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Revolt - Dreamcast Version
Topic Started: Jan 20 2011, 10:39 PM (4,095 Views)
kazzik2
Junior RC
[ * ]
[youtube]http://www.youtube.com/watch?v=0E2UBHzl37o[/youtube]

There are some more unreleased cars and track in pc version

Watch this!

EDIT: i think this is unreleased track: [youtube]http://www.youtube.com/watch?v=-0uUQm9OZG4[/youtube]
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kay
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indeed,
Rooftops wasn't included in RV PC: but you can dl it from here
Rooftops 2 -by fans-

actually it's possible to download the cars (lost cars) but I don't really remember the link
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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URV
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Sir Pongus
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I asked for the cars in The Post Thread, and zip sent the link to me.

http://rvzt.zackattackgames.com/main/comme...eamcast+Version

You should check everything more often. :)
re-volt.io | Online Races | Discord Server | My Creations
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CGT
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The Dreamcast version is far superior to the Pc one.
I would even say the Dreamcast was a better console than the PS2.
Poop LOL
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kay
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How is that? as far as I can see the PC version and the dreamcast version share the same code (almost). that make them equal (maybe it's better because of the size: television, that's true)
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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CGT
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KDL,Feb 12 2011
05:46 PM
How is that? as far as I can see the PC version and the dreamcast version share the same code (almost). that make them equal (maybe it's better because of the size: television, that's true)

Dreamcast owns everything
Poop LOL
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URV
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Sir Pongus
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Quote:
 
(maybe it's better because of the size: television, that's true)


The PC can be connected to the TV.

@CGT: Is the Dreamcast version moddable? Maybe, maybe not. But I believe it has no modifications so far.
Does the Dreamcast version has v1.2 (beta) and WolfR4? I believe not. And I doubt it will ever have.
And anyway, it doesn't matter for me which one is "better". I'll still stick with the PC version.
re-volt.io | Online Races | Discord Server | My Creations
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kay
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for your info, Dreamcast's components are based from the PC. DirectX as well
that's why I think it's the same
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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zipperrulez
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urbanrocker,Feb 14 2011
05:11 AM
Quote:
 
(maybe it's better because of the size: television, that's true)


The PC can be connected to the TV.

@CGT: Is the Dreamcast version moddable? Maybe, maybe not. But I believe it has no modifications so far.
Does the Dreamcast version has v1.2 (beta) and WolfR4? I believe not. And I doubt it will ever have.
And anyway, it doesn't matter for me which one is "better". I'll still stick with the PC version.

it is moddable but its a pain in the ass. adamodell added one of his cars in place of the mystery car. i do not believe it supports extra tracks/cars, only replacements.
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Adamodell
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urbanrocker,Feb 14 2011
04:11 AM
Quote:
 
(maybe it's better because of the size: television, that's true)


The PC can be connected to the TV.

@CGT: Is the Dreamcast version moddable? Maybe, maybe not. But I believe it has no modifications so far.
Does the Dreamcast version has v1.2 (beta) and WolfR4? I believe not. And I doubt it will ever have.
And anyway, it doesn't matter for me which one is "better". I'll still stick with the PC version.

To an extent, yes. I've had my own experiments... I've ran some of my custom cars on it, as well as custom tracks (Quake), but not without issue, I haven't figured it out totally, I think some values might be somewhat hardcoded. For instance- pardon the pun, but no matter what I did I couldn't get Quake's instances to load, just the main world file. I can't remember how complete it worked out. I don't have a Dreamcast any more to test and I'd rather not test on nullDC or Makaron (I really want real hardware when I mess with stuff like this). I will say this though, while the parameters point to ".bmp" files even in the Dreamcast version, it actually looks for PVR (PowerVR texture files) in a very specific variation of the format. I think when executed it reads ".bmp" as ".pvr" and they just kept the params the same in both versions for consistency. What's really weird though is the car folders have PARAMETERS.TXT files, but I don't think the game actually uses these for anything. They're absolutely redundant because the game seems to actually load the CARINFO.TXT- which makes adding cars hard. I haven't succeeded in "adding" a car. Just replacing a car. Same for tracks. I can't "add" tracks. Only replace. To be honest, I replaced Mystery when I was replacing cars. And I replaced Toys in the Hood when replacing tracks.

