Makaqu 1.5.1

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Post by Christuserloeser » Fri Jan 19, 2007 8:19 pm

Made an DCS Wiki article for nxMakaqu:

http://www.dreamcast-scene.com/index.php/Main/NxMakaqu

I basicly copy + pasted MetaFox's great Wikipedia entry and added your notes for nxMakaqu 1.2 and some links.
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Re: Makaqu 1.2

Post by Kevin Beckman » Mon Jan 21, 2008 8:53 pm

If I can get my hands on some PowerVR2 CLX2 documentation I might be able to work in some hardware acceleration.
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Re: Makaqu 1.2

Post by emptythought » Mon Jan 21, 2008 9:07 pm

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Re: Makaqu 1.2

Post by Kevin Beckman » Mon Jan 21, 2008 10:12 pm

That is very helpful indeed. :o


I spent the better part of the day looking for documentation and all I had to do was ask you guys.
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Re: Makaqu 1.2

Post by Christuserloeser » Tue Jan 22, 2008 12:46 pm

Kevin Beckman wrote:If I can get my hands on some PowerVR2 CLX2 documentation I might be able to work in some hardware acceleration.
...that would be a dream coming true... :D
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Re: Makaqu 1.2

Post by Christuserloeser » Mon Jan 28, 2008 11:56 pm

Here's another tutorial I found: http://www.ludd.luth.se/~jlo/dc/powervr-reg.txt

I also posted some links to official PowerVR sites a while back:
http://www.dreamcast-scene.com/index.php/Main/PowerVR
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Re: Makaqu 1.2

Post by dibls » Sun Feb 03, 2008 1:10 pm

I'm sorry if this is discussed elsewhere in the forum, but I have had no luck searching for answers...
I recently burned nxmakaqu 2.1 with joymenu 2.2 in the ID folder.
Is this redundant? Does nxmakaqu 2.1 already include joymenu?

I also cannot see anyway to play the music from the Quake's wave music pack in game, although the quake64 title music plays at the title.
I also do not see options for bots during deathmatch.

These features are the most attractive aspects of nxmakaqu and joymenu to me, and I am confused as to why I do not see specific options in the menu that I read about in the readmes.
I read something about joymenu being active or inactive. It said that the left d-pad would activate joymenu, but I could not get this to work.
I know this version of joymenu is a beta, am I looking for features that are not implemented in this version, or am I not looking in the right place?
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Re: Makaqu 1.2

Post by mankrip » Tue Feb 05, 2008 9:09 pm

dibls wrote:I recently burned nxmakaqu 2.1 with joymenu 2.2 in the ID folder.
Is this redundant? Does nxmakaqu 2.1 already include joymenu?
nxMakaqu doesn't have all features from JoyMenu, and JoyMenu 2.2 only works properly on a modified version of QuakeDC.
dibls wrote:I also cannot see anyway to play the music from the Quake's wave music pack in game, although the quake64 title music plays at the title.
nxMakaqu supports CD music, which is much better than using the music pack.
dibls wrote:I also do not see options for bots during deathmatch.
Hmm... I suppose you kept Makaqu's pak10.pak file in the ID1 folder. Its progs.dat will override the one in JoyMenu. To prevent this you can rename JoyMenu's pak2.pak to pak20.pak (or any other number higher than Makaqu's pak10.pak).

However, using JoyMenu in Makaqu isn't recommended. An alternative would be to use Frikbot X instead. Anyway, nxMakaqu is too slow to handle the bot code at a decent speed.
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Re: Makaqu 1.3

Post by mankrip » Tue Mar 25, 2008 12:33 am

Version 1.3 released, check the first page.

