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also may i ask, what version of mugen this is compatible with? i.e 1.0 1.1 etc because i'm trying to get some new mugen characters in.

It's mostly aiming to be compatible with Winmugen. I did add compatibility to higher res characters at some point (for example the hi-res Kung Fu Man that comes with later Mugen versions), but they are a lot less tested, and unfortunately often break the memory limit of the Dreamcast (which is also why I put less focus on them). 

got it! thanks for the help!

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does vselect work with the Make-your-own-game kit?

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Only with some hacky workaround from what I can see.

I got it working by copypasting a Dolmexica for Windows executable into the assets folder of the Make-your-own-game kit (on the same level as the chars, data, font, etc folders) and selecting that as the Mugen Executable for VSelect to use. Seems like VSelect cares mostly about the relative folder structure, so editing the select.def like that works. I tried the, at the time of writing, latest version from the author, 1.3.10.4.

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Tysm for awnsering! 

With this I can finally have my dream of hyper dbz on console!

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Hello, could I ask how can I:

-Run Dolmexica infinite on my ps vita?

-Add characters in the ps vita dolmexica infinite?

Thank you for taking the time to help me!

Hi!

Regarding how to run Dolmexica on the Vita:

The first thing you need to do if you haven't already is to jailbreak your vita so you can install homebrew on it. Personally I've followed this guide here: https://vita.hacks.guide/ . Afterwards you need to transfer the vpk you downloaded to the Vita. Personally I use VitaShell on the Vita to open a ftp server and then use filezilla on my windows PC with the IP provided by VitaShell to transfer over the .vpk file and then install it from VitaShell. After installing, Dolmexica Infinite should be selectable as a game from the Vita home menu.

Regarding how to add characters:

For that you have to download the "Make-your-own-game kit for Vita" above. The full documentation is here: https://captaindreamcast.github.io/DolmexicaInfinite/makeyourowngamevita.html , but the short version is that there is an assets folder in there, where you will find the Dolmexica/Mugen files, that's where characters are added. Adding characters works like it would with Mugen.  For the full info, I would refer to the Mugen documentation here: https://www.elecbyte.com/mugendocs-11b1/mugen.html . But the short version is that you add the character files to the chars folder, then edit the data/select.def file to add that character to the character select menu. Then it should show up. 

So once your assets folder is in order, you can run "Dolmexica Infinite Make-your-own-game kit for Vita.exe" to set the game name and Title ID, and then after running it should output a .vpk that you can transfer to the Vita like you would with the standard Dolmexica version.

Hope it works! Please let me know if you encounter any issues. Thanks for trying it out!

Deleted 13 days ago

I Keep Getting This Error "The application was unable to start corectly (OxcOOOOO7b)" How Do I Fix

The Vita version? That does not look like a vita error, and if it is, it's not one I'm familiar with unfortunately.

If it's on Windows, the error seems to either signify that you are trying to run a 64-bit program on a 32-bit machine (which sounds unlikely), or because a .NET framework runtime is missing. Dolmexica itself does not use .NET, but the Make-your-own-game-kit GUI programs use it, does the error happen when you try to open those? 

If it is in fact the Make-Your-Own-Game-Kit gui program, there are two ways to avoid it. One would be to use the command-line batch file that comes with the program instead, you would call it like this:

make_vita.bat "[Name]" [Title ID (has to be 9 characters)] [version]

so for example:

make_vita.bat "Dolmexica Infinite" DOLM00001 01.00

The second way around it would be to install the .NET runtime for that program, which is provided here by Microsoft: https://dotnet.microsoft.com/en-us/download/dotnet-framework/net461

4.6.1. is a bit outdated, as the big red warning text saying "this is outdated" says, I will try to upgrade it for the next version. Maybe that's what's causing the issue.

Thanks for letting me know about the issue! Hope this helps, please let me know if you get the error from a different executable/version or if it's still not working and I'll try to find an idea how to fix it!

Its Not The Gui It's vita-pack-vpk.exe

That's unexpected, hmm, it doesn't really depend on any runtimes, unless it was compiled wrong. I've recompiled it now under 32 bit, while making sure there's no special dependencies, does this version of the executable work for you? 

https://drive.google.com/file/d/1T6fk8ErxfBQhJR4Gcrlk6Jl03o3Oe5gM/view?usp=shari...

essa versão do mugen para dreamcast tem como rodar na raspberry pi e tv box usando batocera ou emuelec

how do i put characters into the dolmexica infinite mod

web is blank

but how do i super?

