t least some of you must realize that developing Makaron is a time consuming process. Time I could very well be spending doing things that bring me money. I have expenses you know, mostly PC hardware and software but also Dreamcast games and other stuff (like a new oscilloscope, as the old one died on me sometime ago).
I'm happy people use my emulator and find it useful, but I also belive it's only fair I got someting out of it as well.
Having said that I've came up with an idea of Pay to Play system for Makaron - prepaid style. Makaron will be free to download and try out but to play longer you will need to purchase an activation code. Simply put, in exchange for money you'll be given a limited time to use my emulator. Once that time is up you'll need to pay again, very much like you would for a cell phone number.
Payment options will include credit cards and other common money transfer services, but I haven't yet decided on the rates so it'll take a few days to set everyting up. I will be done with the activation code shortly too.
UPDATE: I've changed my mind - I'm going to start with payment system right now. If you've managed to download the free T10 then consider yourself lucky.
Some news on the development of the Commercial 2d Racing game coming to Dreamcast:
Well, we're still working on Rush Rush Rally Racing. Progressing, expanding, improving! To ease the wait, I've put up some new screenshots and Rush Rush Rally Racing wallpapers.
This is a very quick port of SMS+SDL 7.1 by Gregory Montoir which was based on 0.9.4a of SMS Plus by Charles Mac Donald.
Put your .sms and .gg ROMs in /roms and burn.
The menu is a bit ugly, and not nearly as good as I'd like. There's currently no way to get back to the menu when you play a ROM - this was just a test port and I'll most likely not work on it anymore.
The ROM list code was taken from BlueCrab's SMS\GG\SG-1000 emulator, CrabEmu so all credits goes to him for that.
Download and Give Feedback & Compatability Reports Via Comments
There’s some outstanding niggles with the transparency auto-sorting (which will be fixed when I beef up the sorting algorithm), but by and large I think I’ve fixed everything I broke with the render changes. So that’s merged back to trunk now where the rendering work will continue. The big win so far has been fixing perspective correction - by itself that’s fixed something like 95% of the visual problems I was seeing.
Time to do some more rendering features now I think ^_^
Changes
* Fix perspective-correction (shader-only at the moment)
* Change mip-map texture loading to work around bug in ATI drivers
* Add mirrored texture support
* Add configure checks for fbo + shader support (to avoid linking errors on really old GL libraries)
Originally I intended to "disappear" for a week (just like last time) and have my fun reading the comments, hate mail and cursing. Unfortunately not that many sites picked up on this idea of mine and so I'll have to cut it short. Pity.
I especially enjoyed the threats to move to another emulator. How silly is that? Folks, you're free to do that anytime you want and you don't need my permission. Really.
Let's face it - most of you got angry because you took free Makaron for granted and now I was about to take it away from you. You got all cozy thinking you somehow deserve it. Well... think again.
Makaron Test 9/4 for those who like to experiment.
I'd urge you to wait for T10 as this is a bastard mix of current (broken) dev and older T9/2. I got it to compile and run but that's about it - not tested. It does include the DMA changes that should make WinCE games more stable but I make no guarantees.
It's still using old GD code which means (with the DMA changes I've made) it will most likely break Street Fighter Alpha and some other games.
Use the supplied plugins and Maple.ini to get vibration support and use F12 menu to enable VMU LCD overlay. Also, make sure to change sorting mode because it defaults to "Alternate" which turned out not to work for some games.
This release goes beyond experimental, it's downright partisan I'm not kiding you - unless you like 'em rough stay clear. I'd like to have some feedback on vibration support for upcoming T10 and that's the only reason it exists.
PS. No changes to full-screen mode in this one, and no support for 16:X aspect ratios. And Yuki, stick to your T9/3 for now
…everything is a little bit darker now, but with more features The new theme also turns out to handle every previous entries 100% correctly, which is a nice thing
To speak out straight, some of the screenshots in the screenshot section are pretty old and heavily outdated. For those who are interested in keeping the old pictures, make a backup of them, as they will be replaced in the next few days.