But of cars to replace- all you really need to know is how to make sense of CARINFO.TXT (a gigantic all in one Parameters.txt with item numbers), and splice in the car in question's params taking note what needs to be kept the same for CARINFO. Then, the BMP of the car needs to be converted to PVR format. I know I'm talking about it really elementary, but trust me it'd be an essay if I went over every detail. The filesystem similarity should be enough that it's a sensible thing for most Re-Volt diehards to succeed at. Look at my site if anyone's interested- I mean, I think I still have some of the stuff you need as well as example cars.

Actually, what the hell? Seems my page actually disappeared. I seriously didn't do that. ZYMIC ARGHHH!

I'd laugh if someone found my password or something. And just deleted the stuff for fun.
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kay
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[offtopic=To adam]Yep and so did our Re-Volt Live page (website)... I can't access it either (I believe Zymics)
oh yea, and welcome back :) [/offtopic]
ah yea the CARINFO is in DC version almost forgot
that makes DC and PC equals? or
[zone]CPU: Hitachi SH-4
200MHz clock rate
360 MIPS (millions of instructions per second)
3D calculations (Can transform 5million polygons/second)
800+ MBytes/second bus bandwidth
1.4 billion floating-point operations per second
In comparison, the SH4 can calculate nearly 3 times more floating point OPs per second then a 450MHz Intel Pentiom II Processor. Or about 1.4 times more than next years' 500MHz Intel Katmai or 500MHz AMD K7.

Graphics: NEC PowerVR2 DC
3 million polygons/second peak rendering rate
Perspective-Correct Texture Mapping
Point, Bilinear, Trilinear and Anisotropic Mip-map filtering
Gouraud shading
z-buffer
Colored light sourcing
Full scene anti-aliasing
Hardware-based Fog
Bump mapping
16.77 million colors
Hardware-based texture compression
Shadow and Light volumes
Super sampling

Memory:
16 MB main RAM (SDRAM)
8 MB video RAM
2 MB sound RAM

Sound:
45MHz Yamaha 32-bit RISC CPU @ 40MIPS (more powerful than total power of PSX)
Based on ARM7TMDI Processor Core DSP.
Real-time effects (Reverb, delay, etc)
64 sound channels
Surround Sound support.
Full realtime 3D sound support matching abilities of modern home theater systems.
Hardware-based audio compression

Storage:
Proprietary 1 GD-Rom disc: Capacity 1.0GB (1024MB)
12x Yamaha (1.8MB/s)

Data Save: VMS Card
Energy-saving 8-bit CPU
128K byte memory
48x32 dot monochrome LCD display
37x26mm display size
Button battery x 2, auto off function
PWM 1 channel sound source
Size: 47mm(W) x 80mm(H) x 16mm(D)/1.9" x 3.15" x 0.63"
Weight: 45g/1.59oz

Input:
Four controller ports.
Digital and analog directional controls
Visual Memory System data save unit
Analog Steering wheel, joystick, keyboard, mouse, and more available.

Communication:
33.6Kbytes/second modem (Original Asia/Japan)
56Kbytes/second modem (USA, Europe, Asia/Japan after Sept. 1999)
Software: The Dream Passport CD
Access' NetFront and Secure Socket Layer (SSL).
NetFront includes support of HTML 3.2, main features of HTML 4.0, and SSL.
Dream Passport lets users access the web, e-mail, and chat.

Operating System:
Customized Microsoft Windows CE or Custom Sega OS (loaded at boot)

Video Output:
640x224 NTSC via composite video or RF (Composite cables included with console)
Available: RGB/VGA, S-Video.

Size: 190mm(W) x 195mm(H) x 78mm(D)/7.48" x 7.68" x 3.07"
Weight: 2.0kg/4.41lb[/zone]
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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R6TurboExtreme
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So did i notice that the DC was something like a PC with controllers? :blink:
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Adamodell
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Well I personally think the best "TV" solution is a 2004ish computer with decent specs and a clean TV out, the DC version is a little bit framerate slowdowny with an average of 30fps or less. The actual DC hardware is nothing like a computer- it's about as much like a computer as a PS2, honestly. The only similarity I can note is the ability to use Windows (WinCE), but it was ported specifically for the Dreamcast SH-4 architecture. Some (very few) PC games were compiled on Dreamcast's WinCE SDK and ported that way- but Dreamcast on WinCE wasn't really as good as more direct DC use. Re-Volt was probably ported the way it was because of this- not over WinCE, but with Katana SDK. In fact, I bet the rendering is quite "different" than DirectX, it's probably utilizing the PowerVR in a very direct manner. My brother was tempted to port Re-Volt over to DC (again) as a WinCE application, but that'd take a bit of work, but you could probably turn out a version with all the enhancements of the new builds. But also as a test of curiosity to see how "nicely" it could be made to run over WinCE compilation and toolkits.

