Search found 574 matches

by PH3NOM
Thu Feb 25, 2016 7:31 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 14572

Re: Looking for a programer

Thanks for taking a look! Another small update... I have added a simple shader system that allows the specification of surface parameters in a text file that can be modified without changing the BSP or MAP. The shader can specify weather or not to apply blending for transparency, and what factors to...
by PH3NOM
Thu Feb 25, 2016 4:20 pm
Forum: Programming Discussion
Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Replies: 26
Views: 2317

Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...

The code in question is on gl-pvr.c #define TA_SQ_ADDR (unsigned int *)(void *) \ (0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0)) /* Custom version of sq_cpy from KOS for copying vertex data to the PVR */ static inline void pvr_list_submit(void *src, int n) { GLuint *d = TA_SQ_ADDR; GLuint...
by PH3NOM
Sat Feb 20, 2016 10:50 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 14572

Re: Looking for a programer

Update, showing the current state of things. This is a pretty large map (5.5mb) BSP, the commercial Quake 3 Arena used significantly smaller maps (1mb-1.5mb). Still not using Juguefre's content; this is the freeware build :wink: . http://1.1.1.4/bmi/oi67.tinypic.com/2m7elar.jpg http://1.1.1.2/bmi/oi...
by PH3NOM
Fri Feb 19, 2016 8:37 pm
Forum: Programming Discussion
Topic: KOS function to upscale in PVR?
Replies: 3
Views: 741

Re: KOS function to upscale in PVR?

Your first post seems to imply that you assume VGA mode is 800x600(or 800x608 :wink: ), but that is not the case. VGA is 640x480p, i.e. progressive-scan; the standard video mode is 640x480i, interlaced. VGA mode essentially gives us 2x the vertical resolution per-frame https://en.wikipedia.org/wiki/...
by PH3NOM
Fri Feb 05, 2016 1:44 pm
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1336

Re: Terrain texturing

So you disable depth-testing completely on the 2nd pass? I think that would produce some strange artifacts because all of the geometry on the 2nd pass will need to be Depth Sorted in software. The way the API works, is if depth-testing is disabled, the geometry will always pass the depth-test, meani...
by PH3NOM
Tue Feb 02, 2016 10:32 pm
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1336

Re: Terrain texturing

Rendering to texture is next on the agenda for me for DoF. I did this achieve using a modification to the original KGL a couple of years back and am currently adapting my code to work on Phenom's new API as he uses a much more modern FBO approach as far as the wrapper is concerned. Cheers, Dave Hey...
by PH3NOM
Sun Jan 31, 2016 10:25 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 14572

Re: Looking for a programer

A quick update. We (juguefre and myself) have committed to producing a full game for Dreamcast :grin: . I do not want to give away many details at this point, but I can say this will possibly be the most advanced FPS on DC. Still not using assets from juguefre, here are some shots from the current e...
by PH3NOM
Sun Jan 31, 2016 10:13 pm
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1336

Re: Terrain texturing

Terrain is generally very easy; the height map r,g,b values are interpreted as x,y,z, and viola, 3D terrain. I would advise use OpenGL instead of trying to use the PVR directly: the PVR does no 3D transformation for you /: OpenGL supports Multi-Texture on DC in the current KOS, limited to 2 texture ...
by PH3NOM
Thu Jan 14, 2016 5:48 pm
Forum: Programming Discussion
Topic: Generating Bump-Map Textures for PVR
Replies: 3
Views: 778

Generating Bump-Map Textures for PVR

Mainly directed towrads BlueCrab, but anyone feel free to add your input. There is a KOS example pvr/bumpmap/ showing how to use the Bump-Map feature of the PVR ( thanks BlueCrab for adding that ). My question is how do we generate the Bump-Map textures from the base texture? It seems to be a greysc...
by PH3NOM
Sat Jan 09, 2016 9:02 pm
Forum: Programming Discussion
Topic: Online video tutorials request.
Replies: 21
Views: 4031

Re: Online video tutorials request.

