King of Fighters XI
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- undertow
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Re: King of Fighters XI
Megavolt85, Side topic, do you think it would also be possible to port some Naomi games
- pitito
- dark night
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Re: King of Fighters XI
The only change it has with respect to your version is this, not counting the hidden charactersmegavolt85 wrote:The CDI version was not compiled by me, so I can't say for sure what has been changed in it
It is compared to the binary of your first version
That's why I was telling you if the game has performance improvements for the USBGDROM, maybe I can apply them to the cdi
- megavolt85
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Re: King of Fighters XI
for porting, you will have to interfere not only with the program code, but also compress the quality of sounds, models, texturesmunooue wrote: do you think it would also be possible to port some Naomi games
the highlighted value is LBA+150 of g1romfspitito wrote:The only change it has with respect to your version is this, not counting the hidden characters
- pitito
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Re: King of Fighters XI
OK thanks
Then it would be feasible to edit the values that you have applied in the USBGDROM version, if these values can improve the game also in CDI
Then it would be feasible to edit the values that you have applied in the USBGDROM version, if these values can improve the game also in CDI
- megavolt85
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- Crazy Taxi!
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Re: King of Fighters XI
megavolt85 wrote:for porting, you will have to interfere not only with the program code, but also compress the quality of sounds, models, texturesmunooue wrote: do you think it would also be possible to port some Naomi games
the highlighted value is LBA+150 of g1romfspitito wrote:The only change it has with respect to your version is this, not counting the hidden characters
What about converting back atomiswave to naomi back to atomiswave to dreamcast?
Two atomiswave prototype have been released (kenju and force five) but only in netboot naomi 1 conversions. Would it be possible to change them back to convert to dreamcast format?
Or at least direct conversion from netboot to dc seeing how they were atomiswave format first.
- Anthony817
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Re: King of Fighters XI
Sounds and textures would be the easy part, optimizing models and reexporting back to the correct format would be the hard part. Especially without the source code, but then again, you have already done great work porting the Atomiswave games without the source code so do you think it could be doable?megavolt85 wrote:for porting, you will have to interfere not only with the program code, but also compress the quality of sounds, models, textures
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Re: King of Fighters XI
Textures is somewhat not trivial at times. Your assuming its stored as a separate plain pvr. Alot of games dont do this , sometimes they combine the model data and textures in one container(i have seen games that sometimes store model+texture+animation in one). Also sometimes they dont use pvr and use a custom format, which also applies to the models that they alot of the times don't use the dreamcast native ninja model library instead opt for custom formats. Reading model format itsnt that easy if you have to reverse it .Anthony817 wrote:Sounds and textures would be the easy part, optimizing models and reexporting back to the correct format would be the hard part. Especially without the source code, but then again, you have already done great work porting the Atomiswave games without the source code so do you think it could be doable?megavolt85 wrote:for porting, you will have to interfere not only with the program code, but also compress the quality of sounds, models, textures
Probably if the games use adx it would be easier to compress that. Thats probably way bigger than model data because even huge models tend to be from a few kb to a couple of mb. Audio and texture is much bigger.
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- Fancy Pants Admin
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- undertow
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Re: King of Fighters XI
Tested a little bit more and got a total freeze today on the CDI version.
I guess some levels work other don't
I guess some levels work other don't