DCEmulation

dreamcast development • homebrew software • hardware hacking • indie games • emulators • and more!
Back to main site
It is currently Wed Oct 01, 2014 11:18 am

All times are UTC - 8 hours [ DST ]




Post new topic Reply to topic  [ 202 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 11  Next
Author Message
 Post subject:
PostPosted: Sun Feb 05, 2006 10:00 pm 
Offline
Pimp DC Devver
Pimp DC Devver
User avatar

Joined: Wed Oct 17, 2001 5:44 pm
Posts: 1666
Location: Canada, Ontario
Memory leak!? In a microsoft product?

NO WAI!! )()(

_________________
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."


Top
 Profile  
 
 Post subject:
PostPosted: Thu Apr 13, 2006 7:28 pm 
Offline
DCEmu Crazy Poster
DCEmu Crazy Poster

Joined: Sun May 09, 2004 2:44 pm
Posts: 26
This sounds really cool :)

But could someone explain to me how to burn it please (like all of the preperations and the structure)? Thanks in advance.

EDIT: Nevermind, I didn't know this wasn't a selfboot, so I thought I was doing something wrong.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 15, 2006 4:03 pm 
Offline
DCEmu Ex-Mod
DCEmu Ex-Mod
User avatar

Joined: Sun Nov 04, 2001 4:12 pm
Posts: 3554
Location: Hell, Brazil
The version 1.1 should be released in about a month or two, so I would like to know if anyone has any suggestions on changes and features to implement.

Some of the last changes are:
:arrow: Added an ip.bin file.
:arrow: Modlist support for /id1 directory.
:arrow: Significant changes to the analog input support. Now the analog stick's axes can be bound to any command, and the "Axis/Trigger Function" options are gone.
:arrow: Added the Timescale extension.
:arrow: Added sv_compatibility cvar, to allow both network gaming and demo recording compatible with normal Quake.

And here's some things I'll try to implement:
:arrow: 640x240 resolution.
:arrow: Auto-repeat for keys and buttons while in the console or menu.
:arrow: VMU LCD support.
:arrow: Faster translucent effects in the Windows version.

_________________
Makaqu engine blog / website.
Image
Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 6:05 am 
Offline
DCEmu Respected
DCEmu Respected
User avatar

Joined: Wed Oct 17, 2001 5:44 pm
Posts: 351
Location: Munich and Nuremberg / Germany
I can't start the Windows binary even though I've the latest DirectX version installed. Following error occurs:

"Draw_CachPic: failed to load gfx/box_tl.lmp"

_________________
Image
Join the DCS community


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 7:46 am 
Offline
Pimp DC Devver
Pimp DC Devver
User avatar

Joined: Wed Oct 17, 2001 5:44 pm
Posts: 1666
Location: Canada, Ontario
That has nothing to do with DirectX, your /gfx/ directory is missing a file.

_________________
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 9:54 am 
Offline
Mental DCEmu
Mental DCEmu
User avatar

Joined: Thu May 27, 2004 2:32 pm
Posts: 349
1.1 sounds promising! Especially being able to run in 640x240 resolution.
I guess network-play for us without BB-adapter is still far away, but otherwise that would be a nice addition (And a first. :)). I don't have any other ideas for the moment, but Ill post if I have.

_________________
Try my games : http://neotron-games.blogspot.com/


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 10:17 am 
Offline
DC Developer
DC Developer

Joined: Wed Jan 30, 2002 8:14 am
Posts: 2009
Location: UNITED STATES NRN
I'd like to see disc swapping for the commercial CD-ROM.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 10:47 am 
Offline
DCEmu Ex-Mod
DCEmu Ex-Mod
User avatar

Joined: Sun Nov 04, 2001 4:12 pm
Posts: 3554
Location: Hell, Brazil
fackue wrote:
I'd like to see disc swapping for the commercial CD-ROM.
Fragger wrote:
:arrow: Modlist support for /id1 directory.
:wink:

_________________
Makaqu engine blog / website.
Image
Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 16, 2006 12:09 pm 
Offline
DCEmu Respected
DCEmu Respected
User avatar

Joined: Wed Oct 17, 2001 5:44 pm
Posts: 351
Location: Munich and Nuremberg / Germany
Tyne wrote:
That has nothing to do with DirectX, your /gfx/ directory is missing a file.


But that's really weird since it's the original Shareware PAK.

_________________
Image
Join the DCS community


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 22, 2006 3:55 pm 
Offline
DCEmu Ex-Mod
DCEmu Ex-Mod
User avatar

Joined: Sun Nov 04, 2001 4:12 pm
Posts: 3554
Location: Hell, Brazil
I wrote:
:arrow: 640x240 resolution.

