Bennugd - Dreamcast Port

Started by l1nk3rn3l, November 05, 2011, 03:22:34 PM

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l1nk3rn3l

#30
New Video Playback example !!!


nice to intros !!! 

create a ROQ video files, easy with quake video maker..
http://www.swift-tools.net/Quake/QVM/



MisterN

werg

l1nk3rn3l

Preview 3D features...  soon a fast PVR version .. available a CDI image



Anthony817

Hello, first time posting here. I like what I have seen with this engine so far. Thank you for porting this to the Dreamcast! The Dreamcast community can't thank you enough! Keep up the great work guys!  8)

MisterN

#34
1. Will you by any chance release a stable version complete with documentation (by that I mean a readme containing what the keyboard controls to dreamcast controls are and stuff) soon?

2. What are the keyboard to dc controls anyways? Or is it with the joy?

3. Is there vmu functionally? (drives a1, a2, b1, b2, c1, c2, d1, d2)

4. Games like mine have imports for everything, are there dreamcast versions of those?


I tested your yeti3D one as a sd iso and it was pretty good.

EDIT: Ok I found the controls out. I couldnt get my game to work on the dreamcast. Since im almoast done with the demo, how about I send you the code to look at to see whats wrong? I bet its probably just something that has not been ported yet though.
werg

l1nk3rn3l

#35
1. Will you by any chance release a stable version complete with documentation (by that I mean a readme containing what the keyboard controls to dreamcast controls are and stuff) soon?}
keyboard is fully supported.. mapped keys with gamepad is available too
docs is the same bennu docs available in
http://wiki.bennugd.org/index.php?title=Bennu_Wiki


2. What are the keyboard to dc controls anyways? Or is it with the joy?

previous answer

3. Is there vmu functionally? (drives a1, a2, b1, b2, c1, c2, d1, d2)

a1 only , by simply purposes(fenix/bennu filosophy) more easy functions to learn

4. Games like mine have imports for everything, are there dreamcast versions of those?

yes only for official modules , unique yeti3d is not official module included
mod_debug
mod_dir
mod_draw
mod_effects
mod_file
mod_flic
mod_grproc
mod_joy
mod_key
mod_m7
mod_map
mod_math
mod_mem
mod_mouse
mod_path
mod_proc
mod_rand
mod_regex
mod_say
mod_screen
mod_scroll
mod_sort
mod_sound
mod_string
mod_sys
mod_text
mod_time
mod_timers
mod_video
mod_wm


5. I couldnt get my game to work on the dreamcast.
please study bennudc examples included in bennu dc site...






(currently, music not work) only s3m modules


MisterN

1. What is the mod_dream.dll for?

2. Is it safe to use the .bin files from the yeti3D one? Or is that why my game may not be working (by that, I mean should I download the one that also has the .exe file?)?

3. In your readme, you put:
Quotefpg_open("/cd/file.fpg");
In my game, images/soundfx/music are loaded:
Quotejump_sound = load_wav(".\SOUND\PLAYERJUMP.wav");
Should I change it to:
Quotejump_sound = load_wav(".\CD\SOUND\PLAYERJUMP.wav");
or:
Quotejump_sound = load_wav("\CD\SOUND\PLAYERJUMP.wav");

I asked because I am unable to check the files (which are on my pc at home) and I forget if it was the first one or the ladder

On the side note, I have tested all of your games on original DC hardware and it is good. I made them into sdiso's (for use with dreamshell 4 and the sd card adapter, perfect for homebrew and backing up saves and such), would anyone care for me to upload all of the examples into sdiso form?
werg

l1nk3rn3l

#37
1. What is the mod_dream.dll for?

is for compile examples how s3m player or vmu features, (this is a not official module)



2. Is it safe to use the .bin files from the yeti3D one? Or is that why my game may not be working (by that, I mean should I download the one that also has the .exe file?)?
not, use previous samples bin..





3. In your readme, you put:

jump_sound = load_wav("/cd/sound/playerjump.wav");
in lowercase is better.. (remember create directories in lowercase too)
to test this examples in win32 please create a cd directory in root driveby example..
  c:\cd\
and run all test in this directory, non changing code , is more practice.. and run correctly in dc



or a second alternative is copying all resource in the same directory from .prg, and loading since code
load_wav("/cd/playerjump.wav");
that too works, and non exists a cd directory.. but more ugly

MisterN

#38
can it be / or \ or it does not matter?

in my code all folders are caps and some files are caps.

ill get back to you on my game. thanks

edit: is it possible to stream a large file size song from the cd to the game?
werg

l1nk3rn3l

#39
 is it possible to stream a large file size song from the cd to the game?
please test play cdfunctions to play cd tracks
  ;D




bug detected:


* load png files causes a crash error..



please use FPG files instead.. thanks..



soon more news..

MisterN

ok I will test do you know the best format to use? .s3m or .ogg for cd?
werg

l1nk3rn3l

#41
ok I will test do you know the best format to use? .s3m or .ogg for cd?

CD TRACKS ARE CREATED WITH BURNER APPS ..
bootdreams could add music tracks  with wav files


actually bennu haves load_s3m function in mod_dreamcast only for music..

or use play cd bennu functions to play cd tracks..



others modules how mod,it,xm   and ogg,mp3  are not supported, why sdl_mixer haves any errors..

MisterN

I do not know how to use the ROQ program and a test game I made will not load. the only thing it loads is an fpg and its "cd/fpg.fpg" so that makes no sense
werg


MisterN

ok do you have any cd play commands? the file will be in the root of the game as sound.wav
werg