sure, you can post it. I got a few N64 roms compiled, but there were some messed up include paths I had to hardcode. The roms print output to my console but don't show anything.
Anim01 just shows the smoking iguana. RMGeom1 SMOS01 Pretty much carbon copies of the PC versions. edit: Leave it running for a few minutes.
youhou !!!!!!!! ray: :Rock: :dance: thanks again. haven't done that for nothing. i'm trying to investigate in VMware, witch seems to have 3d acceleration capability. I will post later all my results but for now, time to go to bed (5:00 AM here.....)
Keep me posted, as you said if makes one wonder if anyone is doing anything. Not a peep from the dreamcast people nor psx people.
I didn't realize it was a race... The DC stuff requires the WinCE kit. That requires me to build a machine that can run it, virtual or otherwise, then get it talking SCSI to the Katana box for testing. That's going to take me longer than 24 hours. And I'm going to go out on a limb here and say that, while this is truly a unique and interesting find, the output of the code itself isn't going to be all that exciting. marshallh has done an incredible job getting the N64 stuff going, but the PC, Dreamcast and PSX outputs are going to look identical to the screenshots above, as that's the whole point of quagmire. I think an important question to ask here is...what's the ultimate goal of having this source? Is it to compile the samples? They likely don't do very much other than demo an effect or part of the engine. Is it to build the engine and release as libraries? If so, I'd rather the source just got released so devs can edit the engine to suit their needs and fix bugs that I'm sure exist in the code. Having it closed won't benefit anyone IMO. And please understand I'm not trying to be a troll or flame anyone/anything, or diminish the project in any way. For me, they are serious questions and I'd like to know what ASSEMbler and everyone else thinks...
my english is very bad, but as i understand your writting, you think that nobody else have tools and sources. perhaps you should have a look at first post (especially attachement ;-) ). If it isn't that, forgive me :redface:
Yup, you misunderstood or I wasn't clear enough. My point was that, if the goal is to put quagmire out to interested developers, it should be released as the source code to everyone, not closed, compiled libraries. I'm 99.9% certain that's what everyone else is thinking as well, given it's a public torrent as you noted, but I wanted to confirm AND determine what else we're attempting to do with all of it besides compiling bits and pieces. Hope that's a bit clearer. Or maybe it's time for me to go to sleep. :nod:
ooooops, so sorry. as always i misunderstood..... PS: good night, (i'm waking up here, yes it takes pretty long time for me, btw it's sunday, so... )
Got all the PC stuff compiling/running. The DC stuff is a hop from that, but I'm not sure I have a way to hook up the Katana box anymore. Regardless, as I said, it'll look just like the PC version, which will look just like the PSX version which will....you get the idea. So now what?
i guess the next step would be to write our own simple C game or utility and compile it with quagmire and then burn the iso and test on a DC
Avast reports one malaware presence on Disc 11 torrent. So it actually helps nagging Jokes apart, as much as it can make sense, I salute you, ASSEMbler. You are THE N64 guardian. kammedo
sure avast=fail but AVG and avira are good, even windows essential security isn't too bad. back to topic, VMware doesn't support 3d acceleration for win 98 (only for win 2000 and above) so seems there isn't any good virtual solution for previsualize d3d stuff. but doesn't matter, cause i don't think dev kit interface well with virtual machine (scsi card etc.)