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Dreamcast Game Development without a Katana?

Posted: Sun Apr 05, 2015 9:52 am
by Dreamcast Sonikku
I already have a Katana, but is it possible?
If so, how?

Re: Dreamcast Game Development without a Katana?

Posted: Sun Apr 05, 2015 9:34 pm
by FuzzyFish
KallistiOS:
http://gamedev.allusion.net/softprj/kos/

This has some information:
http://www.neogaf.com/forum/showthread.php?t=916501

There is quite a bit of information out there on programming for it using homebrew SDKs. KOS seems to be the biggie.

Even so much as discussing official SDKs is frowned upon, I played with the WinCE SDK when it came to patching 4x4Evo. However, I do not own a Katana unit, so I had to do test-burns and dump errors to the screen as I had no way to debug the game. No DC emulator could run the game on my PC complicating this even further.

Re: Dreamcast Game Development without a Katana?

Posted: Sun Apr 05, 2015 9:46 pm
by BlueCrab
KallistiOS is pretty much the way to go for any sort of homebrew development on the Dreamcast -- and I'm not just saying that because I maintain it ;). As far as I know, it's the only continuously maintained, legal Dreamcast homebrew library.

Probably the best source for information on homebrew programming stuff is the DCEmulation Programming Discussion forum: http://dcemulation.org/phpBB/viewforum.php?f=29 . Most of the active homebrew developers hang around there. Also, if you do IRC (as any good programmer should), you can hang around in #dreamcastdev on chat.freenode.net.

Honestly, you'll probably find a lot less information out there about using WinCE or the Katana SDK, as most of the homebrew community has frowned upon that for a long time. Sega kinda left us to our devices early on and didn't bother us since we didn't try to use their software without licenses.