Still though, if you want a keyboard and mouse free solution that takes up a really small amount of space, the DC really is the best way to play it.

I'm quite offended how the Dreamcast was never properly utilized... there were a few end-of-lifecycle games that really shown it could hold its own with the PS2, and in many ways it was downright superior... just take a look at how shit and low res Gran Turismo 3's textures are compared to most made-for-DC games... not until GT4 did they even figure out how to get such nice textures out of its measly video RAM. As for polygon counts, PS2 can push a bit more, but nothing to write home about.

Personally, you won't know more about the DC version until- we get the exact source that was compiled on Katana- to see if there's any compatibility layers or wrappers going on- or if it's all really direct. I just think it could run much faster on a DC than it did- but it still is the BEST console version (that was released anyway).

Also to note, there is one good game that used WinCE- Sega Rally 2 on Dreamcast- because of this, it won't run on nullDC.
Posted Image
RV Wiki | YouTube | Steam | Bandcamp
<a href="mailto:metallicafan128@gmail.com">Email</a> | <a href="skype:instinctualjealousy?chat">Skype</a> | <a href="xmpp:adamu-kun@magicbroccoli.de">XMPP</a> | instinctualjealousy#4070
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THE_HARVESTER
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Boo.
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Adamodell,Feb 16 2011
03:34 PM
Well I personally think the best "TV" solution is a 2004ish computer with decent specs and a clean TV out, the DC version is a little bit framerate slowdowny with an average of 30fps or less. The actual DC hardware is nothing like a computer- it's about as much like a computer as a PS2, honestly. The only similarity I can note is the ability to use Windows (WinCE), but it was ported specifically for the Dreamcast SH-4 architecture. Some (very few) PC games were compiled on Dreamcast's WinCE SDK and ported that way- but Dreamcast on WinCE wasn't really as good as more direct DC use. Re-Volt was probably ported the way it was because of this- not over WinCE, but with Katana SDK. In fact, I bet the rendering is quite "different" than DirectX, it's probably utilizing the PowerVR in a very direct manner. My brother was tempted to port Re-Volt over to DC (again) as a WinCE application, but that'd take a bit of work, but you could probably turn out a version with all the enhancements of the new builds. But also as a test of curiosity to see how "nicely" it could be made to run over WinCE compilation and toolkits.

Still though, if you want a keyboard and mouse free solution that takes up a really small amount of space, the DC really is the best way to play it.

I'm quite offended how the Dreamcast was never properly utilized... there were a few end-of-lifecycle games that really shown it could hold its own with the PS2, and in many ways it was downright superior... just take a look at how shit and low res Gran Turismo 3's textures are compared to most made-for-DC games... not until GT4 did they even figure out how to get such nice textures out of its measly video RAM. As for polygon counts, PS2 can push a bit more, but nothing to write home about.

Personally, you won't know more about the DC version until- we get the exact source that was compiled on Katana- to see if there's any compatibility layers or wrappers going on- or if it's all really direct. I just think it could run much faster on a DC than it did- but it still is the BEST console version (that was released anyway).

Also to note, there is one good game that used WinCE- Sega Rally 2 on Dreamcast- because of this, it won't run on nullDC.

Owning a Dreamcast and running it side by side, I can say that is is pretty impressive hardware. And Sega Rally 2 runs a bit iffy on it. Pop-up, and FREAKY framerate (going from 11 to 60 all over the place) it runs fine most of the time.

If we harness it, we could make a pretty neat console volt. If anybody needs a tester, send me the modified iso and I can test it on a working DC. Maybe take a peek into myself. Netplay would be cool if we REALLY wanted to make console-volt.
Wiggidywa.
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zipperrulez
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the dreamcast was better than everything else at that time. i still own mine, it is a great console. sega should really get back into the console war. i dont like any of the 3 main ones now.
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THE_HARVESTER
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zipperrulez,Feb 18 2011
07:17 PM
the dreamcast was better than everything else at that time. i still own mine, it is a great console. sega should really get back into the console war. i dont like any of the 3 main ones now.

Sega would fail... sad but true, they just don't have the assets or reputation. Not many people would be ready to jump to a brand new console in this day and age.
Wiggidywa.
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