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|title=Dolmexica Infinite | |title=Dolmexica Infinite | ||
|image=dolmexicainfinitevita.png | |image=dolmexicainfinitevita.png | ||
|description= | |description=A WIP Mugen interpreter for Dreamcast, Web, Vita and Windows. | ||
|author=Captain Dreamcast | |author=Captain Dreamcast | ||
|lastupdated=2023/ | |lastupdated=2023/12/31 | ||
|type=Action | |type=Action | ||
|version=1. | |version=1.5 | ||
|license=MIT | |license=MIT | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/dolmexicainfinitevita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/dolmexicainfinitevita.7z?k33p0fil35 | ||
|website=https://captaindreamcast.itch.io/dolmexica-infinite | |website=https://captaindreamcast.itch.io/dolmexica-infinite | ||
|source=https://github.com/CaptainDreamcast/DolmexicaInfinite/ | |source=https://github.com/CaptainDreamcast/DolmexicaInfinite/ | ||
Line 21: | Line 21: | ||
==Installation== | ==Installation== | ||
Transfer the .vpk to a Vita and install it from [[VitaShell]]. | How to install: | ||
*Transfer the .vpk to a Vita and install it from [[VitaShell]]. | |||
*In addition to that, libshacccg.suprx (a Vita shader compiler needed by vitaGL) needs to be extracted on your Vita. | |||
Creating a .vpk package with custom assets ([https://captaindreamcast.github.io/DolmexicaInfinite/makeyourowngamevita.html read more]): | |||
*Extract the Dolmexica Infinite.zip, modify the assets folder to include the characters/stages you want. | |||
*Open "Dolmexica Infinite Make-your-own-game kit for Vita.exe." | |||
*Follow the instructions provided to generate the .vpk file. | |||
*Install the .vpk using VitaShell on your Vita. | |||
Notes: | Notes: | ||
*KFM character and stage made by [http://www.elecbyte.com/mugendocs-11b1/mugen.html Elecbyte]. | *KFM character and stage made by [http://www.elecbyte.com/mugendocs-11b1/mugen.html Elecbyte]. | ||
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The Vita emulator Vita3K is not supported currently. | The Vita emulator Vita3K is not supported currently. | ||
==Changelog== | ==Changelog== | ||
'''1.5 2023/12/31''' | |||
* Story mode: Concatenate trigger for strings | |||
* Vita port: Sound effects (some of them still cut out early for some reason though) | |||
* Bugfix (General): Crash when starting animation with step count that's too large | |||
* Bugfix (General): Sprpriority clamped to [-10, 10] to prevent -9999 prio elements drawn behind stage (M.U.G.E.N docs say its range is [-5,5] but that is not the case in practice) | |||
* Bugfix (General): Overlay priority between tiles on tiled backgrounds was different to M.U.G.E.N | |||
* Bugfix (General): Lifebars sometimes filled in the wrong direction | |||
* Bugfix (General): Lifebar waittimes were used incorrectly for Round/KO display (Complete Lifebar fix/missing feature implementation still ongoing) | |||
* Bugfix (Windows): Custom icon was only loaded when custom title was also set | |||
* Bugfix (Vita): BGM could crash randomly before, should be fixed now | |||
* Bugfix (Vita): Performance improvements (still slow though) | |||
'''1.4 2023/11/11''' | |||
* Netplay: Switch to roundtrip sync establishing | |||
* Bugfix: [General] Story helper triggers (stateno/time) not working | |||
* Bugfix: [General] Enable was not considered a valid background controller type (only Enabled) | |||
* Bugfix: [General] Fix gethitvar(hitshaketime) | |||
* Bugfix: [Web] Sound effects only playing on left channel | |||
* Bugfix: [Dreamcast] Sound effects not playing at all | |||
* Vita port: OGG BGM support | |||
* Vita port: Additive blending | |||
* Vita port: Fixed random crashing (decreased performance drastically though, will be fixed in future release) | |||
* Vita port: Key bindings now use Vita button names | |||
* Vita port: Make-your-own-game kit for Vita | |||
* Netplay (Initial experimental implementation using lockstep approach, plus still with large sync issues) | |||
* Random stage select | |||
* Upgrade Emscripten for Web version and Make-your-own-game kit for Web | |||
'''1.2 2023/06/30''' | '''1.2 2023/06/30''' | ||
