Neverball (a clone of Monkey Ball)...

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zman
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Neverball (a clone of Monkey Ball)...

Post by zman »

http://icculus.org/neverball/

Source is available on request...

Source code is made available under the terms of the GNU General Public License. Building the source requires the developer's distributions of SDL, SDL_mixer, SDL_image, and SDL_ttf.

It would be great to have this Monkey Ball clone run on a Dreamcast.

I'm not shure if the dreamcast can make all the requirements to run this.
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Imerion
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Post by Imerion »

Its a very fun game, but the problem with porting it is that it uses OpenGL, which for the moment, takes quite a lot of work to port since there isn't any perfect OpenGL API for it for DC. There are a few attempts, like KGLX (http://a128.dreamcast-scene.com/projects.htm) I even think KOS has something like it built in, but it seems its not enough for the moment.
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Post by GPF »

yeah i ported it to the dreamcast but my 3d coding experience is limited so i hacked it a lot to get it just to compile, it starts displays a bunch of crap on the screen and plays the menu music then the first time you press a button on the controller it locks up :( lol just checked the date, I ported it on Mar 28, 2005 last time i touched it.

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zman
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Post by zman »

First of all thanks for the replies.

So the only set back is the opengl support.

Well, it would be a challenge to the 3d homebrew community. Might even mean a breakthrough for dreamcast's homebrew technology to set up and complete an opengl system to work off of.

So is there anyone currently trying to tackle these problems of 3D and opengl or has that ship sailed?
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Post by Imerion »

Perhaps the Holly3D engine can help once its released : http://a128.atspace.com/holly3d/
Might be able to use it as a OpenGL wrapper or something. (Its probably obvious to those who really knows stuff like this that I have no idea what Im talking about :)).
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Post by DaMadFiddler »

I talked to the original author about this a little over a year ago. He seemed really interested (he said there's a lot of bloated code that could be streamlined for better execution, as well), but didn't really know quite where to get started with DC development.

I pointed him to the community and gave what information (and links) I had to relevant resources...but not really being a coder myself, there's only so much I could do. Maybe someone would be willing to establish contact with the guy and kinda guide him through getting a DC dev. environment set up?
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Post by SeGaFrEaK NL »

It looks like an awesome game, that's for sure |/|
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