I am using the web version, I can not get it to load locally, I only get a black screen in Edge. In the zip folder it creates, I only have game, game.wasm and index. Is this correct or am i missing something.

shared:ERROR: llc executable not found at `/usr/bin\llc.exe` is the error that I keep getting on windows ten

llc.exe was not on my computer and i had to make it. if you google search it is out there

Mine works and thank you very much www.almallen.com/CoreyKombat2

Hi! How i can build web platform, help me please

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You can win by only holding forward and spamming Q.
Nice achievement tho, if MUGEN became way more easy to develop for, I would try to build my own.

How do I fix no sound on the dreamcast version because whenever I boot up The make your own version There is no sound whatsoever on the dreamcast Can you give me an answer on how I can fix this problem thank you

I can't do it, I don't know much about computers and I don't know how to deal with .bat files if it were possible I would like you to do a step by step tutorial on how to make games.

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I'll try to go into more detail:

  1. Download the Dolmexica Infinite Make-your-own-game kit for Dreamcast
  2. Extract it to a folder. For the purpose of this tutorial, I will assume the kit is under C:\dolmexica\dreamcastkit
  3. Open the command prompt. Tthe command prompt is opened like any other program. Under windows 10, you would hit the windows key, enter command prompt and then select the program. The only issue here could be that the command prompt is called differently in different languages, for example, the German version is called Eingabeaufforderung. If all else fails, you can press the windows key + R and then enter cmd in the window that pops up.

 

4.  Next, you change the directory to the place where the dreamcastkit is by entering cd C:\dolmexica\dreamcastkit (this should be the folder where your make_cdi.bat is, if you have it somewhere else). If there are spaces in your path, you have to add "" around your path, like cd "C:\dolmexica\dreamcastkit"


The tutorial was too long, so I have to split it into multiple parts, it will continue below.

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5. This is where the command I mentioned before comes in. If you now type make_cdi.bat CD_NAME CdiName, a CDI will be created based on the files in the assets folder. Modifying the assets works analogously to how it works in Mugen, here is a good tutorial on that: https://mugenarchive.com/forums/showthread.php?210-Tutorial-How-to-Add-Characters-to-your-Mugen-roster . There are things to remember when making games for the Dreamcast, most importantly the memory limits. The Dreamcast has very limited memory compared to modern computers, so make sure to pick characters that fit. From my experience, characters with a 5MB sprite file represent the very upper limit of what you should put in. I'd probably go with 4MB as an upper limit to be sure, since there are also other factors, like the size of the statemachine playing in. Finally, you have to make sure your CD_NAME is not too long. If that is too long, the creation of the CDI will fail. That being said, the command should look something like this (replace CD_NAME and CdiName with the name you want your CD to have and the name you want the output cdi to have respectively):


Once again, I had to split it up, the next steps are in the next comment.

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5. (continued)

This will start the cdi creation process, which will look something like this:



(Will be continued, itch really doesn't like large images)

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5. (continued): This will also create a CdiName.cdi in the dreamcastkit folder, this is what it looks like in the example:


6. The final step is burning the CDI to a disc. This works like with all other Dreamcast cdi images if you have experience with that. For burning those, you generally use Padus Discjuggler. The trial version is available here: https://legacy.padus.com/downloads/demo.php . It supports everything you need to burn CDs, so that can be used. The Padus site seems to be timing out right now, so I'd like to mention that an alternative to Discjuggler is ImgBurn (https://www.imgburn.com/) which also supports CDI files. I can't give an in-depth tutorial for that since I have never used it though, so the tutorial will continue with Discjuggler.

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7. After clicking away the various messages, click the New symbol in the upper left corner:


8. Select Burn disc image from the list that comes up:


 

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9. Click on the source button to select the CDI you want to burn.


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9. (continued): After selecting the CDI you created earlier, it should look something like this:


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10. The final step is starting the burning process. Make sure you have inserted a blank CD-R in your drive and press the Start button. It is greyed out in the image because I don't have a blank CD-R right now, but in your case it should be clickable:


It is generally a good idea to set the writing speed as slow as possible to avoid disc errors.

