I've been running a project over at www.4x4evolution.com for awhile now, which has been focused on updates on mostly the PC version, with some early executable updates to 4x4 Evo 1 on the DC that I had accomplished last year. Due to some recent interest once again, and now that I've had over a year of experience playing with this engine, I'm confident I can tackle it. While I can't freely discuss what I do have, I'm 99% certain I can get a majority of 4x4 Evolution 2 running on the DC. I can not confirm if Terminal Reality had planned on releasing this on the Dreamcast, but there seems to be some indication that they may have at least started it. Working around some of the CPU/RAM limitations will make it interesting, but it should be entirely possible to get a large portion of it ported over. And possibly some improvements while I'm at it. Obstacles: -Conversion of a large quantity of files (Models need to be converted from plain text to binary) -Conversion of large quantity textures (TIFF textures need to be more PVR friendly, or reduced down to Evo 1's 256 color format) -I want to implement LAN / BBA support, only code I can find is some old code from DCload-IP. Not sure I have the time/hardware understanding to get it working. Might need outside help to get this working on the WinCE SDK -Most DC programmers won't touch the WinCE SDK with a 20 foot pole -Processing power/RAM limitations, DC has half the amount of RAM that the lowest end systems used in the final build. There are a lot of under the hood additions to the physics system that may pose issues (Per-polygon track object collision, improved vehicle physics, working winch to name a few) -Debugging/testing is slow, with out a Katana debug info has to be dumped to the screen. Cliffnotes: Work on finishing/porting 4x4 Evo 2 to Dreamcast has started. I'll post more information on this as progress is made.