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  1. #21
    DCEmu Coder GPF's Avatar
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    Default Re: Marfitude SDL



    Well here is a screenshot of it running under Chankast.

    Troy

  2. #22
    DCEmu Coder GPF's Avatar
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    Default Re: Marfitude SDL

    [quote author=VampiricS link=board=homebrew;num=1108983656;start=15#15 date=02/20/05 at 21:57:07]@GPF -- Â*I am really happy to see how you already got most of it figured out.

    I knew that you were able to do it, as a first alpha version it's still nice. About the random texture disapearing, if i remember right it was doing it to me on the PC version as well,well on the texture that was right under the spaceship or red floating dot.

    I know you'll be able to fix most of the problems so far. Just think about the unlimited replay value,you can basically play on all MODs file from http://www.modarchive.com weirdly enough i think that having the save function of the score on the vmu will be harder then it seems. since every songs scores are saved on seperated files instead of being all in the same file.

    I know you probably planned to do it already but having the controls switched to

    (X) Â* (Y) Â* (B) Â*for the laser could be really nice and pretty much intuitive.

    (START) to bring the menu.

    Let me know if you want me to modified anything for the port graphically, let's make it shine ![/quote]

    OK i think i sort of figured out the controller, the init.cfg file was a pain but i have it configured now for.

    Analog joystick - left/right , up/down in menu(if you could see it)
    (X) Â* (Y) Â* (B) Â*for each laser
    (A) Â* fires a laser i think it repeats the last fired ???
    Start Â*brings up the menu


    also the highscores are written to the init.cfg file so i can eventually just save that file and read it back in from vmu.

    Also for now i ran the pc version first for the mod file and generated the wam file and saved that on the /cd/wam directory for quick loading. I might be able to have it generate it to a ram disk if its not found on the cd depends on memory free.

    Since my openGL knowledge is almost nil, there are still some serious graphical issues.

    I tried to drop your graphic pack in and the looked horible on the dreamcast because of the way it renders the graphics, Either the pallette or transparency value is different then the original graphcis and needs to be changed. but even above you can see that the transperancy is an issue also.

    Troy Davis(GPF)

  3. #23
    DCEmu Oldbie Eric's Avatar
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    Default Re: Marfitude SDL

    I was talking to Ian in the past about OpenGL and he told me he knew how to get the code working on the Dreamcast. I have no clue if thats a lie or not and he probably doesnt want me saying it but i dont care cause i am totally a supporter for DCemu and the Coders who do amazing work. Anyways i dont know if it means much to you guys but if it isnt bull atleast the game might get pushed somewhere but again there probably would be no return of the Reaper.

    Eric

    EDIT: I am sorry i know somewhere in the sentence i might have said something wrong. I just meant to say "it might be a little more help to get this game completed" instead of pushing this game somewhere cause i already know the coders can get it somewhere so thats not a problem.

  4. #24
    DCEmu Coder GPF's Avatar
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    Default Re: Marfitude SDL

    [quote author=GPF link=board=homebrew;num=1108983656;start=15#21 date=02/21/05 at 21:15:34]

    OK i think i sort of figured out the controller, the init.cfg file was a pain but i have it configured now for.

    Analog joystick - left/right , up/down in menu(if you could see it)
    (X) Â* (Y) Â* (B) Â*for each laser
    (A) Â* fires a laser i think it repeats the last fired ???
    Start Â*brings up the menu


    also the highscores are written to the init.cfg file so i can eventually just save that file and read it back in from vmu.

    Also for now i ran the pc version first for the mod file and generated the wam file and saved that on the /cd/wam directory for quick loading. I might be able to have it generate it to a ram disk if its not found on the cd depends on memory free.

    Since my openGL knowledge is almost nil, there are still some serious graphical issues.

    I tried to drop your graphic pack in and the looked horible on the dreamcast because of the way it renders the graphics, Either the Â*pallette or transparency value is different then the original graphcis and needs to be changed. but even above you can see that the transperancy is an issue also.

    Troy Davis(GPF)
    [/quote]


    Wel i added some new functions to KGLX to support fonts with multiple displaylists, glCallLists and glListBase.

    Here is a new screenshot with fonts working. Still need to figure out why the background rows disappear and fix the transparency issues.