Done. The aspect of the 2D elements, including the particles, aren't corrected, so it looks a bit weird. However, it looks quite nice, and runs smoother than 640x400.

I'll probably add a 320x480 mode too.

_________________
Makaqu engine blog / website.
Image
Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 22, 2006 4:44 pm 
Offline
Pimp DC Devver
Pimp DC Devver
User avatar

Joined: Wed Oct 17, 2001 5:44 pm
Posts: 1666
Location: Canada, Ontario
Fragger is a hero! HERO OF THE BLOODY INTERNET!

_________________
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 22, 2006 5:23 pm 
Offline
DCEmu Crazy Poster
DCEmu Crazy Poster

Joined: Sun May 09, 2004 2:44 pm
Posts: 26
Just wondering, how could you make this selfboot?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 22, 2006 8:42 pm 
Offline
DCEmu Crazy Poster
DCEmu Crazy Poster

Joined: Sun May 09, 2004 2:44 pm
Posts: 26
I tried bin2boot, but when I put the disk in the dreamcast, it selfbooted and loaded the Sega screen, but then it showed a screen saying "no game detected - please swap disk" Is there a special method I need to use to make this game self-boot? Thank you if you could help me.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 23, 2006 10:45 am 
Offline
Moderator
Moderator
User avatar

Joined: Wed Aug 27, 2003 10:16 pm
Posts: 5840
Location: DCEvolution.net
Fragger wrote:
I'll probably add a 320x480 mode too.


That's really a nice idea. I think 320x480 will look awesome! :o

_________________
Insane homebrew collector.


Last edited by Christuserloeser on Sun Apr 23, 2006 10:49 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 23, 2006 10:48 am 
Offline
Moderator
Moderator
User avatar

Joined: Wed Aug 27, 2003 10:16 pm
Posts: 5840
Location: DCEvolution.net
mrooobaa wrote:
I tried bin2boot, but when I put the disk in the dreamcast, it selfbooted and loaded the Sega screen, but then it showed a screen saying "no game detected - please swap disk" Is there a special method I need to use to make this game self-boot? Thank you if you could help me.


Bin2Boot should work fine. However, BootDreams is much better!

About the disc structure, this should do:

1st_read.bin
IP.BIN
Quake\ID1\autoexec.cfg
Quake\ID1\PAK0.PAK
Quake\ID1\PAK1.PAK

_________________
Insane homebrew collector.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 25, 2006 3:24 pm 
Offline
DCEmu Crazy Poster
DCEmu Crazy Poster

Joined: Sun May 09, 2004 2:44 pm
Posts: 26
Yeah, BootDreams made it work. Thanks, can't wait for version 1.1 :)


Top
 Profile  
 
 Post subject:
PostPosted: Wed Apr 26, 2006 7:35 am 
Offline
DCEmu Fast Newbie
DCEmu Fast Newbie

Joined: Fri Mar 10, 2006 6:57 am
Posts: 21
AKAIK Bootdreams uses Bin2boot...


Top
 Profile  
 
 Post subject:
PostPosted: Thu Apr 27, 2006 9:02 pm 
Offline
DCEmu Crazy Poster
DCEmu Crazy Poster

Joined: Sun May 09, 2004 2:44 pm
Posts: 26
By the way, I would like to say that this is the best port of Quake I have ever played.


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 01, 2006 10:36 am 
Offline
DCEmu Ex-Mod
DCEmu Ex-Mod
User avatar

Joined: Sun Nov 04, 2001 4:12 pm
Posts: 3554
Location: Hell, Brazil
:arrow: Rewrote the jump pack support, using the KOS driver (it was using the raw method before). Now I only have to adjust the strenght of the default effects, which are too weak right now. Anyway, I won't assure the default effects will work well on official jump packs, because I only have an unofficial one.

:arrow: Resolutions up to 768x576 are selectable in the modlist now. It doesn't matter much, since all of them runs very slowly. By the way, resolutions 640x400 and above will limit the heapsize to 8 MB.
I wrote:
I'll probably add a 320x480 mode too.

Done. It runs 1 FPS slower than 640x240.

mrooobaa wrote:
By the way, I would like to say that this is the best port of Quake I have ever played.

Thanks.

_________________
Makaqu engine blog / website.
Image
Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


Top
 Profile  
 
 Post subject:
PostPosted: Mon May 08, 2006 2:58 am 
Offline
Moderator
Moderator
User avatar

Joined: Wed Aug 27, 2003 10:16 pm
Posts: 5840
Location: DCEvolution.net
Thought I already replied: It's nice to hear your progress :D I really can't wait to see 320x480 in action! Should look like your new PS2 game (as some PS2 games seem to use that mode) :)

_________________
Insane homebrew collector.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 202 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 11  Next

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group