Over one year online!

Wow, it’s been a crazy year. So crazy I just realized we passed the one year mark of starting this silly project! With the very first update being released on 2014/01/19, this project has come a very long way since that simple hack. This project simply would not have been possible without the help of a bunch of people, and I just wanted to take a moment to thank everyone whom has had even the smallest hand in the project. I believe I have ya’ll listed on the credits but I want to take a moment again to thank you all once more.

Also turns out there is another forum available, that seems to cater more to the South American crowd just wanted to give them a shout out. I’ll be adding ya’ll to the links section later today:
http://evoforum.tk – Forums
http://4x4evo.tk – LTE track hostingLINK DEAD.

Found a WINE script as well for use in Linux, however I can’t test it. Might prove usefeul as such I’m putting it in the Guides/FAQS section.

x64 Build Success

Been doing more work behind the scenes, successfully tested an x64 build of EvoR. Hopefully it might help with some launch crashing, but I’m not certain. Other than that I have my doubts it will have any tangible benefits once released. Early attempt at an Android build failed to yield anything useful yet, then again near no time has been applied to it yet however releasing that shall prove… tricky.

More GameCube treasures/Evo 1 Dreamcast Game Night!

Don’t recall ever touching upon this, but it was discovered that they had roofracks available in the GC version (At least the models do). I’ll need to find out if they had any function, but regardless, they will be added to the game. Could possibly be used for additional fuel later on should that get properly implemented.

Also the fine folks at Dreamcast Talk will be playing vanilla 4x4Evo1 on Wednesday @ 10PM EST. More info here, come join in! More info here -> http://dreamcast-talk.com/forum/viewtopic.php?f=4&t=4521

Delay Reason #1: Swords are silly.


So NFSgeeek and I were talking, and it occurred to us there is really no reason to constrain ourselves to the bounds of reality. So I’m using this as both an excuse to both make a track, and work on some fixes to the editor. While making something a bit unusual, luckily enough the NES version of Zelda’s overworld happens to be exactly 256 tiles wide.