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Testing the helicopter mod in GTA 3, made by our friend Inglorious Basterd. He’s been creating some insane mods for both GTA 3 and GTA Vice City, and we took the opportunity to see how everything plays with our new dual analog controller, the DreamColor Plus. You guys have...

56,938 Aufrufe • vor 4 Monaten •via X (Twitter)

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We want Turkish subtitles support in GTA VI. Please Rockstar Games Rockstar Support As Turkish gamers, we have played every game developed and published by Rockstar Games studio with great excitement and made good reviews and comments for each games. We are among the top 4 and 5 countries worldwide that gave positive comments for GTA 4 and GTA 5 on STEAM. Similarly, the same goes for Mafia, another game brand owned by Take-Two. Turkey is the third and fourth country with the most positive reviews on Steam worldwide for Mafia D.E. and Mafia 2 Classic. But unfortunately, there is no Turkish language support in any Rockstar game. We, the gamers, do not ask for much. We just want to experience the new GTA game with Turkish subtitles in our own language and play it with understanding. If GTA 6 is released with Turkish subtitle support, one of the countries where it will sell the most will be Türkiye. I guarantee that. All our content producers, all our internet provider brands, all our artists, all our sports club fan pages and all our game media channels have joined hands on this issue on social media. We all shout out the same demand; #WeWantGTA6inTurkish Even very small budget independent studios have the courage to release games with millions of words with Turkish language support, and as a result, they are satisfied and release their future games in Turkish. Because we Turks give a lot of support to every game that has our language support. You are Rockstar Games. You are the pinnacle of the gaming industry, the biggest. I am sure that the cost of this is much lower for you. However, the happiness it will create is so great that we want to experience GTA 6 in our own language as a member of your family. Please only provide us with subtitle support. We are aware of your greatness and magnificence and we have a small but very big request from you. Please let GTA 6 be in Turkish. We love you and wish you success as Turkish players in the development process of GTA 6. The video I shared features the volunteer work of the Turkish voice-over team, Tan Productions. Turkish suits the games very well! Turkish Gamers Community.

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18,711 Aufrufe • vor 10 Monaten

It's officially that time of year again! Presenting the second annual "DreamDisc" indie gamejam for the Sega Dreamcast! If you weren't around for last year, check out the video! We had 24 incredibly polished, epic submissions including a wide-range of genres, such as 3D space shooters and resource managers, 2D platformers and racing games, VMU minigames, custom hardware, and even a custom implementation of the Java VM for SH4! Just like last year, the top 10 submissions, as voted by a panel of judges, will be pressed to a commercially released, actual physical Sega Dreamcast disc, which will be available for purchase from Orc Face Games - Chew Chew Mimic out on Dreamcast!! Oh, and there are cash prizes for the top 3, of course! This year we have an even wider range of engines, frameworks, and prebuilt library solutions for developers are all experience levels, including: 1) Antiruins - Lua-based, very newbie friendly game engine for the Sega Dreamcast. 2) raylib - famous cross-platform C-based games framework which needs no introduction 3) SDL2/3 - our very own ports of the famous cross-platform SDL libraries, which target the Dreamcast. 4) Simulant - the same engine that powered Driving Strikers--the very first online homebrew commercial DC game--as well as last year's wining submission, written in C++. 5) KallistiOS - you can raw-dog the indie SDK and pseudo OS that started it all and powers everything in the community, rolling your own tech stack. 6) SH4ZAM - my collection of SH4 assembly optimized math and matrix routines, which originally powered our Grand Theft Auto ports. Contestants are encouraged to join the OrcFace and Simulant Discord servers where they can interact with other DC developers, share their progress, and ask for help with anything they may need. Official DreamDisc '25 website:

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Actual hardware capture of the latest build of jnmartin's #Doom 64 port to the Sega #Dreamcast, which has now become the definitive, prettiest way to enjoy the title, with its dynamic lighting and bump mapping. SO MUCH NEW SHIT TO TALK ABOUT: First of all, this is the very first game to utilize the brand new "hybrid" vertex submission mechanism we just added to KallistiOS. It was a long, cruel week to get all of the issues there sorted out, but they have been, and it has further boosted the game's performance while under load and is now something the rest of the DC community can utilize in their homebrew. This scene in particular used to lag using the traditional, DMA-based vertex submission mechanism with all of the lights and its higher geometric complexity, but notice it's not even dropping a frame now! Next, support for the Dreamcast's MOUSE and KEYBOARD have been added. These controls play EXTREMELY well and feel like a very smooth, natural way to play the game, if you want the Steam/PC control scheme. Finally... if there is any doubt as to whether the Dreamcast version is actually the definitive way to the play the game, jnmartin now allows you to export the assets from the (LEGALLY PURCHASED, DAMNIT!!!) Steam version, and import them into the Dreamcast version, where you can enjoy the extra bonus levels and campaign with the new and improved graphics! THIS IS NOW PUBLICLY AVAILABLE! The project repository, along with the README with build instructions can be found here: #gamedev #retrogaming #n64

