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Reevengi

Posted: Sat Dec 13, 2008 10:41 pm
by Patrice Mandin
Hello,

For some time I started writing a program to display background images of Resident Evil games, and in the past week, I added 3D wireframe display for models (not for all games currently, due to different file formats).

Here is the latest version, built for 68020 and higher with fpu only this time of this small engine, with true colour video.
You can move the model around (Resident Evil 2, PC demo version).
The source code contains also an OpenGL renderer.

Image

Coming next on the todo list:
- 8 bit display, with background image dithering (for TT owners, don't know what speed it will get on it).
- Clipping triangles, and texturing model.

Everything available on my website.

Re: Reevengi

Posted: Mon Dec 15, 2008 12:55 am
by Ragstaff
This is really interesting patrice. I am interested in starting a resident evil project for the ST, I've been thinking about it for some time. But I should't talk about vapourware ;-)

Re: Reevengi

Posted: Sun Dec 28, 2008 9:31 pm
by Patrice Mandin
Hello,

I just made a new release. Most important change is having 8 bit video mode support (with optional dithering), so it should work on TT now.

Re: Reevengi

Posted: Thu Feb 05, 2009 8:28 pm
by Patrice Mandin
Hello,

New release for now, with the biggest change being textured models. I forgot to test in 8bits mode, so I don't know if it would work on TT, sorry.

Also, currently, it works quite ok with a CT60, so non accelerated Ataris could suffer rendering that :).

Re: Reevengi

Posted: Fri Feb 06, 2009 12:46 pm
by MacFalcon
Patrice Mandin wrote:Hello,

New release for now, with the biggest change being textured models. I forgot to test in 8bits mode, so I don't know if it would work on TT, sorry.

Also, currently, it works quite ok with a CT60, so non accelerated Ataris could suffer rendering that :).
Patrice you rock ;)

Re: Reevengi

Posted: Sat Mar 07, 2009 1:58 pm
by Patrice Mandin
Hello,

A new release is available. The biggest change is a SBuffer implementation, to avoid sorting polygons, and also have correct Z positions between them. So it may be a bit slower than the previous one.

I checked in 8 bit mode, enabling dithering gives much better background image, and 3d works in this mode.

And again, still totally not optimized :).

Re: Reevengi

Posted: Sat Jul 11, 2009 8:01 am
by Ragstaff
Nice work patrice, good to see this developed a little more since the last time I was here ;-)

Re: Reevengi

Posted: Fri Jul 31, 2009 11:18 am
by Patrice Mandin
Hello,

Reevengi 0.12 is out.

- Fixed some bugs in S-Buffer.
- Added 24 bits rendering to software renderer.
- Added room map with camera, camera switches and boundaries.
- OpenGL: Disabled ARB_npot texture support, till testable.
- OpenGL: Only upload texture to video card when loading model.
- Camera switches, and boundary checks for player movement.
- RE1: Fixed wrong row length for some backgrounds.

Re: Reevengi

Posted: Fri May 14, 2010 10:36 am
by Patrice Mandin
Hello,

Reevengi 0.16 is out (oh, did not post any msg there since 0.12):

- Software renderer: Flush all 3D rendering before drawing 2D stuff.
- Software renderer: Rewritten SBuffer implementation.
- Software renderer: Background image masks.
- Added -fps parameter.
- Added preliminary menu (display stage/room/camera and player pos).
- Movie player: Updated for latest FFmpeg revision. Added separate project file for vs2005.
- Updated for latest Physfs 2.x revision.

Re: Reevengi

Posted: Mon May 17, 2010 1:00 pm
by MacFalcon
Cool :D

Btw.. Yesterday I played your Doom on the Radeon :wink: