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Stefano Teso
MAME Fan
Reged: 03/23/12
Posts: 6
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valkyrie, one year later: status report
09/08/13 01:23 PM


Hey all,

I don't really have a better place to post updates on valkyrie (and realistically expect some visibility), so here I am. (Please bash me hard if this is not the appropriate place ;-) )

So the good news is that things have improved considerably from RBelmont blog post. All currently dumped games generally work well enough for attract mode to display 3D goodness on screen. Please have a couple of pictures of the current git version in action, here:

pharrier: http://postimg.org/image/gfbau5063/
airtrix: http://postimg.org/image/5egr12m0j/
sgnascar: http://postimg.org/image/ewyz0v23z/

Paraphrasing the README: valkyrie is *not* end-user ready yet. You can try it out if you know how to compile the sources (you will need to install the dependencies first: libsdl and libjansson). Read: since there is no input/audio support yet, all you can do is to watch attract mode.

The Demul authors have contributed a fair bit of information towards this goal -- and I wish to thank them publicly.




Now for the bad news: I will be more or less away from valkyrie for a few months, so do not expect any huge updates soon. BUT, there are a number of simple/small tasks that, if completed, would make valkyrie work a *lot* better.

Sooo... Are you interested in reversing EXCITING NEEDLESSLY COMPLEX SEGA HARDWARE? Or just want to help out with the ton of smaller task available? Or perhaps you want to port valkyrie to other platforms? Or maybe you want to play with LLVM JIT, OpenGL, GLSL, deferred rendering, mip-maps, lighting, model LOD selection, or any other super-exciting features? Then don't shy away, and contact me!

Call now, and you can have all this wonderful excitement FOR FREE! ;-)

As always, the latest sources can be found here: http://github.com/stefanoteso/valkyrie







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