I forgot to mention in the readme the menu buttons for PC controllers:

:arrow: POV angles and X/Y axes: up, down, left, right
:arrow: 1: toggle stuff (same as the A button on the DC)
:arrow: 2: cancel/back (same as the B button on the DC)
:arrow: 3: confirm for the menu, enter for the console (same as the Y button on the DC)
:arrow: 4: backspace (same as the X button on the DC)

You can also make any controller button behave like the ESC key by using the command "bind JOY1_12 togglemenu" (replace JOY1_12 with the desired button, of course). By the way, here's a list of the controller's buttons, axes, triggers and POV directions:

PC

First PC controller:
JOY1_LEFT
JOY1_RIGHT
JOY1_UP
JOY1_DOWN
JOY1_AXISZ-
JOY1_AXISZ+
JOY1_AXISR-
JOY1_AXISR+
JOY1_AXISU-
JOY1_AXISU+
JOY1_AXISV-
JOY1_AXISV+
JOY1_POV_UP
JOY1_POV_DOWN
JOY1_POV_LEFT
JOY1_POV_RIGHT
JOY1_1
JOY1_2
JOY1_3
JOY1_4
JOY1_5
JOY1_6
JOY1_7
JOY1_8
JOY1_9
JOY1_10
JOY1_11
JOY1_12
JOY1_13
JOY1_14
JOY1_15
JOY1_16
JOY1_17
JOY1_18
JOY1_19
JOY1_20
JOY1_21
JOY1_22
JOY1_23
JOY1_24
JOY1_25
JOY1_26
JOY1_27
JOY1_28
JOY1_29
JOY1_30
JOY1_31
JOY1_32

Second PC controller
JOY2_LEFT
JOY2_RIGHT
JOY2_UP
JOY2_DOWN
JOY2_AXISZ-
JOY2_AXISZ+
JOY2_AXISR-
JOY2_AXISR+
JOY2_AXISU-
JOY2_AXISU+
JOY2_AXISV-
JOY2_AXISV+
JOY2_POV_UP
JOY2_POV_DOWN
JOY2_POV_LEFT
JOY2_POV_RIGHT
JOY2_1
JOY2_2
JOY2_3
JOY2_4
JOY2_5
JOY2_6
JOY2_7
JOY2_8
JOY2_9
JOY2_10
JOY2_11
JOY2_12
JOY2_13
JOY2_14
JOY2_15
JOY2_16
JOY2_17
JOY2_18
JOY2_19
JOY2_20
JOY2_21
JOY2_22
JOY2_23
JOY2_24
JOY2_25
JOY2_26
JOY2_27
JOY2_28
JOY2_29
JOY2_30
JOY2_31
JOY2_32

Dreamcast

First DC controller
JOY1_LEFT
JOY1_RIGHT
JOY1_UP
JOY1_DOWN
JOY1_D2_LEFT
JOY1_D2_RIGHT
JOY1_D2_UP
JOY1_D2_DOWN
JOY1_AXIS_X-
JOY1_AXIS_X+
JOY1_AXIS_Y-
JOY1_AXIS_Y+
JOY1_AXIS_Y2-
JOY1_AXIS_Y2+
JOY1_AXIS_X2-
JOY1_AXIS_X2+
JOY1_A
JOY1_B
JOY1_C
JOY1_D
JOY1_X
JOY1_Y
JOY1_Z
JOY1_START
JOY1_TRIGL
JOY1_TRIGR

Second DC controller
JOY2_LEFT
JOY2_RIGHT
JOY2_UP
JOY2_DOWN
JOY2_D2_LEFT
JOY2_D2_RIGHT
JOY2_D2_UP
JOY2_D2_DOWN
JOY2_AXIS_X-
JOY2_AXIS_X+
JOY2_AXIS_Y-
JOY2_AXIS_Y+
JOY2_AXIS_Y2-
JOY2_AXIS_Y2+
JOY2_AXIS_X2-
JOY2_AXIS_X2+
JOY2_A
JOY2_B
JOY2_C
JOY2_D
JOY2_X
JOY2_Y
JOY2_Z
JOY2_START
JOY2_TRIGL
JOY2_TRIGR

QuakeDC-compatible button names
DC_DUP
DC_DDOWN
DC_DLEFT
DC_DRIGHT
DC_A
DC_B
DC_X
DC_Y
DC_TRIGL
DC_TRIGR

PC-compatible axis names
JOY1_AXIS_Z-
JOY1_AXIS_Z+
JOY1_AXIS_R-
JOY1_AXIS_R+
JOY2_AXIS_Z-
JOY2_AXIS_Z+
JOY2_AXIS_R-
JOY2_AXIS_R+

The "compatible" names makes sure the engine can recognize bindings from config files made for other engines. For example, JOY1_A and DC_A are the same button.

