Anyone have the games: Captain Tomaday and Ganryu by joshprod?

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Ian Micheal
Developer
Posts: 5994
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Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#21 » Sun Oct 10, 2021 3:53 pm

Code: Select all

KallistiOS Git revision v2.0.0-301-ga449e93-dirty:
  2019. m├íj. 11. 19:53:30
  Punk@Corei3:/home/Punk/dc/kos
Error in dc\mem\sb.cpp:sb_WriteMem:465  -> Write to System Control Regs , not  i
mplemented , addr=5f74e4,data=1fffff | pc = 0x8C0BD3A0
maple: active drivers:
    Dreameye (Camera): Camera
    Sound Input Peripheral: Microphone
    PuruPuru (Vibration) Pack: JumpPack
    VMU Driver: Clock, LCD, MemoryCard
    Mouse Driver: Mouse
    Keyboard Driver: Keyboard
    Controller Driver: Controller
    Lightgun: LightGun
  DMA Buffer at ac236460
vid_set_mode: 640x480 VGA
maple: attached devices:
  A0: Dreamcast Controller          (01000000: Controller)
  A1: Visual Memory                 (0e000000: Clock, LCD, MemoryCard)
pvr: disabling vertical scaling for VGA
snd_init(): loading 3332 bytes into SPU RAM
flashrom_get_region: unknown code '  1 0'
vid_set_mode: 320x240 VGA
NO CONSOLE !
snd_stream: alloc'd channels 0/1
fs_iso9660: disc change detected
  (joliet level 3 extensions detected)
Preloading 'game.aes'...
## load_aes
OK
Preloading OK.
NEOGEO: Allocating memory...
INIT MEMMAP
Prefetching ROM...
aes4all_memory_cpu_size = 1881600

NEO4ALL based on NeoCD/SDL 0.3.1 and GnGeo 0.6.5
Compiled on: May 11 2019 21:13:45

NEOGEO RUN ...

Reset!

Lets go ...


Says it right on debug it's AES4all people
That's gpl code you can ask for the builds src loading the prefetch like i said from romdisk It's not a port it's AES4all that's it
it will only load roms under this aes4all_memory_cpu_size = 1881600 the memory size is set for it captain tomday

Can change the memory size in src

Code: Select all

#ifndef AES_PREFETCHING
#ifdef SHOW_MENU
//#define AES4ALL_TOTAL_MEMORY ((11*1024*1024)-(256*1024))
#define AES4ALL_TOTAL_MEMORY ((11*1024*1024)+(64*1024))
#else
#define AES4ALL_TOTAL_MEMORY ((12*1024*1024)+(128*1024))
//#define AES4ALL_TOTAL_MEMORY ((12*1024*1024)+(320*1024))
#endif
#else
#define AES4ALL_TOTAL_MEMORY (10*1024*1024)
#endif


Really your only paying for the rights to use the rom legal as i said josh paid a lot for the rights that's what your paying for

You know it's using Prefetching ROM... so memory map

CHUI Now, AES4ALL has SD-Card support (yes, MMU using SD instead CD is more fast, so more playable for large NeoGeo roms)

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Ian Micheal
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Posts: 5994
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Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#22 » Thu Oct 21, 2021 4:29 am

Btw no aes4all uses hardware rendering it's low bitrate sdl not sdl dreamhal which would speed it up heaps..

Even the sold josh prod versions are just sdl framebuffer i watched on debug they never even use the pvr..

