i have tried virtualbox and windows virtual pc, but none support 3d acceleration. And for VMware, i've only tried Player version, but all info i've found note 3d acceleration support only for win 2000 and upper. perhaps i miss something, if you have link please share. thx
VMWare: http://www.vmware.com/support/ws55/doc/ws_vidsound_d3d_enabling_vm.html Virtuabox : search for 3d acceleration http://www.virtualbox.org/manual/UserManual.html
thank you for trying to help me but as i say before and by quoting your first link about VMware: "To enable a virtual machine for accelerated 3-D 1. Choose a virtual machine with Windows 2000 or XP guest operating system." and for virtualbox, i was wrong about 3d acceleration support, but here again i will quote your second link: "The 3D acceleration currently has the following preconditions: It is only available for certain Windows, Linux and Solaris guests. In particular: For Windows guests, support is restricted to 32-bit versions of XP and Vista. Both OpenGL and Direct3D 8/9 are supported (experimental)." so for windows 98 no 3d acceleration in virtual machine. althrought you can compile and test and the host. but in my case (win7 x64) dx11 doens't like dx6 build. all that to say, if you are in same case than me, don't waste your time with VM. better have an old PC to install win98.
I have miss something. my english must be (is) too bad. it seems that i misunderstand again and again, so i won't say anything anymore.
don't apologize, you weren't agressive. it more like i misunderstand a lot of things. to summarise, VS6.0 + "quagmire" toolbar + psyq build tools work under win XP ??? cause it was written in quagmire installation instruction that it was only compatible with win 9x, not NT (so i expected that it wasn't for win xp) but seems i'd must test it by myself before.
WOW this looks impressive. Source code to an engine that runs on DC, PC, PSX and 64? Cool. Is there any actual game source code in all this massive amount of Acclaim data floating around or is it just engine code?
rogerhanin2002: where are you from ? cause I think quite a few people are more than just bilingual here, and if you are from a Western country, you should only be extremely unlucky , if your primary language is not spoken by more than a few who probably can translate on the fly some of the stuff, back to your own language. Me , I am from Denmark, and translate on the fly from English to Danish and vice versa pretty quickly. And I think a lot of would gladly help translating some of the posts to your native language, if we speak your native language. But if you are unlucky, then babble fish can probably give you a hint of what the English was about. and to all the other guys, sorry about going off topic in this thread, but it was all about being helpful.
thank you for your help WolverineDK. i'm from France :redface: i'll try babelfish next time i have something to say.
No worries mate, you are in luck. I actually think there are quite a few (not me) who can translate from English to French on the fly
I just noticed that there's a powerpoint presentation on Quagmire in the Dreamcast SDK (as early as R9, maybe earlier if someone has R8). Some notes from the presentation: - It took about a month to port the PC Quagmire code to the Dreamcast. - Some games that used Quagmire are N64 Allstar Baseball 99 / 2000 and NFL Quarterback club 99.
Sorry for the offtopic but... omg... which game used this font on top of the picture ("Sample")? I can't remember... it's so obvious...
A note on the DC part of this: I set up the environment as described in the installation guide (found in the "tools" folder of the TNT directory) and was able to compile the Banana demo after adding paths to the SDC folders for the includes / libs. When I tried to run it, I received a pink screen and a constant stream of "vertices overflow" errors PC-side. The Maple example wouldn't compile and neither would any of the other demos for the DC.