Search found 576 matches
- Sun Aug 23, 2020 2:06 pm
- Forum: Programming Discussion
- Topic: Working with Sound Output using the AICA SPU
- Replies: 15
- Views: 5313
Re: Working with Sound Output using the AICA SPU
Sorry for the huge necrobump. I've been trying to get proper .wav file streaming on DC since OGG decoding is quite heavy on the CPU and, for some reason, the .mp3 lib is stuterring on my end. If anyone has PH3NOM's source I'd love to use it. trying my luck here... Hi there lerabot. I believe this i...
- Sun Aug 23, 2020 1:43 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Source Code Release
- Replies: 8
- Views: 12002
In The Line Of Fire Source Code Release
https://i.ibb.co/nD5BfhM/dce.png Hi all, long time no see! I hope everyone is doing well, especially in these crazy times here. Myself, I have never been better. Over the past three years I have had amazing success in my career and in my personal life. As you all know, I had been working on this pr...
- Thu Oct 18, 2018 8:47 pm
- Forum: Programming Discussion
- Topic: Help fixing DreamRoQ
- Replies: 3
- Views: 1217
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...
- 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: 56
- Views: 42579
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...
- 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: 56
- Views: 42579
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...
- 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: 56
- Views: 42579
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, wit...
- 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: 30647
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...
- 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: 30647
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...
- 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: 30647
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...
- 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: 31847
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:
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:
- 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: 31847
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...
- Thu Oct 06, 2016 1:54 pm
- Forum: Programming Discussion
- Topic: KOS Vram Usage
- Replies: 1
- Views: 1202
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...
- Tue Oct 04, 2016 9:54 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
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.
We will add the option in the menu, so you can set the Aspect Ratio for you display.
- Sun Sep 18, 2016 9:21 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
Re: New Dreamcast Game
We are getting close to making an official announcement for our game, please stay tuned!
For now, some new screens
For now, some new screens
- Thu Sep 01, 2016 11:44 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
Re: New Dreamcast Game
Hehe, lets see that model running in-game!
- Tue Aug 23, 2016 9:15 pm
- Forum: Programming Discussion
- Topic: OpenGL - New Build in the works
- Replies: 21
- Views: 6020
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...
- Sat Aug 20, 2016 10:39 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
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
- Fri Jul 22, 2016 9:09 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
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:
And you can hear is work in this video of our current build:
- Fri Jul 22, 2016 9:01 pm
- Forum: Programming Discussion
- Topic: Possible bug?
- Replies: 3
- Views: 1058
Re: Possible bug?
Interesting, I have not considered that before. Your solution looks like it should do the trick!
- Tue Jul 12, 2016 10:12 pm
- Forum: Programming Discussion
- Topic: KGL Clipping Issue
- Replies: 23
- Views: 3497
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...