The PC version doesn't support vibration, sorry. I didn't implement everything I wanted, including a new controller configuration menu and independent console variables for each controller (both controllers shares the same variables).

Oh, by the way, the Dreamcast version is untested, so tell me if you find any problems.
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Re: Makaqu 1.3

Post by mankrip » Tue Mar 25, 2008 12:53 am

I'd also like to mention that I'm not sure how stable this version is. I hadn't touched its code in many months, so I don't remember all the changes.

The buffered video certainly made the Windows version a bit more unstable since the version 1.1, so if I get the time (lol) I'll release a version 1.3b with the buffered video removed.
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Re: Makaqu 1.3

Post by Juan » Tue Mar 25, 2008 1:21 am

Nice to see a new version :D
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Re: Makaqu 1.3

Post by Christuserloeser » Tue Mar 25, 2008 4:32 pm

Seconded.
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Re: Makaqu 1.3

Post by Tyne » Tue Mar 25, 2008 7:45 pm

Awesome! Nice work Fragger ;)
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Re: Makaqu 1.3

Post by Thrpt » Wed Mar 26, 2008 10:03 pm

EDIT: Ok nevermind, now I have a different problem.

I'm trying to find BootDreams, and since DCEmulation is all screwed up still, I'm having a really hard time locating a website to download it from.

Can anyone provide a link, or perhaps an alternative?
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Re: Makaqu 1.3

Post by emptythought » Wed Mar 26, 2008 10:33 pm

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Re: Makaqu 1.3

Post by mankrip » Thu Mar 27, 2008 5:35 pm

Manoel wrote:Oh, by the way, the Dreamcast version is untested, so tell me if you find any problems.
The X axis is screwed, I'll have to fix that.
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Re: Makaqu 1.3

Post by linlinlol » Thu Mar 27, 2008 5:57 pm

I was playing some intense versus 1997 then suddenly the engine closed without any message and left my mouse really too fast wtf is up with this engine and messin up my mouse i have to open my setpoint and default everything up everytime this happen.

also i can't seem to mantle up that ledge down from the water down from key in e1m2 anymore. this is a serious bug
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Re: Makaqu 1.3

Post by mankrip » Thu Mar 27, 2008 6:36 pm

linlinlol wrote:I was playing some intense versus 1997 then suddenly the engine closed without any message
The only thing I know that could cause this is the buffered video, it really isn't as stable as it should be (read: it sucks). The only reason why I didn't remove it yet is because it's a lot faster than reading directly from the video memory while drawing the blending effects in some computers.
linlinlol wrote:and left my mouse really too fast wtf is up with this engine and messin up my mouse i have to open my setpoint and default everything up everytime this happen.
This never happened to me, and I don't see any reason why it would happen. Did the sensitivity cvar change?
linlinlol wrote:also i can't seem to mantle up that ledge down from the water down from key in e1m2 anymore. this is a serious bug
I'm not sure if I got what you're saying, but the only way to reach that ledge is by falling from the wood bridge above it. I'm sure it was always this way, but I'll check this in WinQuake for you. You can also record a demo and attach it here for me to see.

[edit] I tried reaching that ledge from the water in ToChriS, and there's no way to reach it. That ledge it too high to be reached from the water.
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Re: Makaqu 1.3

Post by linlinlol » Sat Mar 29, 2008 11:33 pm

Manoel wrote:
linlinlol wrote:I was playing some intense versus 1997 then suddenly the engine closed without any message
The only thing I know that could cause this is the buffered video, it really isn't as stable as it should be (read: it sucks). The only reason why I didn't remove it yet is because it's a lot faster than reading directly from the video memory while drawing the blending effects in some computers.
crash is reproducable around the zombies grenade launcher in e1m3. Sometimes.
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Re: Makaqu 1.3

Post by linlinlol » Tue Apr 01, 2008 11:04 am

a parameter to skip those annoying intro dialogs would be nice too, for mapping tests
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