Our all beloved coding machine from France did a great job the past days and the bugtracker has become slightly empty. Overall the progress speed concerning the code is excellent, while the graphics part slows down again (always the same…).
The recent move to .org of DCEmulation, the sad disapearance of Consolevision, problems with DCEvolution and the loss of DCHomebrew not to mention other sites not being updated for a long time mean that we as a scene have some work to do to rebuild the scene back to the glory it deserves.
the subsites that were on both DCHomebrew and Consolevision should be first on our agenda to get rehosted on the net. Thankfully the Web Archive even if there isnt a backup can retrieve sites and even lost downloads. Ill gladly give the dreamcast sites a new home here if theres a back up of them and they arent already hosted elsewhere.
Version 1.2 of Stealth Quake has been released, this is more than likely the final release and is a major upgrade from previous versions which are no longer available; the changelog is below.
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VERSION 1.2 CHANGES
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- Image flashes no longer occur on non-lovecraftian creatures
- Updated findradius(); to searchradius(); in several instances
allowing the WinQuake and Darkplaces version to behave more alike
- Jump button no longer respawns player, only fire as told in death description
- Self-talk only occurs during idle time
- Proper death animation is now played when rock is selected
- Additional sound ques properly cleared on death
- More frags now indicate who died the most, or betrayed the team most (team kills)
- Sneaking speed is less framerate dependant
- Fixed restarting of a level even if a player is still alive
- Players entering a game with 0 lives left are now made observers instead of players
- Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
- Camera is improved
- Players who are targetted by an enemy can no longer stealth kill that monster,
yet another player still can (thus allowing another player to save a friend)
this also mean you're not able to perform a running stealth kill (considered a
minor exploit)
- Stealth kill 'vision' widened, you must hit their back a bit more accurately now
- Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
- More sounds added to help the atmosphere
- Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
- Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
- The death music track now plays for observers
- Observers can now restart the round by pressing fire when everyone is dead and out of lives
- Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
- Fixed a bug where if a monster killed a player, they'd always move towards the player unless
distracted
- Kill command works, doesn't take away from the lives pool
- Crosshair turns off when walltucking and renables when not
- Upgraded models for the pistol and bullets
- If the player is killed by certain attacks they're now gibbed
- DP Only: Client side prediction is turned on when not sneaking, helps running away / lag
Over at Lavalit comes some WIP Screens of a rather nice Beats of Rage Mod for the Dreamcast:
I suppose I should declare this module. I started working on it over a year ago, but went on a very long hiatus. Now I wanna continue it, so here I am. I'll try to limit the graphic usage to just the Darkstalker series and Jojo's Bizarre Adventure. (Keep the style consistent.) I intend for this to be a very fast paced mod that will attempt to capture the feel of the Darkstalker series.
Playable Characters: Felicia, Morrigan, Lei Lei/Hsienko, Lilith, Donovan, Gallon/J.Talbain.
Minor Enemies: QBee, Phobos/Huitzil, Sasquatch, Star Platinum (and various other stands and characters.)
Bosses/Mid-bosses: Zabel Zarock/L.Raptor, Bulleta/B.B.Hood, Victor, Bishamon, Aulbath/Rikuo, Anakaris, Demetri, Pyron, Jedah.
Felicia, Morrigan, and Lilith are practically finished, Donovan is mostly done, but Hsienko and Talbain (and most everything else) still have a lot of work. I've still gotta figure out a suitable level order.
The story takes place after the events of Vampire Savior. The only thing keeping the Makai from descending into total chaos was the Three Great Noble's Power. With the defeat of Jedah, the Makai has become a place of great turmoil, but a mysterious and charismatic leader has emerged from the chaos to invade the Human Realm. Darkhunters have been trusted with the protection of the Human Realm, targeting those with 'impure' blood indiscriminately. Six heroes are caught in the crossfire of a war between the Human and Demon Realms.
While I already have an idea for the final boss, any suggestions you wanna throw my way I'll take a gander at. In fact, any suggestions at all will be welcome. Thanks!