11. Wait until the burning has finished and put the CD-R in your Dreamcast. If everything works out, you should see a little message on the licensed by Sega screen and the game will start afterwards.

That was pretty much as in-detail as I could make it, I hope it helps!

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Great, it deleted most of my images. Will fix real quick.

Edit: Done fixing the images, I never knew how terrible the itch commenting stuff could be. Will probably change this comment section to forum-style with the next demo.

Alguém pode me ajudar? porque quando tento executar o arquivo make_cdi.bat a tela pisca e uma tela preta aparece, mas nada acontece, alguém me ajude por favor

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I think I understand what the issue is here: The make_cdi.bat is supposed to be used with the command line, if you just click it, it will flash then immediately close itself. It is supposed to use with its parameters like this:



There will be a version with a proper GUI in either Demo 15 or 16, but I still haven't started work on that yet, so I can't tell when that will be included. Sorry that the README was unclear on that, I have added the fact that it needs to be started from the command line to the Demo 15 version.


Now in Portuguese with Google Translate (probably pretty wrong, but I hope the general meanings come through, I'm not actually sure if it is even Portuguese in the original question, looks like it could be Spanish too, I'm sorry, please blame Google Translate autodetect):

Acho que entendi qual é o problema: O make_cdi.bat deve ser usado com a linha de comando; se você clicar nele, ele piscará e imediatamente se fechará. É suposto usar com seus parâmetros como este:


Haverá uma versão com uma GUI adequada na Demo 15 ou 16, mas ainda não comecei a trabalhar nisso ainda, portanto não sei dizer quando isso será incluído. Lamentamos que o README não tenha sido esclarecido, mas acrescentei que ele precisa ser iniciado na linha de comando para a versão Demo 15.

thanks for the moves on this one but i still need help with the other one

how do you use special atacks

Suave Dude, the character included with the current demo, has a few special input attacks (using the default keys to indicate weak kick/strong kick):

  • High Kick: Forward, Down, Down-Forward, then A or S or A+S
  • Dude Kick: Down, Down-Forward, Forward, then A or S or A+S
  • Air straight kick (while in Air): Down, Down-Back, Back, then A or S or A+S
  • Triple Dude Kick (Power bar must be at least 1): Down, Down-Forward, Forward, Down, Down-Forward, Forward, then A or S
  • Smash Dude Slash (Power bar must be at least 1): Down, Down-Back, Back, Down, Down-Back, Back, then A or S
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How did you made your Dolmexica Infinite game HTML5 and Dreamcast CD? I can't seem get it work.

Oh, sorry it didn't work for you and thanks for reporting it!

Hmm, it should work with the Make-your-own-game kit for Dreamcast and Make-your-own-game kit for Web respectively. They should include everything that is needed for making custom games.

The Dreamcast version comes with a filesystem folder, where you put the assets like you would with regular M.U.G.E.N (though I would recommend testing it with the Windows version first, to make sure there are no errors with the characters themselves or something). After that you have to run "make_cdi.bat GameTitle DISC_TITLE", that should output a GameTitle.cdi. That is the default format for Dreamcast releases and should be burnt with Padus Discjuggler. A trial version which works fine for burning everything can be found here. (I also just noticed the Discjuggler link in the description is broken, I'll fix that now). The reason this format is preferred is historically due to its better treatment of multi-session disc data, which is how the Dreamcast loads CD-R games.

The web version works with the Make-your-own-game kit for Web in a similar fashion: It includes an assets folder where you put the M.U.G.E.N files you want to use (once again, I recommend testing with the Windows version first). After that you run "make_web.bat GameName", that creates the build folder, in which the raw .js files and index.html are located in case you want to change things in them before uploading, and a zipped GameName.zip you can use to upload to sites like itch or newgrounds. There can be problems with bigger games for web versions, the web conversion sometimes struggles with those. Additionally testing the web version locally can be tricky. You either have to use emrun by emscripten, if you have that installed, or test with Microsoft Edge, which works even with local web version builds because unlike Chrome and Firefox it loads local file references (normal browsers disable those due to security reasons, which is great against malware but not so great when you want to test your games locally without running a server).

I also used those kits to make the current Dolmexica versions so they run on my machine at least. Where exactly does the process fail for you? Is there a problem with creating the .cdi/.zip? Is there a failure during burning or loading the game? Does it crash during the game? Does it work with the Windows version or is it maybe just some error in Dolmexica in general? Those would be my first questions, maybe they can help figure out what went wrong. Once again, sorry you ran into issues when trying to make Dreamcast/Web builds.