Code: Select all

2D blit speed benchmark
SDL CHUI

OUTPUT:>                           320x240  320x240    640x480                 640x480
OUTPUT:>                           software hardware software                   hardware
OUTPUT:> Slow points (frames/sec):  0.20885 0.208823 0.0250253 0.0250252
OUTPUT:> Fast points (frames/sec):  18.4372  18.4544  4.47263  4.47271
OUTPUT:>    Rect fill (rects/sec):  652.125  652.333  156.312    156.3
OUTPUT:>  32x32 blits (blits/sec):  1327.28  1327.28  1277.21   1277.6
OUTPUT:> arch: shutting down kernel
OUTPUT:> maple: final stats -- device count = 2, vbl_cntr = 56270, dma_cntr = 56266
OUTPUT:> vid_set_mode: 640x480 NTSC```
STATE:> Upload processus completed on 6/17/2021 - 09:31:53, Exit Code : 0
```SDL DREAMHAL IAN MICHEAL
OUTPUT:>                           320x240  320x240  640x480  640x480
OUTPUT:>                           software hardware software hardware
OUTPUT:> Slow points (frames/sec): 0.419221 0.419331 0.0502137 0.0502235
OUTPUT:> Fast points (frames/sec):  36.9728  36.9942  8.97175  8.97364
OUTPUT:>    Rect fill (rects/sec):  1324.71  1329.87  314.932  314.786
OUTPUT:>  32x32 blits (blits/sec):  3126.72  3129.11   2957.4  2970.27
OUTPUT:> arch: shutting down kernel
OUTPUT:> maple: final stats -- device count = 2, vbl_cntr = 27991, dma_cntr = 27976
OUTPUT:> vid_set_mode: 640x480 VGA```


Instant it would have double blit rate

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marchegiano
Quad Damage
Posts: 197

Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#23 » Tue Nov 16, 2021 12:27 am

I have tomaday

I assume the only thing that would actually interest you guys is the 1st_read.bin?

There's a dummy file .dat, the boot ip.bin, the emulator 1st_read.bin, the game game.aes, and what I think is just a splash screen joshprod.raw.

Looks 100% like what Ian has been saying but I ran into issues with verifying.

In the past I had used convertneo, aes4all, dreamneo and the mvs2ngcd conversions successfully but when I got Prod's aes4all off the cdi I wanted to throw things at it to see what happens and what differences I can notice and point out between the different 4alls and conversion if any. Also, CDDA would definitely be great. I thought I could take tomday and convert it then CDDA it but I got stuck pretty quick. Having the prod tomaday, my own compile tomaday, and then a converted and CDDA's tomaday to compare them all would be cool.

then I thought let me just convert ganryu from zip to aes and but again I got stuck quickly. I was on here looking for help when found this thread. Convertneo doesn't stick out in my memory as difficult but I just keep getting that no romset found error. I was going to use the nagryu.aes in both the 4alls and again maybe try to dreamneo it.

You guys will get some testing in before I even retrace how to produce my own captain tomaday port to compare Prod's to.

So far it's ran fine but I've hardly played it. I've spent way too long tonight trying to make my own.


1ST_READ.zip
(384.92 KiB) Downloaded 193 times

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Ian Micheal
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Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#24 » Tue Nov 16, 2021 1:34 am

100% aes4all old version with mmu turned off that's why it works on nulldc

Code: Select all

nd_init(): loading 3332 bytes into SPU RAM
flashrom_get_region: unknown code '  1 0'
vid_set_mode: 320x240 VGA
NO CONSOLE !
snd_stream: alloc'd channels 0/1
fs_iso9660: disc change detected
  (joliet level 3 extensions detected)
Preloading 'game.aes'...
## load_aes
OK
Preloading OK.
NEOGEO: Allocating memory...
INIT MEMMAP
Prefetching ROM...
[glow=red]aes4all_memory_cpu_size = 1881600[/glow]

NEO4ALL based on NeoCD/SDL 0.3.1 and GnGeo 0.6.5
Compiled on: May 11 2019 21:13:45

NEOGEO RUN ...

Reset!

Lets go ...

Right when running it on debug it says it's aes4all memory size is set to 1881600 max memory size it has no mmu and no HArdware rendering which means it's based on beta 1 lol only has josh prod version framebuffer non Hardware rendering

Yes the raw file is just bmp renamed lol for the splash screen NEOGEO: Allocating memory...
INIT MEMMAP
Prefetching ROM...
aes4all_memory_cpu_size = 18816


Run it on nulldc watch the console out put 100% proof right there

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fafadou
Gold Lion
Posts: 1653

Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#25 » Tue Nov 16, 2021 2:49 am

So WE can replace the tomaday aes4all 1st_read.bin by this one ?
I'm understanding thé 1st_read.bin share here (thanks) is less good ^^

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Ian Micheal
Developer
Posts: 5994
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Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#26 » Tue Nov 16, 2021 3:19 am

