This file MUST be included without any alteration with the source in any release using my changes. Original file can be found at http://bswirl.kitsunet.org/radquake/readme_speud.txt or http://speud5.free.fr/radquake/readme_speud.txt What's new ? ----------- - converted SDL rendering to 2d PVR rendering (glitches in bottom left corner) - implemented VMU support for config and state saving/loading (new cvars) - modified the menu (fixed some bugs and added some submenus) - implemented characters face display on the VMU's screen (loaded from a 144x160 1-bit image located in /cd/lcdicons.png) - implemented rumble pack support (new cvars - only tested with Mad Catz's) - modified Quake common functions to gain some speed (store queues) - implemented a 50/60Hz display mode selector for PAL Dreamcasts - implemented screenshots saving to PC (requires a coder cable or a BBA, screenshots are saved to /pc/radquake**.pcx) - added extra icon for the VMU (ICONDATA_VMS) - added extra background image for the boot menu (EXTRA.BG.PVR) - implemented ability to move/resize the screen - fixed the "quit" option so it leaves the application with DC-load - implemented a main screen with a disc checking routine (it looks for /cd/QUAKE/ID1/PAK0.PAK) Known issues ? -------------- - the bottom left corner part of the screen's rendering is a bit delayed. - the rumble pack functions might not be compatible with devices other than Mad Catz's ones. - when reducing screen's size in the "video" submenu the player's stats are not properly overwritten (change the status bar position). - sometimes the game could crash when trying to save a game and the uncompressed data is bigger than the free RAM. Special thanks: --------------- - Ian Micheal for having let me work freely on this update of his project without any sort of forcing. - Ian Micheal again for the main screen and extra BG images, and for optimization tips (that didn't pay off sadly). - Jonas Norberg http://www.acc.umu.se/~bedev/software/vq/ for his legal VQ encoder (used for the extra BG image). - Burner0, Metafox and Melancholy for the LCD icons. - people who supported this project from the begining and kept supporting it whatever happened. Important note: --------------- I'd like to mention here a few people that didn't help, their negative, unrespectful and ungrateful attitude is a shame for the DC scene. Here they are: Wraggster, souLLy, ace, Ender, Butters and Christuserloeser. There were probably some more people but those are the ones I can think of at the moment. Also dcemulation.com and dcemu.co.uk tend to bash some devvers for personnal reasons, so if you are a devver willing to contribute i don't recommand these places. Useful links: ------------- - Blue Swirl - http://blueswirl.fr.st - My site ;) VMU files and tools for the DC. - IMR Technology - http://imrtechnology.ngemu.com/ - Ian Micheal's sites. Tons of free DC games and emus. Also has a forum, although it's not so popular yet, people who try to contribute are not bashed there. - Cryptic Allusion Game Dev - http://gamedev.allusion.net/ - Dan Potter's and CA's site. KallistiOS' home, the free library used for most free DC projects. - Dreamcast Programming - http://mc.pp.se/dc/ - Marcus Comstedt's site. If you intend to program for the DC you have to visit this site. - ljsdcdev - http://ljsdcdev.sunsite.dk - BlueCrab's site. It has a tutorial to set up your DC environment with MinGW that helped me getting everything to work very easily.