Thank you for this release megavolt! I'd like to humbly suggest the following changes to the controls to match the arcade button layout:
A- Light Kick
B- Strong Kick
X- Light Punch
Y- Strong Punch
L/Z- Blow-Off Attack
King of Fighters XI
- MDashK
- shadow
- Posts: 12
- Location: Portugal
Re: King of Fighters XI
This is just awesome. Thank you so much for this! 
Another great title in a great console!
Question:
Is it possible to remap the buttons so that it is similar to the old DC KOF titles?
A = LP to X
B = LK to A
C = HP to Y
D = HK to B
Also, any chance to access difficulty config?

Another great title in a great console!
Question:
Is it possible to remap the buttons so that it is similar to the old DC KOF titles?
A = LP to X
B = LK to A
C = HP to Y
D = HK to B
Also, any chance to access difficulty config?
Internetus Exploratis
-
- dark night
- Posts: 51
Re: King of Fighters XI
Thanks! But even when replacing the value, somehow the hidden characters still stay locked. Not sure what I'm doing wrong.mathieulh wrote:0x5665A replace 0x00 to 0xFFWesker wrote:What's the offset? It's easier for my hex editor to track it this way.mathieulh wrote:Search for
in track 04 and replace toCode: Select all
01 1F 03 64 0B D3 0B 43 09 00 00 E2 0A D3 20 23
to unlock all characters.Code: Select all
01 1F 03 64 0B D3 0B 43 09 00 FF E2 0A D3 20 23
- Anthony817
- Shark Patrol
- Posts: 4033
- Location: Fort Worth, Texas
Re: King of Fighters XI
I only played 2 rounds last night before I went to bed at 4am, but on my GDEMU clone it worked flawlessly. No stuttering or slowdown or any glitches. It worked great.

https://www.obscuregamers.com/threads/a ... post-18306
I am quite sure that megavolt would know weather the hardware is the same or not. This is why we have the games working at all. If they required more memory we would not be able to get them working at all.
Otherwise, why not try for the Naomi games that are less demanding? Even with the double ram mod that was recently discovered for the Dreamcast, this will not help, since the Naomi has more sound memory, not to mention the Naomi 2 having more video memory. There is a specific reason that this system was targeted for ports than the other 2 arcades, and that is because the system is legit 1:1 the same exact specs as the Dreamcast, with the only difference being it uses solid state carts. Even the Network adapter for the Atomiswave LAN Communication Cartridge is literally just a Dreamcast BBA, and there is an adapter that was released last month that literally converts it to a BBA on the Dreamcast.
Also, this rumor about the Atomiswave having more ram than the Dreamcast needs to die. People have spread misinformation about this for far too long. In the thread over at Obscure about Atomiswave on Dreamcast, MetalliC had this to say about the matter when replying to people.dxen1 wrote:The Atomiswave while very similar does have double the video graphics memory, no sign of it slowing down yet...

https://www.obscuregamers.com/threads/a ... post-18306
I am quite sure that megavolt would know weather the hardware is the same or not. This is why we have the games working at all. If they required more memory we would not be able to get them working at all.
Otherwise, why not try for the Naomi games that are less demanding? Even with the double ram mod that was recently discovered for the Dreamcast, this will not help, since the Naomi has more sound memory, not to mention the Naomi 2 having more video memory. There is a specific reason that this system was targeted for ports than the other 2 arcades, and that is because the system is legit 1:1 the same exact specs as the Dreamcast, with the only difference being it uses solid state carts. Even the Network adapter for the Atomiswave LAN Communication Cartridge is literally just a Dreamcast BBA, and there is an adapter that was released last month that literally converts it to a BBA on the Dreamcast.

-
- lithium
- Posts: 36
Re: King of Fighters XI
No idea, It's working perfectly fine for me.Wesker wrote:Thanks! But even when replacing the value, somehow the hidden characters still stay locked. Not sure what I'm doing wrong.mathieulh wrote:0x5665A replace 0x00 to 0xFFWesker wrote:
What's the offset? It's easier for my hex editor to track it this way.

-
- lithium
- Posts: 36
Re: King of Fighters XI
The hardware is roughly the same.Anthony817 wrote:I only played 2 rounds last night before I went to bed at 4am, but on my GDEMU clone it worked flawlessly. No stuttering or slowdown or any glitches. It worked great.
Also, this rumor about the Atomiswave having more ram than the Dreamcast needs to die. People have spread misinformation about this for far too long. In the thread over at Obscure about Atomiswave on Dreamcast, MetalliC had this to say about the matter when replying to people.dxen1 wrote:The Atomiswave while very similar does have double the video graphics memory, no sign of it slowing down yet...
https://www.obscuregamers.com/threads/a ... post-18306
I am quite sure that megavolt would know weather the hardware is the same or not. This is why we have the games working at all. If they required more memory we would not be able to get them working at all.
Otherwise, why not try for the Naomi games that are less demanding? Even with the double ram mod that was recently discovered for the Dreamcast, this will not help, since the Naomi has more sound memory, not to mention the Naomi 2 having more video memory. There is a specific reason that this system was targeted for ports than the other 2 arcades, and that is because the system is legit 1:1 the same exact specs as the Dreamcast, with the only difference being it uses solid state carts. Even the Network adapter for the Atomiswave LAN Communication Cartridge is literally just a Dreamcast BBA, and there is an adapter that was released last month that literally converts it to a BBA on the Dreamcast.
Atomiswave is more or less a Dreamcast with additional SRAM (used for saving purposes, such as scores, settings and whatnot), a JAMMA output/input connector and using ROM carts instead of a GD-ROM drive.
There is no such thing as additional memory of any kind (other than the SRAM of course) and/or different CPUs.
- maonaluva
- undertow
- Posts: 27
Re: King of Fighters XI
Thank you very much for this port megavolt85
. I would like to have the service mode settings, mainly to make the sprites sharp. Does this version have the option of character type 5 as in the PS2?

- dxen1
- fire
- Posts: 70
Re: King of Fighters XI
maonaluva wrote:Thank you very much for this port megavolt85. I would like to have the service mode settings, mainly to make the sprites sharp. Does this version have the option of character type 5 as in the PS2?
https://wiki.hardedge.org/wiki/The_King ... de_Version
-
- noob
- Posts: 3
Re: King of Fighters XI
Thanks Megavolt85 for your work ! Amazing to get those ports on our beloved DC.
I'm using a PAL DC with legit GDEMU and fw 5.15.0
I've played through MS6 flawlessly.
With KOF XI, the game hangs on various situations inconsistently, meaning I can play some matches.
So far, it hung during stage transition, right before getting into the match.
It also hung after some time if I leave the game introduction start and let it run through demo mode. It hung also during a stage transition where I would believe the game loads everything required into the DC memory.
I've never played the original arcade or PS2 version of this KOF but I also have the feeling that during the stage transitions, the animations are not that fluid with some sort of stuttering. Not sure if is normal or sign of an issue.
Cheers
PS : issuel seems to be solved after updating the GDEMU firmware to latest version 5.20.3. GREAT. Thanks again for allowing us to enjoy these marvels.
I'm using a PAL DC with legit GDEMU and fw 5.15.0
I've played through MS6 flawlessly.
With KOF XI, the game hangs on various situations inconsistently, meaning I can play some matches.
So far, it hung during stage transition, right before getting into the match.
It also hung after some time if I leave the game introduction start and let it run through demo mode. It hung also during a stage transition where I would believe the game loads everything required into the DC memory.
I've never played the original arcade or PS2 version of this KOF but I also have the feeling that during the stage transitions, the animations are not that fluid with some sort of stuttering. Not sure if is normal or sign of an issue.
Cheers
PS : issuel seems to be solved after updating the GDEMU firmware to latest version 5.20.3. GREAT. Thanks again for allowing us to enjoy these marvels.
Last edited by Real6 on Sat Nov 07, 2020 5:07 pm, edited 1 time in total.
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