    Troy Davis(GPF)

  5. #25
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    Default Re: Marfitude SDL

    Nice progress, and you're actually doing it faster then i expected. About the transparency,i dunno, but could it be because KOS or SDL on DC aren't using the same color depth? i remember back when i was playing snes emu on my older pc, i had to be able to be in a certain color depth(16/32) to have the transparency working, could the problem be about something like that ? (Since even my mod looked horrible and wasn't looking too bad on PC version. (were you able to check if you can make it so that the MODs files can be readed from the cd instead of the ramdisk so far ?

    Anyway you're doing great so far! thx for bothering working on it.

  6. #26
    DCEmu Coder GPF's Avatar
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    Default Re: Marfitude SDL

    [quote author=VampiricS link=board=homebrew;num=1108983656;start=15#24 date=02/24/05 at 22:42:30]Nice progress, and you're actually doing it faster then i expected. About the transparency,i dunno, but could it be because KOS or SDL on DC aren't using the same color depth? i remember back when i was playing snes emu on my older pc, i had to be able to be in a certain color depth(16/32) to have the transparency working, could the problem be about something like that ? (Since even my mod looked horrible and wasn't looking too bad on PC version. (were you able to check if you can make it so that the MODs files can be readed from the cd instead of the ramdisk so far ?

    Anyway you're doing great so far! thx for bothering working on it.[/quote]

    Yes its probably something similir to that for the transparancy problem.

    The MOD files are being read from cd, but it first looks on the cd wam folder for the wam files, which are the converted MOD files for the game. I now have it if you burn the MOD files to cd without the wam files, it generates them on the fly in the RAM disk. There are still some problems and most of the time, i can't play more then one MOD file without restarting my dreamcast.

    Still need to implement saving cfg file to vmu and to read it back for highscore saving.

    Would like to get the dpad working or to greatly reduce the sensitivity of the analog stick very difficult to move between rows now.

    And most import fix the transparency and background rows disappearance.

    Troy Davis(GPF)

  7. #27
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    Default Re: Marfitude SDL

    Hi, GPF

    Look for code lines like this:
    ...
    if( ! (buffer = SDL_SetVideoMode(320, 200, 32, SDL_SWSURFACE)) )
    ...

    if you see 16 or 8 change it to 32 like the code line above.

    in all my alpha-blending examples 32 (color deep) works best, 16 may work too but it need extra work in the code for DC (or some PC gfx-cards)

    -Mekanaizer-
    &&
    Don't dream, play DreamCast!!!

  8. #28
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    Default Re: Marfitude SDL

    [quote author=Mekanaizer link=board=homebrew;num=1108983656;start=15#26 date=02/25/05 at 06:27:54]Hi, GPF

    Look for code lines like this:
    ...
    if( ! (buffer = SDL_SetVideoMode(320, 200, 32, SDL_SWSURFACE)) )
    ...

    if you see 16 or 8 change it to 32 like the code line above.

    in all my alpha-blending examples 32 (color deep) works best, 16 may work too but it need extra work in the code for DC (or some PC gfx-cards)

    -Mekanaizer-[/quote]

    Hmmm might work, let's hope it allows my graphic modification to look ok after transparency and color depth is fixed. Thanks for the help Mekanaizer.

  9. #29
    DCEmu Oldbie Eric's Avatar
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    Default Re: Marfitude SDL

    Hey i am glad alot of work is being put into this and cant wait to see the next release. The only thing i was wondering about was the cover and this is not at all in offense its a great looking cover but how about not using the Amplitude name do to legal reason and its used on the PS2 game. Hope to a new release soon.

    Eric

  10. #30
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    Default Re: Marfitude SDL

    [quote author=Eric link=board=homebrew;num=1108983656;start=15#28 date=02/25/05 at 18:54:56]Hey i am glad alot of work is being put into this and cant wait to see the next release. The only thing i was wondering about was the cover and this is not at all in offense its a great looking cover but how about not using the Amplitude name do to legal reason and its used on the PS2 game. Hope to a new release soon.

    Eric[/quote]

    Well back when i did the cover and moc for the game it was for my personal use, so i did it that way. But by the way at that rate every Beats Of Rage mods should all be named differently and use original sprites an all. But i do understand your point. So far anyway it seems that the finish game won't use any modification i made. But i will do 'original modification' if GPF ask me to do so if he wants the ported game to look different then the original PC game.

    Main concern for now is fixing issues with the porting and all. And GPF is doing an awesome job so far.

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