Above is not the same build as tomday the only change is some frameskip and no prefetch using mmu it also older then src base as it using kos2.0 which before i put out sdl dreamhal with GLDC it was not possible to do opengl on kos 2.0 with sdl.. Use demul you see it never moves the gpu it's framebuffer ..

Roms included also use normal aes bios with the render bios screen turned off which is easy to do in the src..

Want to see take the roms from these sold builds run them on normal aes4all the normal bios shows up lol Bios is built in to the roms not the emulator..

Both src bases are the exact same with some define changes for both sold and free

Only change is the later is using kos2.0 gcc4.7 and not the old gcc3.2 and has a set memory limit


All sold are based on
NEO4ALL based on NeoCD/SDL 0.3.1 and GnGeo 0.6.5
Compiled on: May 11 2019 21:13:45 which is based on my port of neogeo cd sdl which needed asm changed to c to be ported in the first place..

Date for tomday May 11 2019 21:13:45 based on NeoCD/SDL 0.3.1 which is my og src base for my project Dreamneo cd released 1 year before neo4all was a thing

Sold disks are based on GPL code with out any permission at all or even credit..

KallistiOS Git revision v2.0.0-301-ga449e93-dirty:
2019. máj. 11. 19:53:30
Punk@Corei3:/home/Punk/dc/kos


That is why they run so bad on a mil cd software rendering lower versions of what we have for free

Is what all the sold emulators are running and old SDL that does not included any hardware rendering all of them are down grades of chui's hardware rendering opengl using sdl that only worked on kos1.3 before i ported GLDC opengl to SDL dreamhal..

ALl they had was software rendering frame buffer. SDL 1.2.13 which they did not have since i only recovered it in 2020..

Tomday on a cdr runs like 100% crap it slows to crawl even with limited number of things on screen.. It should i's using framebuffer sdl included in kos2.0


I can change build optimize aes4all correct with proper defines with faster loader and almost no stutter I will do this right now I'm doing amiga.. I know 4all src codes very well course neo4all very well since it's about 90% the same as my own port there based on the 100% the same src code.. I just did the hardwork back in the day of porting it in the first place..

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marchegiano
Quad Damage
Posts: 197

Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#27 » Tue Nov 16, 2021 10:28 am

Yeah bud, nothing to report contrary. Let me know if the other stuff would be useful in anyway, I figured the emulator itself tells the story and uploading just the bin was really fast. I was being a bit lazy and upping what I think is the important bit.


I misremembered dreamneo and aes4all processes and monkied with making .zip into .aes thinking I needed to do that for dreamneo but looking at my own blue's journey I made that's def not how I did that. So I've done next to eff all. :lol: just wasted my time a bit.

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marchegiano
Quad Damage
Posts: 197

Re: Anyone have the games: Captain Tomaday and Ganryu by joshprod?

Post#28 » Wed Nov 17, 2021 9:55 am

Here is where you can download the full cdi. I am not sure about the rules and piracy here so I'm not sharing a direct download link, just a link to a thread on a forum with the download for any who choose to have a look.

https://www.nextgenroms.com/topic/14798 ... -joshprod/



I've really not dedicated much time to this, just so much DC stuff going on here that's a lot more interesting to me to be honest, but I have swapped the emus and .aes

I don't burn thing sfor my DC unless I know it's definitely something I want to play on it or will work good for my son. So, this is all redream/demul info

The only real change I noticed is the splash screens are different. Josh has his own splash of course then his version of Tomaday skips a screen in the rom, the "regular?" version's very first actual game screen is cut from the game.

With non-prod 4all I was unable to load Tomday in either redream or demul. Regular or Prodded .aes made no difference. I'm not sure if there's a more up to date version than chui's on this forum, I wouldn't doubt there is, but I'm working with the OG from 2011, I think 2011.

As far as slow downs, yup, you can do that straight away in either versions of the rom. Just start playing and instead of murdering everything let them crowd you, it will slow down. I didn't bother getting to a place where you're going to be forced to slow down because it seemed unnecessary but if someone reckons I ought to I will test for that goal.

I noticed no difference in when prod's .aes rom slows or when a regular tomaday convert to .aes slows down. About the same kind of slow, about the same spot, all sames.

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