Search found 565 matches
- Fri Dec 12, 2014 5:07 am
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Shenmue and Shenmue 2 engine
- Replies: 20
- Views: 6755
Re: Shenmue and Shenmue 2 engine
They did a lot of right things, but in very basic ways, so I think it can be generally improved.. For such an expensive project I found the animation system to be very unimpressive (compare with for example Shadow Man, which has per-vertex skinning so the skin bends around), the texturing is quite a...
- Fri Dec 12, 2014 5:02 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Burning DreamShell
- Replies: 5
- Views: 3447
Re: Burning DreamShell
I still haven't figured it out, I'll try again soon.. Didn't have much time recently. I've seen many ways to burn homebrew, can you point me to a guide that will work for DCMC, just to make sure I'm not following the wrong instructions? For example I'm confused about IP.BINs that scramble or not etc...
- Tue Dec 02, 2014 2:34 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: 3d software for dreamcast
- Replies: 14
- Views: 4757
Re: 3d software for dreamcast
You can use any tool as long as your game can read the file format.Lander wrote:Do you think maya 6 would work?
- Tue Dec 02, 2014 11:50 am
- Forum: Official Sylverant PSO Server Forum
- Topic: PSO Level file format
- Replies: 1
- Views: 550
PSO Level file format
Hey everybody, I was wondering whether anybody bothered to write any file format specifcation for PSO. I saw QEdit has a level viewer for example, although the code or file format specification sadly doesn't seem to be public. I'd love to try out drawing some parts using my libgl15 on the DC for tes...
- Tue Dec 02, 2014 5:56 am
- Forum: Official Sylverant PSO Server Forum
- Topic: PSO NTE - Nishi's Report Log
- Replies: 66
- Views: 16585
Re: PSO NTE - Nishi's Report Log
this is all the text from the quest, do yourself a favour don't translate it please, just read over it see if you get a gist of which pso quest it is: Alright, I'll just translate some parts then. 只今精算中 Just doing my statement of account (sorry not sure what this is called in English.. when you cal...
- Mon Dec 01, 2014 2:21 pm
- Forum: Official Sylverant PSO Server Forum
- Topic: Screenshots Thread
- Replies: 191
- Views: 59806
Re: Screenshots Thread
Long live the PSO PRNG.AmonX wrote:My first rare monster
..
Followed by my second rare monster unfortunately this one was in a quest
- Mon Dec 01, 2014 2:19 pm
- Forum: Official Sylverant PSO Server Forum
- Topic: PSO NTE - Nishi's Report Log
- Replies: 66
- Views: 16585
Re: PSO NTE - Nishi's Report Log
Now settled in ... ... I was 100 Meseta credited to Swiss bank! Contact, 's hero name that you gave me the request. Eagle's gallon. Merchant. I Nikki dealing with items. i did some google translate lol very odd, there's nothing complex here since they are v1 scripts You can post it in Japanese, I c...
- Sun Nov 30, 2014 10:09 am
- Forum: Programming Discussion
- Topic: Polygon context uv_flip has no effect?
- Replies: 3
- Views: 460
Re: Polygon context uv_flip has no effect?
oooh that makes sense! that sounds more like GL_MIRRORED_REPEAT or what it's called. That one repeats forever though. I'll have to check out what it's like on the PVR. thanks!
- Sat Nov 29, 2014 5:12 pm
- Forum: Programming Discussion
- Topic: UV clamping woes
- Replies: 0
- Views: 598
UV clamping woes
Hey, I'm trying to match OpenGL's texture wrapping, but I have a little issue.. OpenGL uses GL_REPEAT by default, which matches PVR_UVCLAMP_NONE. However, if I map a unit quad with uv coordinates (0,0) to (1,1) I can see some texels from the other side (see screenshot). The texture is 8x8 and consis...
- Sat Nov 29, 2014 5:02 pm
- Forum: Programming Discussion
- Topic: Polygon context uv_flip has no effect?
- Replies: 3
- Views: 460
Polygon context uv_flip has no effect?
