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Dolmexica Infinite Vita: Difference between revisions

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|title=Dolmexica Infinite
|title=Dolmexica Infinite
|image=dolmexicainfinitevita.png
|image=dolmexicainfinitevita.png
|description=Dolmexica Infinite is a WIP Mugen interpreter for Dreamcast, Web, Vita and Windows.
|description=A WIP Mugen interpreter for Dreamcast, Web, Vita and Windows.
|author=Captain Dreamcast
|author=Captain Dreamcast
|lastupdated=2023/06/29
|lastupdated=2023/12/31
|type=Action
|type=Action
|version=1.2
|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.  


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.


==User guide==
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].
Line 57: Line 62:
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
Dolmexicainfinitevita.png
General
AuthorCaptain Dreamcast
TypeAction
Version1.5
LicenseMIT License
Last Updated2023/12/31
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:

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.

Update history.

External links

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