Search found 4641 matches
- Tue Aug 04, 2009 8:23 pm
- Forum: Developmental Ideas
- Topic: iOQuake3 Dreamcast port?
- Replies: 16
- Views: 5880
Re: iOQuake3 Dreamcast port?
Seriously though, when are you going to implement SD support for VC/DC? I don't have an SD card adapter, so I couldn't test it, and I'm working on other things at the moment so I don't have a release planned anytime soon. For the other media formats you mentioned, something like xine or ffmpeg woul...
- Tue Aug 04, 2009 7:52 pm
- Forum: Front Page News and Forum Guidelines
- Topic: Open Sonic port for Dreamcast Released
- Replies: 65
- Views: 13607
Re: Open Sonic port for Dreamcast Released
Read the Allegro license: http://alleg.sourceforge.net/license.html http://www.allegro.cc/manual/miscellaneous/frequently-asked-questions-(faq)/the-giftware-licence/84a7983a8f140e9e203eb8016947b8f0 For whatever it's worth, the license for the 4.9 branch of Allegro doesn't look like the giftware lic...
- Mon Aug 03, 2009 9:54 pm
- Forum: Developmental Ideas
- Topic: iOQuake3 Dreamcast port?
- Replies: 16
- Views: 5880
Re: iOQuake3 Dreamcast port?
1) From who? Even the best rumours about DCiberia's magical SD card put it at way slower than any ram. Then there is the fact that releasing something that requires the SD card in order to work is going to severly limit the number of people who will be able to use your program. My opinion is that i...
- Sun Aug 02, 2009 11:42 pm
- Forum: Developmental Ideas
- Topic: iOQuake3 Dreamcast port?
- Replies: 16
- Views: 5880
Re: iOQuake3 Dreamcast port?
OneThirty8 has recently implemented a PVR renderer into a simpler 3d engine, maybe he has some input on this subject... Yeti3D was originally designed to run on a GBA and writing the PVR renderer was really simple after BlackAura posted information on how to use paletted textures. I wouldn't know w...
- Fri Jul 24, 2009 10:33 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: DCMappy
- Replies: 5
- Views: 1594
Re: DCMappy
Awesome! I'm glad you got it working to your liking!
- Sun Jul 19, 2009 1:30 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Re: Yeti3D demo with PVR rendering.
I uploaded a new version of the demo level with md2 models in place of the sprites. It looks like there's a bug or two that I need to hunt down, but I wanted to post something for people who can't download the source from SVN and compile it. http://yeti3d-pvr.googlecode.com
- Fri Jul 17, 2009 8:59 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Re: Yeti3D demo with PVR rendering.
I don't know of any sites dedicated to Yeti3D. It's a very easy engine to work with, but I don't think it has been used much. I have a very old and crappy tools package on my site at http://www.storm-studios.net/onethirty8/YetiStuff.html that includes a map editor. The tools I wrote are kind of emba...
- Thu Jul 16, 2009 1:49 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Re: Yeti3D demo with PVR rendering.
Probably of interest mainly to developers, if there are any interested in using Yeti3D... I'm working now on getting md2 models working properly now, based on the code that Derek J. Evans provided. I have to write PVR rendering code and make the loading of everything a bit prettier, but the SDL vers...
- Tue Jul 14, 2009 1:39 pm
- Forum: Programming Discussion
- Topic: ADPCM
- Replies: 6
- Views: 3123
Re: ADPCM
I would go with Ogg like the others said, but if you want to use ADPCM for background music, you could just make a modified version of kos/kernel/arch/dreamcast/sound/snd_stream.c to do the job. It wouldn't be hard at all--the biggest things to change would be in: int snd_stream_poll(snd_stream_hnd_...
- Sun Jul 12, 2009 6:34 pm
- Forum: Developmental Ideas
- Topic: Universal Hint System (UHS) app?
- Replies: 2
- Views: 1756
Re: Universal Hint System (UHS) app?
The only UHS readers that I can find doing a quick google search include the official (proprietary) one, and OpenUHS which is written in Java. It's not inconceivable that such a thing could be written for the Dreamcast, but it would be helpful if there was one already written in C or C++, and then s...