* Vita port (still has some pretty serious issues that will be ironed out over the next few releases). | * Vita port (still has some pretty serious issues that will be ironed out over the next few releases). | ||
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* itch.io - https://captaindreamcast.itch.io/dolmexica-infinite-archive | * itch.io - https://captaindreamcast.itch.io/dolmexica-infinite-archive | ||
* VitaDB - https://vitadb.rinnegatamante.it/#/info/1091 | * VitaDB - https://vitadb.rinnegatamante.it/#/info/1091 | ||
* Make-your-own-game for Vita documentation - https://captaindreamcast.github.io/DolmexicaInfinite/makeyourowngamevita.html |
Latest revision as of 12:38, 28 Ocak 2024
Dolmexica Infinite | |
---|---|
General | |
Author | Captain Dreamcast |
Type | Action |
Version | 1.5 |
License | MIT License |
Last Updated | 2023/12/31 |
Links | |
Download | |
Website | |
Source | |
Dolmexica Infinite is an in-development Mugen interpreter for Dreamcast, Web, Vita and Windows.
Installation
How to install:
- Transfer the .vpk to a Vita and install it from VitaShell.
- In addition to that, libshacccg.suprx (a Vita shader compiler needed by vitaGL) needs to be extracted on your Vita.
Creating a .vpk package with custom assets (read more):
- Extract the Dolmexica Infinite.zip, modify the assets folder to include the characters/stages you want.
- Open "Dolmexica Infinite Make-your-own-game kit for Vita.exe."
- Follow the instructions provided to generate the .vpk file.
- Install the .vpk using VitaShell on your Vita.
Notes:
- KFM character and stage made by Elecbyte.
- The more technical Mugen-on-Dreamcast stuff should go in this thread if possible.
- Older versions can be found in the Dolmexica Infinite archive.
Controls
D Pad or Left Analog - Movement
Square - Weak punch
Triangle - Medium punch
L - Strong punch (note that Kung Fu Man does not have a strong punch)
Cross - Weak kick
Circle - Medium kick
R - Strong kick (note that Kung Fu Man does not have a strong kick)
Start - Start
Cross+Circle+Square+Triangle+Start - Return to title screen, Exit the game from title screen
Media
Dolmexica Infinite: Homer Simpson Gameplay- M.U.G.E.N For Dreamcast (Flycast) (prestize)
Compatibility
The Vita emulator Vita3K is not supported currently.
Changelog
1.5 2023/12/31
- Story mode: Concatenate trigger for strings
- Vita port: Sound effects (some of them still cut out early for some reason though)
- Bugfix (General): Crash when starting animation with step count that's too large
- Bugfix (General): Sprpriority clamped to [-10, 10] to prevent -9999 prio elements drawn behind stage (M.U.G.E.N docs say its range is [-5,5] but that is not the case in practice)
- Bugfix (General): Overlay priority between tiles on tiled backgrounds was different to M.U.G.E.N
- Bugfix (General): Lifebars sometimes filled in the wrong direction
- Bugfix (General): Lifebar waittimes were used incorrectly for Round/KO display (Complete Lifebar fix/missing feature implementation still ongoing)
- Bugfix (Windows): Custom icon was only loaded when custom title was also set
- Bugfix (Vita): BGM could crash randomly before, should be fixed now
- Bugfix (Vita): Performance improvements (still slow though)
1.4 2023/11/11
- Netplay: Switch to roundtrip sync establishing
- Bugfix: [General] Story helper triggers (stateno/time) not working
- Bugfix: [General] Enable was not considered a valid background controller type (only Enabled)
- Bugfix: [General] Fix gethitvar(hitshaketime)
- Bugfix: [Web] Sound effects only playing on left channel
- Bugfix: [Dreamcast] Sound effects not playing at all
- Vita port: OGG BGM support
- Vita port: Additive blending
- Vita port: Fixed random crashing (decreased performance drastically though, will be fixed in future release)
- Vita port: Key bindings now use Vita button names
- Vita port: Make-your-own-game kit for Vita
- Netplay (Initial experimental implementation using lockstep approach, plus still with large sync issues)
- Random stage select
- Upgrade Emscripten for Web version and Make-your-own-game kit for Web
1.2 2023/06/30
- Vita port (still has some pretty serious issues that will be ironed out over the next few releases).
