Search found 200 matches

by c99koder
Fri Jun 22, 2007 11:16 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: DreamZZT 3.0.8, plus DCSquares news
Replies: 2
Views: 803

DreamZZT 3.0.8, plus DCSquares news

DreamZZT 3.0.8 is now available for the Dreamcast, you can grab it from the DreamZZT site . The SBI file includes a new game: Mission:Enigma, which is now fully playable. === New Features === * Sound support for Dreamcast * Support STK-colored torches, ammo, energizers * Uses system clock for improv...
by c99koder
Sat Mar 03, 2007 12:59 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: DreamZZT 3.0.6
Replies: 4
Views: 1688

DreamZZT has been updated to 3.0.6.1. This fixes several minor gameplay-related bugs reported in 3.0.6. This build also enables sound on the Dreamcast. I'm out of CD-Rs, so the final build of this hasn't received as much testing as I normally do, so please let me know if the SBI is no good. Dreamcas...
by c99koder
Mon Jan 29, 2007 6:08 pm
Forum: Developmental Ideas
Topic: Dreamcast/pc homebrew idea + help request
Replies: 2
Views: 914

The Build engine is Duke Nukem 3D, not Doom.

... not that that answers your question.

-Sam
by c99koder
Mon Jan 29, 2007 1:01 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: DreamZZT 3.0.6
Replies: 4
Views: 1688

DreamZZT 3.0.6

DreamZZT 3.0.6 is now available for download:

Dreamcast SBI

New Features
* Bears, Centipedes, Ruffians and Sharks
* Saving
* Board transitions

For more information, visit the DreamZZT website.
by c99koder
Sat Sep 23, 2006 11:36 am
Forum: Homebrew Software and Indie Games Discussion
Topic: Another DreamCon?
Replies: 5
Views: 651

I might be able to attend.

-Sam
by c99koder
Fri Jul 14, 2006 6:49 am
Forum: Programming Discussion
Topic: Sprite rotation and camera movement in libparallax?
Replies: 7
Views: 881

D'oh, yes it should be 4 not 5 parameters. I got a bit carried away with the zeros at the end :-P plx_mat3d_init(); plx_mat3d_mode(PLX_MAT_PROJECTION); plx_mat3d_identity(); plx_mat3d_perspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f); plx_mat3d_mode(PLX_MAT_MODELVIEW); Will set you up if you're usin...
by c99koder
Wed Jul 12, 2006 11:13 pm
Forum: Programming Discussion
Topic: Sprite rotation and camera movement in libparallax?
Replies: 7
Views: 881

fine, now I can't sleep. Here's an example of several sprites with a 'camera'. I skimmed through the Banner example included with KOS, so this should more closely match Tsunami's syntax: RefPtr<Banner> sprites[3]; //RefPtr is a template class that provides a 'smarter' pointer that tracks its usage. ...
by c99koder
Wed Jul 12, 2006 10:49 pm
Forum: Programming Discussion
Topic: Sprite rotation and camera movement in libparallax?
Replies: 7
Views: 881

If you want to implement a camera in Tsunami, you can create a layer object and add all your sprites onto that, then move the layer around opposite to the camera, as in the parallax example. I'll post an example of this tomorrow, I need to get some sleep now :P

-Sam
by c99koder
Wed Jul 12, 2006 10:46 pm
Forum: Programming Discussion
Topic: Sprite rotation and camera movement in libparallax?
Replies: 7
Views: 881

It's essentially the same as doing it with OpenGL. Draw your sprites or polygons centered around 0, ex for 2D your quad gets draw from -1 to 1 on the X and -1 to 1 on the Y (-1, -1) (1, -1) (-1, 1) (1, 1) Call plx_mat_translate() and plx_mat_rotate() to position and rotate your sprite before drawing...
by c99koder
Mon Jul 03, 2006 11:03 am
Forum: Programming Discussion
Topic: How PSO ties itself to the Dreamcast (backup idea).
Replies: 3
Views: 519

The flash partition that stores the DC's serial number is not writable, and I'm pretty sure that's what PSO used.

-Sam
by c99koder
Fri Jun 23, 2006 7:33 am
Forum: Off-Topic Forum
Topic: Good news everyone!
Replies: 29
Views: 787

!
by c99koder
Sun Jun 11, 2006 4:42 pm
Forum: Off-Topic Forum
Topic: Pixelated Images
Replies: 9
Views: 400

You don't need photoshop to scale images with Automator, it already includes a scale image action under "Preview". I use it a lot for doing thumbnails of screenshots for my website, just chuck them all in a directory, and have automator copy, rename, and scale 'em down.

-Sam
by c99koder
Wed Jun 07, 2006 10:03 pm
Forum: Programming Discussion
Topic: getting kos
Replies: 11
Views: 1136

SourceForge finally got around to support Subversion, so Dan decided it would be better to move the KOS repos onto there instead of his personal server.
by c99koder
Wed Jun 07, 2006 8:38 pm
Forum: Programming Discussion
Topic: getting kos
Replies: 11
Views: 1136

The SVN repo has moved, it's now hosted on SourceForge. The new URLs are:

https://svn.sourceforge.net/svnroot/cadcdev/kos/
https://svn.sourceforge.net/svnroot/cadcdev/kos-ports/

I'll edit my earlier reply to reflect the changes.

-Sam
by c99koder
Tue May 30, 2006 6:00 pm
Forum: Programming Discussion
Topic: Working with fonts
Replies: 7
Views: 534

You can also generate your own txf fonts from ttf fonts using ttf2txf: http://celestia.teyssier.org/ttf2txf/index.html

Bitstream Vera looks pretty nice, it's what I used in DCSquares and TikiBlap.

-Sam
by c99koder
Mon May 22, 2006 1:10 pm
Forum: Programming Discussion
Topic: modelview/projection in one frame
Replies: 1
Views: 288

Yes. Assuming you're using KGL, you can change the coordinte system as many times as you want before submitting the frame.

-Sam
by c99koder
Thu May 18, 2006 7:49 am
Forum: Programming Discussion
Topic: getting kos
Replies: 11
Views: 1136

Once you get your compiler up and running, you can build KOS as normal. copy kos/doc/environ.sh.sample to environ.sh and modify it to match your configuration, then source it and run make in the kos and kos-ports directories. See http://gamedev.allusion.net/softprj/kos/setup.php for a better explana...
by c99koder
Sat May 13, 2006 2:42 pm
Forum: Programming Discussion
Topic: getting kos
Replies: 11
Views: 1136

Check it out from Subversion. If you're using linux or mac, install the Subversion command line tools, and run: svn co https://svn.sourceforge.net/svnroot/cadcdev/kos/ svn co https://svn.sourceforge.net/svnroot/cadcdev/kos-ports/ Otherwise if you're on Windows, install TortoiseSVN , right click insi...
by c99koder
Thu May 04, 2006 7:32 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Dream On Feedback Topic
Replies: 150
Views: 9450

Nothing yet here either.
by c99koder
Thu Apr 27, 2006 6:41 am
Forum: Programming Discussion
Topic: Does the Japanese broadband adapter work for development?
Replies: 2
Views: 423

Yes, both the Japanese Broadband Adapter and the Japanese LAN Adapter are supported by dc-load-ip.