[thUg] has been sick the past week, he’ll go on with GFX soon.
Our organizer had an accident (read more here: http://pdroms.de/news/9864/)
The rest of the team seems to be fine…
...and you'll have it later tonight. Most everything has been edited, and will be posted for your listening pleasure as soon as I've had a chance to upload it. Think of it as a late, Easter surprise.
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Also, I'd like to apologize for the lateness here. We took damn near forever to put a new show out. I'm hoping that won't continue to happen, as I really enjoy making the shows.
Show notes will be posted here after the show is up. Keep checking back!
***
Here are the notes for the show:
Let us open iTunes for you here (subscribe and review please!), or get the cast directly (for those of us that are too lazy to click the iTunes link) from here.
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Don't forget to Digg the CryptoCast!
Host list
-Roddy
-Pam
-Mike
Intro
We're all indie this week. Hopefully we'll get back into Donk as things pick back up. Sorry for the delay in getting you a new cast, everyone.
Links
Here are the relevant links covering what everyone discussed during this CryptoCast (some are more important than others…we’ll leave it up to you to decide which is which):
Outro Digg the CryptoCast! PM me if you want to have your questions/comments read on the show!
Again, thanks to ViperScorpion for their bumpers! I hope you’re all visiting their site, watching their video podcasts, and learning about what it’s like to be an indie developer.
Fackue has released a build of dcgnuboy, the Gameboy hardware emulator for the Dreamcast, that adds ZIP support in response to a porting request at the dcemulation forums. This also merges in the changes from the pre-alpha 1.0.4 release of dcgnuboy that fixes a few bugs.
Quzar has been helping Fackue along the way, removed a bunch of code that was unnecessary. Bilinear filtering has also been disabled in this release.
There is a bug in the program in the menu after loading a few roms. It ends up saying "/cd/gb", and then you have to restart.
Progress on the upcoming homebrew game for Dreamcast.
* Operator is working on the music these days
* The GFX artist has delivered a cleaned up world 4
* Levels of world 4 should be adjusted by end of this week
* We are working on a “hidden” ingame surprise
During many years we have been together with our neighbours in France (DC-France) as to what the scene Dreamcast compete.
DC FRANCE took a long time without updating neither of their contents and last night was no surprise to find online.
Our friends, Erwan, SiZiOUS, JMD and many others, that so many good things so exciting and have provided our Dreamcasts seems to have also come to the point of renewed or die.
Since DCiberia want only séa another possible renovations and will not pass there. We look forward to your prompt and speedy return to work and we send them our best message of support and encouragement.
In this most sensitive to the scene Dreamcast not read more than just encouraging news, do so revolt is the thing?
Spirit DC-FRANCE, not abandoneis the French-speaking you need!
i do agree and that its very important to continue to have a full multinational dreamcast scene, lets hope that someone gets DC France back up to scratch very soon.
Porgress on the upcoming homebrew game for Dreamcast.
Today three full levels of “World 4″ were readjusted/rethemed, unfortunatly less than expected, but still better than nothing. Another funky thing… we work on a second ingame surprise
Its always nice when the mainstream posts about the Dreamcast, heres the article from joystiq:
Although we skimmed a little bit on this week's Ask Joystiq, we'll be back in full force next Friday!
If you have any burning questions, unsolved gaming mysteries, or just a desire for musings from our knowledgeable cadre of writers, drop us a line at ask AAT joystiq DAWT com (and yes, we write it that way for a reason).
Q: In January of 2007 you reported that three new games would be coming out for the Dreamcast: Last Hope, Trigger Heart Excelica and Karous. What is the status of these games? Are there any more Dreamcast games coming our way?
-Wonderflex
A: In short, the status of these games is: they're out in Japan. Last Hope hit on Jan. 31, Trigger Heart Excelica came in on Feb. 22, and Karous was released on March 8. Dreamcast owners can search for the limited-run games through importers, but non-Dreamcast owners have options too -- Trigger Heart Excelica recently hit Xbox Live Arcade, and Karous is now available for the Wii in Japan (Wikipedia currently lists a PS2 version of Last Hope, but we couldn't find any other evidence that it's even planned).