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Here's the pictures I screenshot.


Also, can you show me the tutorial about Make-your-own-game kit for Web and Dreamcast? I got confused about reading.

Ok, I think I recorgnize the errors:

For the Dreamcast error, it looks like the disc title is too long. If your command is something like "make_cdi.bat GameTitle DISC_TITLE", it's the DISC_TITLE causing the issues, try using a shorter one, that should do the trick. I'm not sure if it's a CD limitation or of the program making the cd image, but I also ran into this issue before.

For the web version, it looks like you are trying to open the index.html in your folder locally, without uploading it to itch or a similar site first. Browsers don't like loading local files (due to security reasons) and want all files to have either a http:// or https:// path. The easiest way to emulate that is to create a test project on itch and upload the zip there (you can make a project without publishing it and test there). It also seems to work locally with the Edge browser because it does not have the security check against loading local files I mentioned before.

Both Make-Your-Own-Game-Kits come with a README.txt, that is all the documentation there is right now. I'll add it to the regular Dolmexica documentation for next time and add a note about the two issues you encountered. I hope the rest of it works as expected now, once again sorry about the errors.

Is it just me or am I getting a black screen when I click play?

Hmm, the uploaded versions all still run for me. Which version gives you the black screen? The web version? If so it could be helpful if you could tell me which browser you use and if there's any special output under your browser console (opens with CTRL+Shift+J under Firefox and Chrome). Other than that, I guess it could be graphics card related, since it uses WebGL, so maybe it's that?


I'm sorry you were getting a black screen, but thanks for letting me know!

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I got the same error on both FireFox and Chrome. But on Firefox there is no black screen. I only get black screen on Chrome, even though they have same error...


index.html:186 Looks like you are rendering without using requestAnimationFrame for the main loop. You should use 0 for the frame rate in emscripten_set_main_loop in order to use requestAnimationFrame, as that can greatly improve your frame rates!

printErr@index.html:186
Browser_mainLoop_runner@game.js:1
setTimeout (async)
Browser_mainLoop_scheduler_setTimeout@game.js:1
_emscripten_set_main_loop@game.js:1
(anonymous)@00b734fe-2746:10
Module.dynCall_viii@game.js:1
invoke_viii@game.js:1
(anonymous)@00b734fe-1457:325
(anonymous)@00b734fe-3036:88
Module._main@game.js:1
callMain@game.js:1
doRun@game.js:1
(anonymous)@game.js:1
setTimeout (async)
run@game.js:1
runCaller@game.js:1
removeRunDependency@game.js:1
receiveInstance@game.js:1
receiveInstantiatedSource@game.js:1
Promise.then (async)
(anonymous)@game.js:1
Promise.then (async)
instantiateAsync@game.js:1
createWasm@game.js:1
(anonymous)@game.js:1

game.js:1 Uncaught SimulateInfiniteLoop

runIter@game.js:1
Browser_mainLoop_runner@game.js:1
setTimeout (async)
Browser_mainLoop_scheduler_setTimeout@game.js:1
_emscripten_set_main_loop@game.js:1
(anonymous)@00b734fe-2746:10
Module.dynCall_viii@game.js:1
invoke_viii@game.js:1
(anonymous)@00b734fe-1457:325
(anonymous)@00b734fe-3036:88
Module._main@game.js:1
callMain@game.js:1
doRun@game.js:1
(anonymous)@game.js:1
setTimeout (async)
run@game.js:1
runCaller@game.js:1
removeRunDependency@game.js:1
receiveInstance@game.js:1
receiveInstantiatedSource@game.js:1
Promise.then (async)
(anonymous)@game.js:1
Promise.then (async)
instantiateAsync@game.js:1
createWasm@game.js:1
(anonymous)@game.js:1

index.html:186 Looks like you are rendering without using requestAnimationFrame for the main loop. You should use 0 for the frame rate in emscripten_set_main_loop in order to use requestAnimationFrame, as that can greatly improve your frame rates!