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🚨 GTA 6 LEAK — INTERNAL DEBUG BUILD A new video has just leaked of Rockstar developers doing raw testing of the new creator mode coming to GTA 6. “Debug Paused” in giant red + full code overlays, logs and variables scrolling live. According to internal sources at Rockstar Games who leaked it to the Insider Gaming site, this new feature will completely revolutionize the open-world concept. In GTA 6, players won’t just explore Vice City anymore: they’ll build their own version of it. Imagine this: right after the initial tutorial, you gain access to the “City Creator Mode” (official name still unconfirmed). With an intuitive menu similar to the GTA Online map editor, but a thousand times more advanced, you’ll be able to: • Redesign the entire map: change street layouts, create new neighborhoods, raise or lower terrain, add bridges, tunnels and even artificial islands. • Customize the aesthetics: choose the architectural style (neon 80s, cyberpunk, modern realism, tropical decay, etc.), dominant colors, type of vegetation and even the predominant climate of your city. • Define the economy and crime: decide which companies will dominate (crypto firms, casinos, illegal synthetic drug factories), the level of police corruption, gas prices and even the crime rate in each district. • Create custom missions: build parallel stories that only happen in your city, with NPCs you edit yourself (appearance, dialogues, daily routines). • Share online: publish your city on the GTA 6 Hub and let other players enter it as a multiplayer world or download it as an official mod. Rockstar promised that everything will be saved in the cloud and that changes won’t affect main story progress — meaning you can play the “official” campaign of Lucia and Jason and then return to your personal Vice City and turn it into a chaos paradise or a luxurious life simulator. Still according to the leaks, this tool will use the new RAGE 9 engine with generative AI, which means you can simply type “add a cyberpunk favela in the middle of the beach” and the game generates everything automatically, with consistent lighting, traffic and pedestrians. The expectation is that this feature will be available at launch (scheduled for fall 2026) and that free updates will bring even more options, such as direct import of community mods into the editor. If confirmed, GTA 6 won’t just be the biggest game in history… it will be the game you create yourself.

Oblíquo

93,269 Aufrufe • vor 3 Monaten

SURPRIIIIIIISE!!! The beta release of our Grand Theft Auto Vice City port to the Sega Dreamcast is finally here! Here's an actual hardware capture of raising some hell in the beautiful streets of Miami taken straight from my DC to celebrate! We've now added graphics settings for 2xFSAA to give it a less jagged, more smooth look and have added a video mode for rendering to a 24bpp framebuffer, which adds extra depth and vividness to the colors! While we still have plenty of work to do regarding features, assets, and performance, I am extremely proud of our team after what we've accomplished within just a few short months with this port that, for the last two decades, was considered literally impossible for the console to handle. It has been an absolute honor and privilege to work beside you crazy and talented bastards! I also want to thank the Sega Dreamcast and Grand Theft Auto communities for rallying around this cause and coming together to help us test and debug this release along with the previous GTA3 release over the last several months. Your support and diligent work has been vital for ensuring that the games have been fully playable on the DC, and your constant support and feedback has been an inspiration to the team. We couldn't have done it without you! For instructions on how to convert your (LEGALLY EFFING PURCHASED) PC versions of GTAVC into a image which can be played on the DC, the instructions can be found here: PS: No, this is not an April Fool's joke, but we're going to love everyone thinking it is! Guess you're gonna have to try it to find out!🤣

Falco Girgis

153,237 Aufrufe • vor 1 Jahr

Just woke my sorry ass up from a code-induced coma after spending the night optimizing the rendering for #GTA3 on the Sega #Dreamcast... still have a SHITTON more code to go through, but the results are looking fantastic! Here's the second half of the opening intro! A bunch of the special effects such as screen-space bloom, spot-lights, fog, and rain have made their way onto the DC, and while it looks like there are a few graphical glitches here and there, the aesthetic of the original game is starting to be realized without impacting performance too much! I need to go approve a few PRs into the KallistiOS repository to buy us a few more KB of RAM back to ensure that a 16MB stock DC can make it this far into the intro cutscene without running out of memory, though, along with giving us the space to enable these -O3 optimizations on all builds, as they're currently an optional build flag only enabled when targeting units with the 32MB RAM expansion. Right now 16MB builds are currently only optimized at -O2, which yields a drop of maybe 3-5 FPS or so. ON IT! The rendering glitches with the spotlights are almost certainly textbook graphics pipeline state change leaks (common especially with OpenGL-style APIs which manipulate global static state), and will just take a little more sleuthing to resolve. Finally, there is still a SHITLOAD of room left for increased performance on the rendering side... I will be continuing my work there, Jaxyn will be implementing the final portion of the near-plane clipping algorithm, and our fearless leader, Stefanos Kornilios Mitsis Poiitidis will be tackling everyone's favorite thing to ask about: audio. Thank you all so much for your continued support and for proving that, despite what you may have been told, the Sega Dreamcast is still alive and kicking! ...and maybe, just maybe, the narrative you've all been fed (and many of you are still parroting) about the DC not being able to handle this game was fake news. ;) #gamedev #retrogaming #indiegame