We couldn't find any evidence of new retail Dreamcast games being planned, but Dreamcast Scene and DCEmu continue to update with plenty of homebrew games and apps. Sure, most of these freebie releases don't have the polish or appeal of a retail release, but some are good enough to get ported to the DS. Good hunting.
Phantom has posted asking if people are still interested in FreeSCI for the Dreamcast, so if you want him to work on it and release new versions then reply via comments and let him know
Hi all,
FreeSCI's "glutton" branch is expected to become the stable branch in the near future. I'm unsure whether continuing to maintain the DC port is worthwhile. Is anyone still using FreeSCI on DC?
Progress on the upcoming homebrew game for Dreamcast.
The lava world has got some tuning and looks much better than before. Here is the proof:
Additional to the screenshots there are of course more news. The lava world is fully converted to the new set, which makes a sum of 28 complete levels. We are working on three more worlds and then we can consider this game finalized.
Unfortunatly we wont make the release at end of April, but we had neat progress almost every day of the week and hope to keep the speed.
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Musicmaster Alexander “Op3rator” Oldemeier came up with new tune previews today. It’s pretty amazing and rockz the house. If it will happen that Giana’s Return is unplayable or crap, at least the music will save everything
Alex’s extraordinary depressive chipmusic style is really a gift for the project!
Thank you for your work!
After hearing the obnoxious no-battery beep every time I start up for the past few years, I decided to try to make the VMU beep on my own. Not wanting to erase data, and knowing that it's not in the LCD, I tried for the clock, and used the same stuff as the purupuru, and well ... it worked!
So, after a lot of fiddling, I got some good sounds, and decided to release it ala purupuru in a test package ripped from Sinister Tengu's for puru.
So far I've only been able to make a beep out of the last byte and by making the first nibble smaller than the second
Example: 0x000065f0
I intend to clean this up, and expand on it for formal adding to kos later on (timed beeps, etc). But for now, enjoy!
Well friends, RealLife? (Tm) has kept me quite ocupadillo and with many things to do, but I think it was time to update this cucumber homebrew, and with all of you ......
OpenTyrian? 0.2 DC
Changes:
-- Updated version rev. 720 Classic.
-- Amended fmopl.c using code version PSP. It reduces a little sound quality for release cpu.
-- Implemented preliminary routines to load and save. OpenTyrian? You can save and load games from the VMU. This has to be in the port A1, and always took 7 blocks, regardless of the No saves.
-- Added icon in the vmu loading the game, and also in the file of the vmu.
-- Added support for 2 players. The controls have changed the previous version:
Player 1: moving ship with digital (rather than analog), shoots with A, B, X and side arms, change shape shot START.
Player 2: moving ship only with analog, shoots A lateral shoots two weapons at once with the B, and change shape shot START.
-- Added music predigitalizada (WAV) instead of emularla. The DC will be loading into memory the songs that you ask (be careful with the jukebox).
Limitations:
-- The game freezes upon entering the section Instruction.
-- There is no support network gaming.
IMPORTANT NOTES:
1. To save a game, before you start OpenTyrian? Must have a command on port 2! When you go to save, simply click on the Start command and 2 will be saved.
2. To be able to play games to 2, before starting level, the player has to take 1 keyboard, and the player 2 joystick.
3. You can play games from 1 player, putting the command in the port 2 (if more like playing with analog).
Here's René of NG: DEV.TEAM and I'd like to introduce my shmup side-project DUX.
This game is going to be a memorizer shooting with focus on blasting action, which means the memorizing aspect will make a rather small extent of the game but is still required for progressing further. But don't be confused with the vertical shooting game, which will come next year to the NeoGeo, this here is Dreamcast only. Given that, it can take the advantages of the Dreamcast system to bring some smooth high-resolution CGI visuals on screen and various other modern features.
Anyhow, enjoy this teaser pic.
