#retrogaming #n64 #dreamcast #libdragon #KallistiOS #homebrewNATP - 04 - N64, PSX AND 3DO? HOMEBREWNoah & the Poohloudies2025-08-21 | ...NATP - 03 - SATURN HOMEBREWNoah & the Poohloudies2025-05-10 | Running some test levels (those won't be in the final game) on a stock Sega SaturnNATP - 02 - DREAMCAST HOMEBREW - Merging with blue spikesNoah & the Poohloudies2021-09-21 | Very early port of the Dreamcast version that shows the activation of merging with the “blue spikes” poohloudi.
As you can see there are still glitches and numerous things missing from this version. I went back to the Dreamcast version while I was waiting for some tools that would help me out squeezing the instruction cache of the Saturn and optimizations overall. It seems the Fenrir ODE is very close to implement a Wifi version that will help me a great deal on that, but either way I want to finish the Dreamcast por before I go back to the Saturn version.
Recorded on real hardware using composite cables. Using the open source sdk KallistiOS.NATP - 01 - PSX HOMEBREWNoah & the Poohloudies2020-05-29 | -Doubled the size of the maps -Added Precomputed area lights -Added Texture Effects -Added Fake Projection Shadows -Added Mip-maps fading for probs -Added Water Effects -Added Particles -Fixed subdivision cracks -Added Rotating Skydome -Added Sun flares -Added Collectibles -Added Enemies -Memory footprint reduction. Still missing LUT normals but the current exe + probs is under 1MB, so currently I have more than 1MB to spare. -Shadow lightmapper on vertex color addon created on Blender -Port to OpenGL 1.2 (win/linux) nearly completed. Hopefully once done porting it to Dreamcast (GLDC) should not take long.