Falco Girgis

24,802 Aufrufe • vor 2 Jahren

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 Aufrufe • vor 2 Jahren

With all of the excitement from Mario Kart 64 coming to the Sega Dreamcast, I've been getting bombarded with questions about whether any more progress has been made on our Mario 64 port... so here's a direct hardware capture of the latest build running on DC! The answer: HELL YES! Last time most people saw or played this port, it was plagued with performance, audio, and graphical issues... but as you can see from this footage, almost all of them have been resolved, and she's playing like a dream on the DC now! Wtf happened? Well, first of all, in the 5 years since the port initially started, I, along with others, such as UnknownShadow, have made progress optimizing and improving upon our OpenGL 1.2 driver, "GLdc," which drastically improved the overall performance of the port by decreasing the amount of time the Dreamcast's SH4 CPU spent on T&L, processing polygons. Next, chad developer, Bruce (or Bruck or Brucilicious, depending on who you are), went through and applied a bunch of bugfix patches from the upstream repo to the game to fix the majority of the graphical glitches such as clipping issues and Mario's iconic biker mustache from the previous releases (despite me trying to convince him to keep that one, as it's become a Dreamcast trademark). Finally, the original developer behind both the Sega Dreamcast and Sony PSP ports, MrNeo, has returned from hiatus and has begun redoing the audio engine to fix the artifacting and stuttering! Stay tuned for further updates and the inevitable rerelease of this N64 classic on Sega's finest little white box that still refuses to die!

Falco Girgis

34,186 Aufrufe • vor 1 Jahr

OFFICIAL: CFB27 Modders just Completed UNLOCKED Road To Glory and made it a true sandbox mod! These 4th mod will truly SHOCK you. These all the mods you need to be using right now 🔥 1. The Ice House Free Flow Gameplay mod + CujoMatty Clean Screen Mod! This brings faster game speed, cleaner player interactions and less animation based gameplay along with the clean screen mod that removes a lot of the unnecessary indicators on the field! 2. Pandaku RTG Editor and 2 way player mod! This mod truly makes RTG fun giving you the ability to edit every rating, ability development trait, depth chart, and more! Finally you are able to play both ways on the same team no matter position so if you even want to be a WR/LB it’s now possible AND your stats do fully track both ways! Tag this on with Trix RTG editor that allows your player to have long hair out the helmet! 3. Orckestra CFB27 Unlocked Mod! This mod brings NEW gear customization options such as turtlenecks, new colored visors, guardian caps, new cleats, and more! 4. Ducky Legend on Campus Mod! This mod is INSANE…. It gives your RTG player a iphone that you can use to text other your teammates or even trash talk other players on which creates better dialogue than we see in the base game, dynamic twitter that reacts to things that happen in your RTG universe, and fully customizable profile and wallpaper to make it feel like yours. ALL these mods and even more are FREE only available in the CFB modding discord! This is UNBELIEVABLE 👀

RISCO 🧨

259,136 Aufrufe • vor 1 Monat

jnmartin and I just spent the last 12 hours straight locked into an epic tag-team, binge-coding session. We've decided to return to perfect our port of Mario Kart 64 to the Sega Dreamcast, bringing with us all of the skills, knowledge, and tools at our disposal that we gained from every port we've been involved with since we originally released MK64 DC to the public. 1) jnmartin has just completely redone the audio synthesis and mixing code. It was originally emulating the Nintendo 64's RSP in software, on our CPU, and wound up being a total resource hog, despite us going to hell and back again, substantially boosting its performance by vectorizing it with our SH4 SIMD instructions. 2) Now that the audio is actually offloaded to the AICA, we can leverage its DSP to put back in effects such as reverb and echo that we simply didn't have the CPU budget to implement before... so the overall audio quality of the port will be SIGNIFICANTLY improved. 3) jnmartin has been working on many small bugfixes, such as the near-Z clipping edge-cases that would cause corrupted triangles to draw over the players' screens sometimes in 3 and 4 player modes. 4) jnmartin just kicked GLdc--our OpenGL 1.1 driver, built atop of KallistiOS--to the curb and has instead implemented a bare-metal renderer that raw-dogs KOS's lowest-level PVR GPU driver directly, giving us more control and better performance within the renderer. 4) I just implemented support for playing with the Sega Dreamcast keyboard peripheral as a controller, partially as a flex, and partially because jnmartin kept complaining that he only had 3 controllers for testing... 🤣 4) I have taken my entire accelerated math and linear algebra library, SH4ZAM--which was born just after this port was originally released--back with me this time and am optimizing every freaking thing I can get my hands on with it. Every matrix multiplication, vector transform, memcpy-call, and scalar or trig routine is getting swapped out for the corresponding hand-optimized, meticulously benchmarked, and rigorously unit-tested equivalent within SH4ZAM, which now ships as part of kos-ports. As you can see from this series of direct hardware captures, overlaid with the terminal window which was capturing the FPS logging reports from my actual Sega Dreamcast, the performance is now SIGNIFICANTLY better than it was previously, and it already ran on-par or slightly better than the N64 original under most circumstances! Sooo many GAINZ to be had! 💪

Falco Girgis

13,358 Aufrufe • vor 2 Monaten