DUX will get an Dreamcast release via HUCAST.net on a physical disc around June/July. Pricing is about 20 EUR.
Progress on the upcoming homebrew game for Dreamcast.
…and declared as almost bugfree. There seems to be a bee which does not behave as it should, but with some modification, everything should go, or fly, it’s way
As soon as we have the modified clouds, we _might_ consider taking a video, but the chance of “more screenshots” is slightly higher.
James' has been not helpful so far (busy etc) and we need actual translated data to progress, right now the guys will likely be halted. In the past weeks they made toolset to extract all game text, inject it back (in separate file or in executable), stored as Ascii to save memory, code modified to manipulate and convert Ascii text, code modified to scale font size as requested by James, etc.
Does anybody knows the original programmer on this project?
Can anybody provide translation data so we can evaluate memory consumption of english data?
Anybody interested in doing work on this would be welcome.
Law56ker has today released the Nxdoom Collection, a massive collection of 220 Doom Mods for the Dreamcast, the list is far too long to post here but needless to say its damned impressive
The good news is that I now have regular access to a mac again, and it’s actually fairly up-to-date (ie it’s running 10.5). So as a result, I have to say I’m stunned that other people have managed to get as far as they did - as far as I can see, Apple seems to have broken GLX pretty thoroughly[0] .
So I’ve done 3 things:
* Fixed the crashes at least, with glx, and generally fixed up the configure script for 10.5. I’ve probably broken it for 10.4 though. Which raises the question - is anyone actually trying to use lxdream on 10.4?
* Added support for the native GTK port w/ NSGL. This actually works fairly nicely. Unfortunately the only binary I can find for GTK/Quartz is provided by macports, and the font support is broken at the moment (ie completely missing). If anyone actually manages to build it from source… do let me know
* Started implementing a (fairly minimal) native cocoa UI. Well I was always going to do this eventually, I just hadn’t been planning to do it _now_.
In unrelated news, pulseaudio support is now in, along with spanish and italian translations (thanks to segnini75 and ghost22)
[0] So far I’ve noticed: It’s restricted to 16-bit depth buffers, has various other regressions from 10.4, creating a context with fbconfig crashes the app, glSecondaryColorPointerEXT fails if given a size = 4 (and lead to a crash), not to mention the libGL link cycle issue…
DCiberia.net Dreamcast.es and have merged with a new portal dedicated exclusively to the Sega Dreamcast and continue to disseminate all the information together in Spanish.
This portal can find all the information officer of Sega Dremacast Scene and the whole undiluted.
Sign up and works with us, we hope.
We're Online!
The long-awaited FUSION is already today reality. From now have a new portal Dreamcast that covers everything related to the World Scene and Dreamcast in Spanish.
We are already operating DCiberia is in no way ReadOnly and will be updated today onwards. Will be kept operational purposes repository for information and to update our new website.
All news related to the Scene and the Dreamcast Original can be found from here today, update your bookmarks, the new URL is: http://www.dreamcast.es
As a first advice is to go registering, the previous accounts to other pages do not work anymore, not take anything and of course is free.
Dciberia.net is currently accessible only by the subscribers, if you want to enable an account, both because they want to help overturn the information as if you need to see something, put a comment in this press release and you send your data login to your private courier on the web. The forums are also accessible means of consultation.
Although at the moment this new web portal contains no information, we are working to be adding all that (previously filtered) can be useful for the community, and make this portal is # 1 on information Dreamcast speaking Spanish.
The new Staff consists of: NaOnaK, Ron, Neoblast, Melovampire, Timofonic and Indiket (for the moment), as partners Puch666 and diegomr.
As always, appealed to all, we are open to collaboration and support of all to complete our contribution to the spread of the Dreamcast and Scene, all we can. We believe that this Time Lucky
New information was added in the HUCAST website, talking about the gameplay of their upcoming homebrew commercial game for Dreamcast.
Hello and welcome to the DUX news blog.