If you are serious, take a Computer Science class at a local community college. There are many things to learn, and we can not teach you everything you will need to understand. The beginning teaches basics like data types and function types; float, int, char, return, non return, pass by reference, p...
by PH3NOM
Tue Jan 05, 2016 11:50 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 14572

Re: Looking for a programer

I could use your help!
Here is a current build:
by PH3NOM
Wed Dec 30, 2015 11:04 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 6746

Re: Using blender models in KGL (is jfm the best option?)

My engine is currently using the Quake 1 and 2 .mdl / .md2 formats. These formats use key frame animation, with vertex interpolation that can be tessellated to any factor between key frames. Currently, I use 10 frames of interpolation between key frames for smooth animation. Consider each player mod...
by PH3NOM
Sun Dec 27, 2015 2:44 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 6746

Re: Using blender models in KGL (is jfm the best option?)

That code is from 2006, so it is obviously using the old KGL API, that has been replaced in the latest KOS. Make sure you are using latest KOS release: http://sourceforge.net/p/cadcdev/kallistios/ci/master/tree/ A quick look at the code, one thing that needs to be changed for the new KOS OpenGL API ...
by PH3NOM
Thu Dec 03, 2015 3:49 pm
Forum: Programming Discussion
Topic: Some precisions needed
Replies: 10
Views: 1269

Re: Some precisions needed

Do you have some source code sample that could twidlle such an array ? To finish, i have found a "reserved word" in KOS called PVR_TXTRFMT_NOSTRIDE. What is a stride ? Thanks ! Twiddling applies to all texture pixel formats, 16bpp textures can also be Twiddled. KOS can Twiddle the texture for you w...
by PH3NOM
Sat Nov 07, 2015 8:16 pm
Forum: Programming Discussion
Topic: Widescreen hacks
Replies: 7
Views: 1344

Re: Widescreen hacks

It is good to understand the basics of Pixel Aspect Ratio (PAR) and Display Aspect Ratio(DAR). The Dreamcast Video outputs a DAR of 4:3, i.e. 640x480. The "Widescreen hack" changes the PAR and expects the TV or monitor will do the work of stretching the 4:3 image to 16:9, at 480p that would be ~853x...
by PH3NOM
Thu Oct 29, 2015 9:49 pm
Forum: First Person Shooters Development
Topic: Half-Life's GoldSRC engine for DC is nearly identical to PC
Replies: 1
Views: 2216

Re: Half-Life's GoldSRC engine for DC is nearly identical to

I remember some guys got into HLDC mods some years ago 8-) The Multi-Player for Half-Life would have been one player per Dreamcast. However, there is no source code for the DC WinCE build, so there is nothing major that can be changed there. However, the future lies in open-source. My DC Quake3 BSP ...
by PH3NOM
Mon Sep 28, 2015 6:53 pm
Forum: Front Page News and Forum Guidelines
Topic: Alice Dreams Tournament Kickstarter
Replies: 12
Views: 4354

Re: Alice Dreams Tournament Kickstarter

Awesome stuff, congrats Patbier and team!

The project has reached its funding goals with plenty of time to spare :lol:
by PH3NOM
Fri Sep 18, 2015 10:14 pm
Forum: Programming Discussion
Topic: vqenc non-square texture compression
Replies: 2
Views: 1099

Re: vqenc non-square texture compression

Out of curiosity, yesterday I decided to start writing a VQ compression routine, based on the PVR VQ format. Basically, there is a 2048 byte codebook, or palette, that stores the pixels, the actual texture is encoded as 8 bit indices into the palette. The complex part is constructing the codebook. M...
by PH3NOM
Thu Sep 10, 2015 4:50 pm
Forum: Programming Discussion
Topic: glRotatef backwards in new KGL
Replies: 20
Views: 2916

Re: glRotatef backwards in new KGL

I should have known better, after all, I am the one who wrote those macros :oops: Well, technically the operation operates on the angle in radians... Basically, the DEG2RAD multiplication is pre-computed for the degree based function :wink: And, yeah it is faster to use fsincos(degree) rather than c...
by PH3NOM
Wed Sep 09, 2015 1:50 pm
Forum: Programming Discussion
Topic: Upcoming KOS release - Testing needed
Replies: 21
Views: 2887

Re: Upcoming KOS release - Testing needed

Thanks BlueCrab, I just went ahead and committed the reformatted code. Should be good to go!