Hi, I played around with uv_flip = PVR_UVFLIP_UV and the like, but I saw no effect on screen, the textures would not flip at all. I also tried making the change in KallistiOS/examples/dreamcast/pvr/texture_render/ta.c draw_textured(). Does it work on actual hardware? I tried on lxdream only, since I...
- Sat Nov 29, 2014 4:57 pm
- Forum: Programming Discussion
- Topic: Open GL API Error Reporting
- Replies: 50
- Views: 9047
Re: Open GL API Error Reporting
I found another bug affecting all gl*Pointer functions. They don't handle various strides. For example I have a vertex struct { float x, y, z, u, v; } which is impossible to draw using glDrawArrays, because glKosArraysTransformPositions will always perform P += 3 (skips 3 floats). Therefore kgl's gl...
- Wed Nov 26, 2014 8:22 am
- Forum: Programming Discussion
- Topic: Open GL API Error Reporting
- Replies: 50
- Views: 9047
Re: Open GL API Error Reporting
I noticed some issues with glBlendFunc. Some blend factors that exist in OpenGL are not supported by the PVR. libgl will silently set the blend factor to something else or not do anything at all, if the factor is not handled. I think it would be more sane to set the blend factor to the default (GL_Z...
- Tue Nov 25, 2014 5:34 pm
- Forum: Programming Discussion
- Topic: Open GL API Error Reporting
- Replies: 50
- Views: 9047
Re: Open GL API Error Reporting
I think glTexImage2D's type parameter has been misunderstood. It's not the type for the internally stored texture, but the type of the source texture. format=GL_RGB, type=GL_UNSIGNED_BYTE means struct { unsigned char r, g, b}; format=GL_RGBA, type=GL_FLOAT means struct {float r, g, b, a}; Due to the...
- Mon Nov 24, 2014 5:55 am
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 9039
Re: Random WIP shots
I never know what you're working on, Ph3nom.. saw the movie player. now this.. lol
- Sun Nov 23, 2014 5:20 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Burning DreamShell
- Replies: 5
- Views: 3447
Burning DreamShell
Hey everyone, I got a DC with an SD card reader and tried to burn DreamShell to launch my homebrew software on the real hardware, instead of using emulators. However, the DC won't recognize the DreamShell disc (it just goes to the DC menu then says it's not a game disc). I coasted 6 discs by now. Fo...
- Fri Nov 21, 2014 5:42 pm
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Shenmue and Shenmue 2 engine
- Replies: 20
- Views: 6755
Re: Shenmue and Shenmue 2 engine
@ Bogglez: My post merely states AM2 has only released 2 proper home console games. They are primarily an arcade dev team. In total I know of 3 home console games from there: Sword of the Vermillion (mediocre) Shenmue 1 & 2 (cult hit) Virtua Quest (super bomb) Also I am fully aware of Shenmue's...
- Wed Nov 19, 2014 4:34 am
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Shenmue and Shenmue 2 engine
- Replies: 20
- Views: 6755
Re: Shenmue and Shenmue 2 engine
What are you referring to?cube_b3 wrote:http://en.wikipedia.org/wiki/Virtua_Quest
As for my counter-claim: http://www.youtube.com/watch?v=Amu0_EunHmM&t=9m
- Tue Nov 18, 2014 3:39 am
- Forum: Gaming Forum
- Topic: Just look at those textures
- Replies: 26
- Views: 4826
Re: Just look at those textures
I actually read an article on polygon or so where a dev from big red button (who supposedly worked on crash bandicoot and others) met with an original ST dev and that guy just facepalmed his way through the style change presentation..
- Mon Nov 17, 2014 9:20 am
- Forum: Gaming Forum
- Topic: Just look at those textures
- Replies: 26
- Views: 4826
Re: Just look at those textures
Did Sonic Team really work on the recent games or did they just outsource their maskot?
- Sun Nov 16, 2014 3:10 pm
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Shenmue and Shenmue 2 engine
- Replies: 20
- Views: 6755
Re: Shenmue and Shenmue 2 engine
Wait, are you sure? Wasn't Virtua Fighter RPG the development title of Shen Mue?cube_b3 wrote:It was AM2's first 3D Home Console game.
Since then they have worked on Virtua Fighter RPG, which bombed.