- 1 bugfix.
1.1 2020/11/06
- Proper Story helpers that can now target players via the override.target parameter and use all player controllers (just set a player target).
- Story helpers can now use player triggers and story triggers.
- Story helpers can be used in stages with the story parameter in the BGDef group.
- Story helper documentation.
1.0 2020/10/16
- Rudimentary support for story helpers, state machines that can run concurrently to players in story mode.
- Unlockable characters.
- Globalvars in story mode definition file.
- Substories.
- Disabling character select portraits.
- 8 bugfixes.
Demo 16 2020/09/09
- Additional story controllers (ParentVarSet, AnimStagePosSet).
- Additional story triggers (ScreenX, ScreenY, StageX, StageY, ScreenCharX, ScreenCharY, StageCharX, StageCharY).
- UIs for Make-your-own-game kits.
- 4 bugfixes.
Demo 15 2020/07/03
- Speed improvements.
- Sound effect improvements.
- Holding command durations work now.
- Missing menu parameter bgclearcolor.
- Missing menubg parameters (unified with stages now).
- Parallax improvements v2.
- Correct system.def/file.def file searching.
- General menu improvements after testing with more screenpacks.
- Dolmexica continue moddability.
- Missing M.U.G.E.N. storyboard parameters (bg.name, localcoord, snd, font, startscene, layerX.text, layerX.font, layerX.textdelay, layerX.endtime, soundX parameters, bgm parameters, window).
- Additional Osu mode moddability.
- 10 minor bugfixes.
Demo 14 2020/05/01
- Rest of mugen.cfg (Loading keys from file, AI.cheat).
- Blending, Angle + Scale in M.U.G.E.N. animation steps.
- Interpolation in M.U.G.E.N. animation steps.
- SinX/SinY background statecontrollers.
- Missing hitdef parameters (snap, mindist, maxdist).
- Make targetlifeadd work like in M.U.G.E.N.
- Palette controllers (PalFX, RemapPal, etc.).
- Parallax in stages.
- M.U.G.E.N.-style Documentation.
- Loading/Saving of options and global vars (Both for Windows and Dreamcast).
- Dolmexica is now under the MIT license, after loosely being GPL before, basically it's "I don't care what you do, I'm just not liable if something goes wrong" now.
- Missing stage parameters (window, windowdelta, positionlink, maskwindow, sin, zoffsetlink, scalestart, scaledelta, zoomdelta, resetBG).
- NULL stage elements.
- Missing projectile parameters (removeanimation, cancelanimation, removevelocity, velocitymultipliers, hitamount, misstime, priority, spritepriority, stagebound, lowerbound, upperbound, shadow, ownpal).
- 480p/720p resolution for characters.
- M.U.G.E.N. storyboards in story mode.
- Basically feature-complete now (bugs and overlooked things nonwithstanding).
- 18 bugfixes.
Demo 13 2020/03/06
- Breaking legacy changes:
- Mask parameter for stages/menu bgs (at least breaks most of my old menus).
- Angle controllers now correctly use degrees instead of radians (at least breaks some of my old storyboards).
- General updates:
- AI "Improvements".
- More PlaySnd parameters.
- 480p UI (can't recommend due to Dreamcast memory limits though).
- Camera Zoom.
- After Images (Web/Windows only; Technical limitations).
- Ability to run without assets folder (same exe position as original Mugen).
- ModifyExplod controller + missing Explod parameters.
- Looping stages.
- Readd static trigger caching as optional config var (don't recommend it though).
- Fixed up targeting triggers/controllers.
- Fight.def now completely implemented (bugs nonwithstanding).
