blender/jakeformat.py | The .jfm (Jake format) export script. Under linux, I put this file in my home directory under ".blender/scripts", and Blender added .jfm as an export menu option. |
blender/dreamcast.blend | Blender object file. Load blender, and open this file. It's a model of a Sega Dreamcast. Alt-A should show the animation. File-Export->Jake Format (.jfm) will export the file. |
blender/dreamcast.jpg | The texture file for the blender model. |
kglgame/kglgame.cc | The main program file. This mostly just sets up the opengl stuff, and calls on the object3d object to load and display. |
kglgame/Makefile | You may have to edit this file a little to compile for your system. Some good commands to use are "make" to build the dc elf, and "make linux" to create a linux "a.out" executable. |
kglgame/drawables/object3d.cc | This does the loading and displaying of the .jfm file. |
kglgame/romdisk/dreamcast.jfm | This is the exported Dreamcast animation that gets displayed by the program. |
kglgame/romdisk/dreamcast.pcx | This is the texture image that gets loaded by the program to go with the .jfm file. |
kglgame/a.out | A linux executable. This requires the romdisk/ folder to be in the same directory as a.out. |
kglgame/kglgame.elf | A Dreamcast .elf file. This file contains all the data, so the romdisk folder is not required in this case. Just upload kglgame.elf to the dreamcast and run it to see the animated Dreamcast display. |