- Fri Jul 10, 2009 11:07 pm
- Forum: Programming Discussion
- Topic: Trying to make a Dreamcast Mappy playback library
- Replies: 49
- Views: 7809
Re: Trying to make a Dreamcast Mappy playback library
I thought Mappy already gave you the ability to load an isometric map. Am I thinking of something else?BlueCrab wrote:You could use rotation for a cheap isometric effect.BB Hood wrote:I was thinking of adding scaling but dont know what anybody might use rotation for.
- Fri Jul 10, 2009 7:51 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Re: Yeti3D demo with PVR rendering.
i've tested it and looks very good! it's smooth like velvet my friend aWHeAUWehAUheAH. Very good work! PD: ron has also made an SDL port of yeti3d about a year ago. I could have sworn that I replied to your post last night... Thanks for the positive feedback. I did see a YouTube video of Ron's port...
- Wed Jul 08, 2009 8:41 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Re: Yeti3D demo with PVR rendering.
Thanks!BB Hood wrote:First time I ever played Yeti3D. Nice job OneThirty8.
- Tue Jul 07, 2009 1:21 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Yeti3D demo with PVR rendering.
- Replies: 25
- Views: 7674
Yeti3D demo with PVR rendering.
I've been working on a PVR-accelerated port of Yeti3D. The only download I have is the demo by Derek J. Evans, and it still has some glitches but I thought I'd share. It's based loosely on the OpenGL example that was in the source archive I downloaded way back when, plus I also took the time to figu...
- Sat Jul 04, 2009 3:13 pm
- Forum: Programming Discussion
- Topic: Trying to make a Dreamcast Mappy playback library
- Replies: 49
- Views: 7809
Re: Trying to make a Dreamcast Mappy playback library
Thanks guys. I understand what OneThirty8 is saying but BlackAura I am confused. He basically said the same thing I said, except that clipping is not necessary. But he gave you an efficient means of doing it, whereas I did not. So what you basically want to do is just get the total height in tiles ...
- Fri Jul 03, 2009 8:11 pm
- Forum: Programming Discussion
- Topic: Trying to make a Dreamcast Mappy playback library
- Replies: 49
- Views: 7809
Re: Trying to make a Dreamcast Mappy playback library
I think you need to do better clipping than you do with the SDL code. I'm experiencing something similar with some 3D code I'm working on. Basically, what is happening is you have some overdraw beyond the edge of your clipping window while scrolling. Also, test for maphclip and mapvclip to see if th...
- Sun Jun 28, 2009 4:27 pm
- Forum: Programming Discussion
- Topic: Trying to make a Dreamcast Mappy playback library
- Replies: 49
- Views: 7809
Re: Trying to make a Dreamcast Mappy playback library
You could speed it up a bit by making the header only compile into a context if the values change. I am having trouble with this. It makes a lot of sense not to compile the header again if you are going to use the same texture which is A LOT in Maps. I wrote something like this: Private Members of ...
- Thu Jun 25, 2009 11:05 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: DreamShell 4
- Replies: 95
- Views: 35629
Re: DreamShell 4
No, i mean VC/DC 0.2 - http://www.dcemu.co.uk/vbulletin/showthread.php?t=205946 VC/DC use updated vfdc library. Nice! I'm glad to hear that it'll be used in other projects! I don't think there have been significant changes to libmpeg2 since I downloaded the version I used for VC/DC, but if you want...
- Thu Jun 25, 2009 8:19 pm
- Forum: Front Page News and Forum Guidelines
- Topic: VC/DC 0.2 released.
- Replies: 17
- Views: 6119
Re: VC/DC 0.2 released.
There are 3 ways to encode Aspect Ratio: Pixel 1:1, WS 16:9, and FS 4:3. Pixel 1:1 ratio ends up streched to an innacurate AR. Pixel 1:1 ratio probably is inaccurate, now that I think about it. If I recall correctly, I had the player check for 16:9 and default to 4:3 otherwise. WS 16:9 does indeed ...
- Thu Jun 25, 2009 12:24 am
- Forum: Programming Discussion
- Topic: Paletted Textures
- Replies: 20
- Views: 9605
Re: Paletted Textures
What is an "alpha-only texture"? In the example BlackAura gave, he suggested a palette you could build like this: void somefunc() { int i; for (i = 0; i < 256; i++) { pvr_set_pal_entry(0, PACK_ARGB8888(i, 255, 255, 255)); } } A texture using that palette would have all white pixels, but d...