I am René Hellwig and as you may already have heard I'm currently developing a 2D shooter for the Sega Dreamcast to be released this year on a physical disc.
I choosed the horizontal memorize type of shooting as personal preference and because the Dreamcast could easily need more of them. Border Down and Last Hope is just not enough. Speaking about Last Hope, you may know that I'm actually part of the NGEV.TEAM and that our next Neogeo shooting game is still in progress, so it will hopefully get an relase next year.
So let's take a look at DUX.
These screens showing an early development status of roughly 65%.
As shown DUX will completely consist out of CGI to use the advantages of Dreamcasts 2D capabilities. So the game features high-resolution to allow some super smooth graphics in 60fps. Also notices, the game is still in development but the screens present the games overal look pretty well. The final results will look much better.
As the screens also hopefully show, this is going to be memorizing shooting. So it will be necessarily to memorize some parts of the game here and there, but there's still a focus on action. When you never have heard about memorizing in shooters then you probably never heard of R-Type. Yet DUX won't be just a clone of mentioned classic, but rather a modern and standalone game inspiried by the games within the same subgenre. By saying modern I mean this memorizer will take the advantages of recent shooting games to combine it with an undying gaming concept. Accessibility, highly-visible bullets and a lot of those simultanesly on screen, are one of the advantages - just to name a few of them.
To shoot yourself through the space alien scum you will need following arms. Depending on the games situation you can change the actual wep by picking up the individual item since all of them has strong and weak points.
Hyperbeam
Maximizes the power of the on-board shots including hyper charge beam. This shot is very helpful to get read of a bunch of enemies at the same time and it also makes more damage on boss enemies.
Potency: Does a lot of damage to boss enemies, and takes many enemies to death on one blast.
Weakness: Slow to load.
Bouncinglaser
Warps two lasers with bouncing effect onto the environment. This bouncinglaser can be quite powerfull, when it's used right. Especially cannons on the roof and ground will fear this laser. Not so recommend for boss encounters.
Potency: This shot can do a lot of damage to enemies when bouncing along the walls.
Weakness: Doesn't harm boss enemies too much due to the 45° shooting angle.
X-Ray
Fires a strong x-shaped laser onto the screen and has a minor bouncing abillity depending on the active power level. Use the enviroment with this x-ray shot to make this weapon even more dangerously. Maybe the strongest weapon in the game but seldom to find.
Potency: Very powerfull, especially with bouncing abbility active.
Weakness: Relative low shoot frequency and saldom to find.
Additionally to this fire power, you can get upgradable rockets and bombs. All in all this selection of weps in this is pretty straightforward and increases efficiency when used properly.
As we are currently waiting for more graphics and have time in between, due to this we started the work on our runner up project “LB”. It’s going to be a Jump’n'Shoot game with a sciene fiction topic. We will use the Giana’s Return engine, this also grants, that this game will be available on multiple platforms.
The team will be slightly different from the original Giana’s Return team, so we can assure a much faster release Give us your thoughts!
Possible platforms of release: GP2x, Dreamcast, PSP, maybe others…
Maturion has interviewed one of the icons of the Dreamcast Community, The Gypsy who was the coder of BoobPlay which gave us the ability to play movies on our Dreamcasts
An interesting article posted by the Giana's Return team at the official website
The organizing team just recieved an email from someone who pretends to know more about a commercial “Giana Sisters” remake, which is in the works by the german company “bhv Software GmbH”. If we can believe Amazon Germany the game should be out in shelves on 15th May 2008. We are really looking forward to have a talk with the guy who has details.
Actually this is something which scares some of us off.
I might repeat a part of the story again, for those who don’t know:
The history of ”Giana’s Return” has begun as Giana 32k (DOS), a Giana Sisters clone with 7 levels, coded in less than 32 kilobyte. Later on, he wanted to make a full game out of it and was looking for a leveldesigner, this is where Kojote, the current organizer of Giana’s Return came in.
To shorten it a bit, Myth was working on a Windows version (Giant Worlds) which was published on a computer magazins cover CD. From this moment on he had the attention of the copyrightholder Armin Gessert, who tried to sue him, but after a chat on the phone, he dropped this.