printErr@index.html:186
Browser_mainLoop_runner@game.js:1
setTimeout (async)
Browser_mainLoop_scheduler_setTimeout@game.js:1
_emscripten_set_main_loop@game.js:1
(anonymous)@00b734fe-2746:10
Module.dynCall_viii@game.js:1
invoke_viii@game.js:1
(anonymous)@00b734fe-1457:325
(anonymous)@00b734fe-5132:218
(anonymous)@00b734fe-2759:7
Module.dynCall_v@game.js:1
browserIterationFunc@game.js:1
runIter@game.js:1
Browser_mainLoop_runner@game.js:1
setTimeout (async)
Browser_mainLoop_scheduler_setTimeout@game.js:1
_emscripten_set_main_loop@game.js:1
(anonymous)@00b734fe-2746:10
Module.dynCall_viii@game.js:1
invoke_viii@game.js:1
(anonymous)@00b734fe-1457:325
(anonymous)@00b734fe-3036:88
Module._main@game.js:1
callMain@game.js:1
doRun@game.js:1
(anonymous)@game.js:1
setTimeout (async)
run@game.js:1
runCaller@game.js:1
removeRunDependency@game.js:1
receiveInstance@game.js:1
receiveInstantiatedSource@game.js:1
Promise.then (async)
(anonymous)@game.js:1
Promise.then (async)
instantiateAsync@game.js:1
createWasm@game.js:1
(anonymous)@game.js:1

The error is because I'm forcing Emscripten, the web framework, to 60fps instead of letting it use the display refresh rate. This error is expected and should not result in a black screen.

Hmm, it also works on Chrome for me, so it doesn't seem to be a general problem with Chrome. Very mysterious, like you said the logs are the same as well. I'll try setting up some VMs and see if I can reproduce the black screen issue, either way, thanks a lot for sharing the console output with me!

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I launched a VM and used Chrome and it worked. I don't know maybe it is just my computer. I tried to disable all extensions and plugins, didn't help. Maybe is because I'm still using window 7?

I can't say either right now, I'll try it with Windows 7 first, thanks for the hint (and the additional testing with the VM/extensions!)

How I can modificate the Dremacast version to inclide other characters? I know that putting the char on CHAR dir and modificate de select.def file to include it, but When I generate a new cdi with this modifications, the main screen appears but when I press start to play it, the game crashes

Yeah, that should be the way to go. Did you try it with the Windows version? Maybe the Dreamcast version ran out of memory. Other than that, unlike the original Mugen, the Dreamcast version is picky with upper/lower case filenames. So if the original character creator didn't pay attention to that in the .def file, the character might crash.

If it also crashes in the Windows version, that's some error in the interpreter. On that note, I'm sorry about the lack of error output (e.g. infos  about what went wrong, etc.), I'll add that in the next version. If you don't mind, could you tell me which character crashed so I can take a look too? 

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Finally, a way to play all those hot MUGEN 1.1 characters on everyone's 2nd or 3rd favorite Sega console! I hope everyone dosn't accidentally burn though CD's trying to index characters and get character select screens to line up properly.

The browser version seems to set it's frame rate to the monitor's refresh rate (144fps KFM has some sick frametraps) and makes all of windows eat shit while loading and unloading it, but why would you play MUGEN in a browser anyway? Unfortunately the Windows version dosn't support best boy Dragon Claw so I can't really recommend it, but it's a good start.

Also, did itchio remove the jam page comment section? How will I ever secretly shitpost now?

Official pro-tier indefensible ranking as generally accepted by everyone as signed in the Sega home console treaty of '68:

Dreamcast > Mega Drive > Saturn = Master System > CD > 32X > SG1000 though it may be good, but how will we ever find out.

The CD thing reminds me that I wanted to add SD card support later down the line, so you only need to burn the disc once and then read characters and all that dynamic stuff from the SD card. Though I guess technically, you could just start the game from the SD adapter then and do away with CD-Rs altogether.

So I guess the web version ignores my plea for 60 frames per second. Proper handling of variable fps is something I'll have to tackle in the future anyway, for the five TVs left in the world who only run in 50Hz.  The other games had 50Hz support, but since Mugen relies so much on integer frame values, I've removed it from this one. Of course only until it's all properly sorted out

For me the jam pages still have comments: https://itch.io/jam/agdg-demo-day-19/rate/220871. Does it not show the comment stuff for you? Either way, thanks for risking life and limb outside of the safety of the jam page to share your experience with the demo!