Search found 565 matches

by bogglez
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...
by bogglez
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...
by bogglez
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

Lander wrote:Do you think maya 6 would work?
You can use any tool as long as your game can read the file format.
by bogglez
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...
by bogglez
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...
by bogglez
Mon Dec 01, 2014 2:21 pm
Forum: Official Sylverant PSO Server Forum
Topic: Screenshots Thread
Replies: 191
Views: 59806

Re: Screenshots Thread

AmonX wrote:My first rare monster
..
Followed by my second rare monster unfortunately this one was in a quest :(
Long live the PSO PRNG.
by bogglez
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...
by bogglez
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!
by bogglez
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...
by bogglez
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...
by bogglez
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...
by bogglez
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...
by bogglez
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...
by bogglez
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
by bogglez
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...
by bogglez
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...
by bogglez
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..
by bogglez
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?
by bogglez
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

cube_b3 wrote:It was AM2's first 3D Home Console game.
Since then they have worked on Virtua Fighter RPG, which bombed.
Wait, are you sure? Wasn't Virtua Fighter RPG the development title of Shen Mue?