is for it to look like Windows for some reason. Selfboot Inducer might just be a menu to run programs, but anything more than that seems unneccesa...
- Tue Sep 28, 2004 10:15 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: How many games can nesterdc hold???
- Replies: 19
- Views: 1128
Sheesh, having more than a thousand roms in a folder seems like it would be inconvenient anyways, since you'd have to page through so many just to find what you want. Instead, just use alphabetical folders so that you have a folder for games that start with A and another for B and so on. It'll make ...
- Thu Aug 26, 2004 2:41 am
- Forum: First Person Shooters Development
- Topic: Best DOOM Port
- Replies: 7
- Views: 1278
It's worth pointing out that the vast majority of TC's out there (especially the ambitious ones) use DeHacked patches to perform a few of their effects. This is often the case even if they don't add weapons or enemies. Without these DeHacked patches, you may get weird effects, like items that show u...
- Mon May 24, 2004 11:12 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Chance to own a DC Katana Dev Kit! (ebay)
- Replies: 15
- Views: 930
- Tue May 11, 2004 8:25 pm
- Forum: First Person Shooters Development
- Topic: Porting
- Replies: 1
- Views: 634
- Tue Apr 06, 2004 10:31 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Can MAME Emulator play the CHD Image games ?
- Replies: 3
- Views: 363
- Wed Mar 31, 2004 2:24 pm
- Forum: Programming Discussion
- Topic: SDL BUTTON NUMBERS MAPPING
- Replies: 5
- Views: 621
So what are the ranges on the analog stuff? I've been told that the analog stick values fall between -128 (extreme left, or extreme up depending on the axis) and +128 (extreme down, or extreme right)... and I assume that axis 0 is horizontal and axis 1 is vertical. What's the story with the analog t...
- Wed Mar 31, 2004 2:17 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: ZCP&D, ZERO, & HeadTurner
- Replies: 10
- Views: 601
If you're interested in programming the Dreamcast, then go to the Programming Forum . Specifically, you'll want to read this topic , which is a sticky in that forum. Basically, you need to learn C or C++, and use GCC to compile code that will run on the Dreamcast. If you don't already know C or C++,...
- Fri Mar 26, 2004 10:48 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Is there a dreamcast gba emulator
- Replies: 3
- Views: 403
- Thu Mar 25, 2004 8:19 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Idea on how to port a GBA emulator easily, maybe more too?
- Replies: 32
- Views: 2675
PLANETWEB BROWSERS have virtual machines enabled JAVA ! First of all, whatever Java the Planetweb browser has is meant for webpages, not for doing emulators. Even if you did write a GBA emulator in Java, are you absolutely sure that Planetweb even has enough features for it to actually work properl...
- Thu Mar 25, 2004 1:22 am
- Forum: Programming Discussion
- Topic: SDL Advice Needed...
- Replies: 8
- Views: 895
In fact, I just tried going through aica.c, and replacing all the division with equivalent operations. It compiles without errors, but I'm a little wary of actually using the resulting library in case this has some repurcussions Well, I was right... if I try to compile anything with the resulting l...
- Thu Mar 25, 2004 12:10 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Idea on how to port a GBA emulator easily, maybe more too?
- Replies: 32
- Views: 2675
I'm surprised this thread is still here. I thought it was pretty much par for the course to just lock all these GBA emulator requests. The whole thing is basically a waste of time anyway, and the idea of doing it via Java is completely misguided, for three main reasons: 1) There is no suitable Java ...
- Wed Mar 24, 2004 6:06 pm
- Forum: First Person Shooters Development
- Topic: my nxDOOM modlist.txt
- Replies: 18
- Views: 2271
Doom 64,doom2.wad,-file doom64.wad tnt_xm.wad,Doom 64 Works for me, using the doom64.wad file from XDelusion's website along with most of the other nxDoom verified wad's (He might have altered the wad to work with nxDoom, I'm not sure). Keep in mind though that there aren't any actual levels in the...
- Tue Mar 23, 2004 1:46 pm
- Forum: Programming Discussion
- Topic: SDL Advice Needed...
- Replies: 8
- Views: 895
Well this is odd... I tried compiling KOS 1.1.9 instead, and I still get the same error: /opt/dreamcast/arm-elf/bin/arm-elf-gcc -Wl,-Ttext,0x00000000 -nostartfiles -nostdlib -e reset -o prog.elf crt0.o main.o aica.o -lgcc aica.o: In function `aica_play': aica.o(.text+0x100): undefined reference to `...
- Tue Mar 23, 2004 3:31 am
- Forum: Programming Discussion
- Topic: SDL Advice Needed...
- Replies: 8
- Views: 895
Thanks for the reply. I was able to successfully build GCC as a cross compiler for both sh-elf and arm-elf, and they seem to work alright... but I'm having trouble building KOS. It dies while trying to compile some kernel sound support, telling me that it can't find __udivsi3. I tried a number of th...
- Tue Mar 23, 2004 3:19 am
- Forum: First Person Shooters Development
- Topic: Is This Possible
- Replies: 5
- Views: 983
You have to use more than one program to do what you want. You can use nxDoom to get all the Doom games to work, but you'll need Bero's ports of Heretic and Hexen in order to play those. There are SBI files for all three at Sbiffy, and once you have Selfboot Inducer unzip them, you can stick your co...