Myth was too scared to continue development, but Kojote had plenty of new levels left, which were now without use. Considering building a level and testing etc takes more than some would believe, he took the project into his hands, now as “Giana’s Return”. Due to Myth complaining about his poor code and not giving the relevant parts, we had to start from scratch.
“Giana’s Return” was now born in 2001/2002. With the help of a console coder known as Christian Nowak, we have gone pretty far and were able to release a 0.90 beta version to the public, mainly for Dreamcast, GP32 and Windows (32-Bit). Due to unkown reasons, CHN dropped the work on Giana’s Return and left the console scene in general.
There we were… an almost done game, but with some minor bugs which destroyed the gameplay - and the best part - no source code.
It came what had to come…
The whole game required a new team and a new code base. In 2004 we pulled our head in an iceblock and started over again, with a NEW team.
Of course the organizer tried to get in touch with the responsible people, specially Armin Gessert. It turned out into a real pain, as Armin seems to hide himself pretty well. We have sent a written statement to him, CHN at the beginning of the project, as long as the project organizer. Without direct response from Armin. We didn’t take it too serious as we know he has to earn his bread as well, but we did not gave up. We even tried to ring up Armin Gessert at his company “Spellbound AG” in Germany - all we reached was talking to Mr. Speer, who said he will talk with Armin. No direct response from Armin again at all - up to now.
Considering “no answer” is an answer too and the word of Mr. Speer (see E-Mail above), we accepted his silence as “Do what you want”. After all we had no money intensions and just bring a worthy sequel of Armin’s great game. We have also been in touch with Chris Hülsbeck, who allowed us to use his original .SID files (the e-mail is still in our hands) and Manfred Trenz allowed us to redo all of the levels one by one. Of course the last two don’t have too much to say, as the copyright holder is still Armin, but having support from two people who were involved as well, nothing could have gone wrong.
Regardless to this, we want to point out again that no profit money has been made from this project, a four digit Euro sum has been invested by the organizer up to this day. Not to mention the hours and hours of work, provided by all team members.
Depending on the conflict which turns up now (no one is interested in getting sued for something), we either change the name of the game (as already announced) or we will limit the release to platforms which are comercially dead such as the Dreamcast and GP32.
The situation is more than disappointing, specialy after the progress we made recently and still do.
Well… let’s find out how limited the license of “bhv Software GmbH” is, maybe they just have the rights for a Windows version - and the Giana’s Return Team can easily avoid a Windows release, to keep everyone happy.
DeathChase is a classic for Sinclair ZX spectum, recently ported to Amstrad CPC, and now we have it available on Dreamcast.
Based on SDL and vector graphics now posted the first release 01 for alpha test. At the moment is a version WIP and is in its early stages. Do not expect a juegazo since it is as I say a very primitive. The same will evolve to make it a frantic game of deadly persecution of motorcycles.
The author of the original computer code is Paul Robson.
By eliminating motos Enjoy your opponents, the game manages to pad the traditional way. The trigger is right Escape.
Update by Indiket: Unloading corrected and added some sound effects
The Dreamcast is dead? Don't tell the production crew of new martial arts flick Forbidden Kingdom. Siliconera's Spencer just finished up a viewing of the Jackie Chan/Jet Li epic, and says that while the film's littered with gaming references, one stands above all others:
However, the best reference is also the most subtle. In the first five minutes of the movie, after Jason wakes up from his dream, you can see a Dreamcast on the left hand corner of the screen underneath his TV.
Sounds pretty blink-and-you'll-miss-it, but then, so was the Dreamcast.
Progress on the upcoming homebrew game for Dreamcast.
We decided to increase the amount of levels per world from 7 to 8, due to having two music tracks per world and we did not know how to split up in a fair way. So we have a new music track every 4 levels, along with seperate boss music.
If all our plans go well… we have a total amount of 56 instead 49 levels. This is more than enough for 2-3 hours of entertainment.