Amazing effort...hope you keep up this historical work for all DC users...This open the door to see ports of other 128 bit gen games that were cancelled for the DC!! Kudos!
How does the port look like so far compared to the other console versions? Are you having any problems with the frame rate?
Like it's not running yet, it will take a lot of time probably a few months maybe more. Despite the very identical look between the two, under the hood it was massively overhauled in almost every respect.
HEY! Good news! CPTPauer responded to me on his YT channel, he has the tools for converting tracks from PC to DC still and I wanted to share it with you to help with advancing this project! I hope this LTE track converter could be of some help to you but he said it is difficult to use. https://dl.dropboxusercontent.com/u/41545394/games/dreamcast/4x4_tools_from_old_dcfan.7z
That's pretty darn cool looked at the tools, have to say it's a pretty brilliant workaround he had. Thankfully he documented it all very well in the readme file. However I can just enable on-disc LTE support bypassing the need for this entirely, and using the LTE's directly. This will save a large amount of storage as his method requires duplicating track data. (<80KB vs 3-4MB per track)
Been busy with family, I have had no time to focus on the DC version of the game. There are considerable changes to physics, the mission system, and a number of other things that need to be addressed. The general lack of support for WinCE hurts progress a bit as well (No/low emulator support). However I did purchase a GD-EMU so I can side-step burning discs hopefully. I know with enough optimization most of it is possible. But I can't get enough time to code.
Thanks for the update man. Take your time, if anything Dreamcast gamers are a super patient bunch. Years mean nothing to us. XD
Little bit of progress this past week, on a feature I am finishing on the PC version of the game which I plan to trickle down into the DC version. Automatic tire mesh generation, basically you can just specify the size of the tire you want in the game and it will generate the mesh in code and hopefully save a good bit on texture memory. (One of the biggest hurdles at the moment) While I haven't tested it yet on the DC (PC version loads too fast to measure) it should also provide a good speed boost for loading as you no longer need to load 3 textures/meshes per axle, and side from the disc. All meshes would be generated in code, and nearly all textures would be shared besides the rim itself. This might be just enough to get the in game map textures to load. This will likely be the only progress for awhile until I wrap up what I am considering to be the final PC patch, which is likely months off.