OpenTitus (Sega Dreamcast)

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gameblabla
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OpenTitus (Sega Dreamcast)

Post by gameblabla » Fri Aug 07, 2015 12:37 am

Image
Here's OpenTitus for Sega Dreamcast.
Opentitus requires the 'Titus the fox' data files in order to play.
You must put the following files in dc/titus (or in dc/moktar if you have moktar) :
Spoiler!
SPREXP.SQZ
TITRE.SQZ
MENU.SQZ
TITREEGA.SQZ
MENUEGA.SQZ
STABLE.BIN
LEVEL2.SQZ
LEVEL0.SQZ
LEVELB.SQZ
LEVELA.SQZ
LEVEL9.SQZ
LEVEL3.SQZ
LEVEL5.SQZ
LEVEL7.SQZ
LEVEL6.SQZ
LEVELC.SQZ
LEVELE.SQZ
LEVEL8.SQZ
LEVEL4.SQZ
LEVELJ.SQZ
LEVELG.SQZ
TITUS.SQZ
LEVEL1.SQZ
FONTS.SQZ
You need Bootdreams as well in order to pack everything up :
simply point it to the dc directory.

You can download opentitus down below. (the binaries are in opentitus-dreamcast.zip)
I'm providing the source code as well.

PS: One thing: To complete the first level, you need to kill the last guy with the wood thingy.
To hold it, crouch and press B. Press B again to throw it.
Attachments
opentitus-dreamcast.zip
(280.24 KiB) Downloaded 155 times
titus_src.zip
(202.49 KiB) Downloaded 128 times
Last edited by gameblabla on Tue Aug 11, 2015 9:26 pm, edited 6 times in total.
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Re: [WIP] OpenTitus

Post by Indiket » Sat Aug 08, 2015 2:40 am

Hi again gameblabla!! :)

I did a test on nullDC plus real hardware and the game works, but unfortunately, the music and sound are really really bad comparing with Win32 version. All the music and sounds are like "cutted", or jerky... I mean, they are not running at correct speed, so it sounds quite bad.

And its strange, because the game seems to work correctly and without lag, but I repeat, sound and music are not synchronized :(

Try yourself the Win32 version (or Unix flavour) and you will notice clearly the difference.
Thanks!

Additional note: I noticed you're using 0.8.0, but latest one is 0.8.1, right? :)
Also, if you're using SDL_SWSURFACE, you can try to switch to HWSURFACE + DOUBLEBUF to gain extra speed. Another trick is to reduce buffer size, or remove SDL_mixer and write directly into AICA..
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Re: [WIP] OpenTitus

Post by gameblabla » Sat Aug 08, 2015 6:06 am

Hello indiket, thanks for the bug report !
There was two version of the opl interpreter and i was using the heavier one...
I have uploaded a new version that fixes this (at least the music seems to play faster on lxdream).
Additional note: I noticed you're using 0.8.0, but latest one is 0.8.1, right?
Version 0.8.1 is broken, there are lots of missing code so i can't use it.
Also, if you're using SDL_SWSURFACE, you can try to switch to HWSURFACE + DOUBLEBUF to gain extra speed. Another trick is to reduce buffer size, or remove SDL_mixer and write directly into AICA..
I do not notice a huge speedup using HWSURFACE...
Using the AICA would be ideal of course but i'm not familiar with it,
i have already switched the opl driver from SDL_mixer to SDL.
(SDL_mixer is not found in kos-ports so i had to do this)

This release should work properly now, hopefully.
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Re: [WIP] OpenTitus

Post by Indiket » Sat Aug 08, 2015 10:24 am

As always, its a pleasure! :)

Yeah, this version of opl works way much better than the other one, nice!! Music is now OK.

I found another issue in DC version: the password screen is very "flashy" and can't be read.
I love that I can enter password with my PAD (and there's no need for keyboard), but there's something wrong because it is rendering the password screen and title screen at the same time :(
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Re: [WIP] OpenTitus

Post by gameblabla » Sat Aug 08, 2015 1:04 pm

Indiket wrote: I found another issue in DC version: the password screen is very "flashy" and can't be read.
I love that I can enter password with my PAD (and there's no need for keyboard), but there's something wrong because it is rendering the password screen and title screen at the same time :(
Yes, it happended when i switched to HWSURFACE | DOUBLEBUF...
I have partially fixed this but there are still some rendering bugs i could not fix easily.

I have attached two versions :
One using SWSURFACE and the other another one using HWSURFACE instead.
Tell me which one looks best/faster.
Thanks indiket

EDIIT : See first post to download it.
Last edited by gameblabla on Sat Aug 08, 2015 3:05 pm, edited 1 time in total.
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Re: [WIP] OpenTitus

Post by Indiket » Sat Aug 08, 2015 2:58 pm

Yeah, it's quite usual when you try to use double buffering but the game does not support it!! hehehe.

For this engine, SWSURFACE looks better than HW one (in the password screen is where it takes the difference), and both run at same speed because the engine limits itself. Btw, I saw you already fixed some rendering bugs in HW mode, thats awesome! :)

So, I would take SW version with the lighter opl: more than enough for a decent DC port!! No more issues to say, good work! :)
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Re: [WIP] OpenTitus

Post by gameblabla » Sat Aug 08, 2015 3:08 pm

Indiket wrote:Yeah, it's quite usual when you try to use double buffering but the game does not support it!! hehehe.

For this engine, SWSURFACE looks better than HW one (in the password screen is where it takes the difference), and both run at same speed because the engine limits itself. Btw, I saw you already fixed some rendering bugs in HW mode, thats awesome! :)

So, I would take SW version with the lighter opl: more than enough for a decent DC port!! No more issues to say, good work! :)
Thanks for testing, the SW version is now the default version and i think we can consider it as final.
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Re: OpenTitus (Sega Dreamcast)

Post by dreamcast-news » Sun Aug 09, 2015 5:35 pm

Thanks !
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Re: OpenTitus (Sega Dreamcast)

Post by gameblabla » Sun Aug 09, 2015 6:59 pm

dreamcast-news wrote:Thanks !
Your welcome.
Can't work on Super Mario War for now due to missing libraries but when they'll become available,
i'll make sure to port it to Sega Dreamcast !
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Re: OpenTitus (Sega Dreamcast)

Post by Anthony817 » Sat Aug 15, 2015 1:51 pm

Thanks for the port please keep porting new games for us!
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