- Triggers now completely implemented (bugs nonwithstanding).
- Character.cns now completely implemented (bugs nonwithstanding).
- Supermovetime/pausetime fixed.
- Victory Quotes from Mugen 1.1.
- Destination alpha in stages/backgrounds, can be seen in Mountain Temple stage (Windows only; technical limitation).
- Reversaldef Controller.
- Missing ~ and ^ and ^^ operators.
- Operator precedence is correct now.
- Error screen is back in action for Dreamcast version completely.
- Web version error screen is back too, but cannot recover from error screen to Title.
- Hit priorities.
- Most of applicable mugen.cfg / dolmexica.cfg parameters (still in progress).
- IntPersistIndex, FloatPersistIndex + Variable resetting.
- Adding root, parent, targets and := operator to storyboard triggers (storyboard triggers still in progress).
- 68 bugfixes.
Demo 12 2020/01/03
- 480p/scaling for stages (can't recommend on DC though due to memory).
- Draws.
- Missing gethitvar and projectile time triggers.
- KO slowdown.
- Environment shake.
- Proper super pause.
- Double KO, Timeout KO.
- Dreamcast sound effects (had to take out character sound effects due to load/stability problems, but the common/menu sounds are in in all their downsampled tinny glory).
- Some missing fight.def stuff like waittimes (hate them though, zeroed by default here).
- Make-your-own-game kit for web.
- Web version works on newgrounds now (not sure what fixed it though).
- Another trillion bugfixes.
Demo 11 2019/11/01
- New time system (should be like Mugen now).
- Helper system rework.
- Proper standalone Osu mode.
- A trillion bugfixes.
- Custom icons + setting for them in dolmexica.cfg.
- mugen.cfg can now be called dolmexica.cfg.
- Small stuff like missing triggers/state controllers.
Demo 10 2019/09/09
- Tons of bugfixes.
- Better tracking of stuff so maybe I can say more than "tons of bugfixes" next time.
- Osu mode comeback (story-mode only for now).
Demo 9 2019/07/05
- Bugfixes, no big features.
Demo 8 2019/05/03
- Runtime speedups (a lot this time, but never enough).
- New texture virtualization (fix pvr heap corruption bugs on Dreamcast).
- Fixing everything Demo 7 broke.
Demo 7 2019/03/01
- Runtime speedups (never enough).
- Option menu.
- Key remapping.
- Bugfixes.
Demo 6 2018/12/31
- Gameplay fixes.
- Juggling, combo counter.
- RAM improvements.
- Runtime improvements (just not enough).
- Portrait loading offline optimizations.
- Bugfixes.
Demo 5 2018/11/02
- Free Play Mode (1P vs CPU).
- Bugfixes.
Demo 4 2018/09/07
- Loading screen.
- Error screen with log output.
- Survival Mode.
- Watch Mode.
- Demo Mode (turned off by default).
- Fixing bugs and making modes more similar to the original.
Demo 3 2018/07/06
- Debug mode.
- Credits screen.
- More robustness improvements.
- Memory usage improvements.
- First run time improvements.
- Various bug fixes.
Demo 2 2018/05/04
- Versus mode and Training mode.
- Story Mode.
- Loading custom characters is more robust.
- More RAM usage improvements.
- Load time improvements.
Demo 1 2018/03/02
- Menus and related screens.
- Arcade mode.
- Story boards.
- Palettes.
- 240p resolution.
- Blend modes.
- RAM usage improvements.
Dream Fight 16 A.D. 2017/09/09
- Just enough Mugen functionality to make Dream Fight 16 A.D. characters work.
External links
- GitHub - https://github.com/CaptainDreamcast/DolmexicaInfinite/
- itch.io - https://captaindreamcast.itch.io/dolmexica-infinite
- itch.io - https://captaindreamcast.itch.io/dolmexica-infinite-archive
- VitaDB - https://vitadb.rinnegatamante.it/#/info/1091
- Make-your-own-game for Vita documentation - https://captaindreamcast.github.io/DolmexicaInfinite/makeyourowngamevita.html