Search found 200 matches
- 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: 896
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...
- Sat Mar 03, 2007 12:59 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: DreamZZT 3.0.6
- Replies: 4
- Views: 1911
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...
- Mon Jan 29, 2007 6:08 pm
- Forum: Developmental Ideas
- Topic: Dreamcast/pc homebrew idea + help request
- Replies: 2
- Views: 1127
- Mon Jan 29, 2007 1:01 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: DreamZZT 3.0.6
- Replies: 4
- Views: 1911
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.
Dreamcast SBI
New Features
* Bears, Centipedes, Ruffians and Sharks
* Saving
* Board transitions
For more information, visit the DreamZZT website.
- Sat Sep 23, 2006 11:36 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Another DreamCon?
- Replies: 5
- Views: 782
- Fri Jul 14, 2006 6:49 am
- Forum: Programming Discussion
- Topic: Sprite rotation and camera movement in libparallax?
- Replies: 7
- Views: 1299
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...
- Wed Jul 12, 2006 11:13 pm
- Forum: Programming Discussion
- Topic: Sprite rotation and camera movement in libparallax?
- Replies: 7
- Views: 1299
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. ...
- Wed Jul 12, 2006 10:49 pm
- Forum: Programming Discussion
- Topic: Sprite rotation and camera movement in libparallax?
- Replies: 7
- Views: 1299
- Wed Jul 12, 2006 10:46 pm
- Forum: Programming Discussion
- Topic: Sprite rotation and camera movement in libparallax?
- Replies: 7
- Views: 1299
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...
- Mon Jul 03, 2006 11:03 am
- Forum: Programming Discussion
- Topic: How PSO ties itself to the Dreamcast (backup idea).
- Replies: 3
- Views: 681
- Fri Jun 23, 2006 7:33 am
- Forum: Off-Topic Forum
- Topic: Good news everyone!
- Replies: 29
- Views: 1252
- Sun Jun 11, 2006 4:42 pm
- Forum: Off-Topic Forum
- Topic: Pixelated Images
- Replies: 9
- Views: 689
- Wed Jun 07, 2006 10:03 pm
- Forum: Programming Discussion
- Topic: getting kos
- Replies: 11
- Views: 1532
- Wed Jun 07, 2006 8:38 pm
- Forum: Programming Discussion
- Topic: getting kos
- Replies: 11
- Views: 1532
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
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
- Tue May 30, 2006 6:00 pm
- Forum: Programming Discussion
- Topic: Working with fonts
- Replies: 7
- Views: 704
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
Bitstream Vera looks pretty nice, it's what I used in DCSquares and TikiBlap.
-Sam
- Mon May 22, 2006 1:10 pm
- Forum: Programming Discussion
- Topic: modelview/projection in one frame
- Replies: 1
- Views: 404
- Thu May 18, 2006 7:49 am
- Forum: Programming Discussion
- Topic: getting kos
- Replies: 11
- Views: 1532
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...
- Sat May 13, 2006 2:42 pm
- Forum: Programming Discussion
- Topic: getting kos
- Replies: 11
- Views: 1532
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...
- Thu May 04, 2006 7:32 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dream On Feedback Topic
- Replies: 150
- Views: 13723
- Thu Apr 27, 2006 6:41 am
- Forum: Programming Discussion
- Topic: Does the Japanese broadband adapter work for development?
- Replies: 2
- Views: 566