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File: 1792104108818.png (298 KB, 600x450)
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An experimental Resident Evil 4 port for Dreamcast 200Mhz SH4 CPU. Main limitation is the Dreamcast's 16MB of RAM (GameCube features 43 MB, PS2 features 32 MB, Xbox features 64 MB, Wii features 88 MB).

https://www.youtube.com/watch?v=E4iCEy3DhG8

https://github.com/lamb2k/re4dc

Meanwhile the GCs Gekko PPC CPU was 400Mhz, up to 3 way OUT-OF-ORDER superscalar execution, two level of caches… it’s playing in the high performance playing field closer to original Xbox than the more embedded (but still quite capable) processors in the Dreamcast and PS2.
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>>12889751
>Wii features 88 MB
well I'll be darned
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Vibe coded slop
No merits.
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>>12889751
I'm a DC apologist, but this will be pretty rough with 1 analog stick.
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>>12890271
Well, the guy in the thumbnail seems to be using that Brazilian dual-stick DC controller, but doesn't RE4 still use tank controls? If so, then one stick is enough.
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>>12890271
What does the Clit-stick do on RE4 for the NGC?
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File: controls.png (1.12 MB, 1000x847)
1.12 MB PNG
>>12890294
>>
>>12890293
>>12890294
>>12890308
Yeah you're right, I guess I spend more time observing my surroundings in RE4 than I thought
>>
Won't boot on my GDEMU, very curious though so I'll keep trying.
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File: IMG_7053.jpg (347 KB, 1428x1047)
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Got it; this feels like it could be playable. I suspect level geometry would be a problem in the later chapters. Pretty cool at any rate.
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>life on VMU
this is so cool, he could probably get it to 60fps if he quantized everything harder
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>>12890384
why is the dreamcast sideways
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>>12890653
It's a 3D printed stand thing, very much optional, just needed the desk space.
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>>12890653
why wouldn't be?
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>>12889751
Gamecube is more like 28mb because a shitload of it is only for audio and disc caching and it's insanely slow
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File: AG3QW5H.jpg (77 KB, 1024x922)
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>>12890653
Nigga my Dreamcast is upside down. It's that damn cool it can fly.

Flight capable Sega Dreamcast crew represent!
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An RE1 port and RE2 fix for the red tint would be kino
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>>12889751
>Main limitation is the Dreamcast's 16MB of RAM
Have they tried it with a 32mb mod?
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>>12892092
Why limit your potential players to 7 or 8 people
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>>12892578
That's exactly how many people are going to finish it on the dreamcast to begin with.
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>>12890271
what
you aim with the left stick
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Can someone with technical know-how explain what this actually is? Like clearly the character models and environments weren’t re-built from scratch. How do you take this stuff and put it on a disc that runs on a standard Dreamcast?
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>>12892994
AI can reverse engineer anything now
Proprietary software is now a theoretical concept
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>>12893029
Okay, but how does AI prompting result in a file that can be put on a disc and played on a stock Dreamcast?
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>>12893034
An AI can painstakingly read all the 0's and 1's in the RE4 executable to understand what they are doing. Once it knows what those 0's and 1's do, it can do basically anything with them, like convert them from 0's and 1's into C or C++ code that can be compiled for any platform.
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>>12893046
Then why isn’t the entirety of RE4 ready to play on Dreamcast instead of just the short clip seen in this thread?
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>>12893050
>why isn’t the entirety of RE4 ready to play on Dreamcast
I don't recall it being stated that it wasn't. But the Dreamcast's hardware is also limited, and it looks like the initial task was to just get the code up and running on Dreamcast rather than prematurely optimising it.
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>>12890308
I beat it without touching the clit-stick
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Wouldn't it be easier to port REmake?
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>>12893492
>Wouldn't it be easier to port REmake?
No
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>>12893492

Not only easier, it would be more desirable as well.
>>
Privacy Killed The Dreamcast
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>>12892994
>Character models and environments weren't rebuilt from scratch
you can use tools like meshoptimizer or an llm + blender mcp to quantize the models to reduce their quality and size

>how do you put it on a disc that runs on dreamcast
decompile the original game, once you have the plausible source code for the original game you can then compile it for Dreamcast

>>12893050
Porting process can introduce bugs, its not 1:1 especially when it's ultra bespoke like this



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