Doom 64 is heading to the Dreamcast

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MoeFoh
1300
Posts: 1359

Re: Doom 64 is heading to the Dreamcast

Post by MoeFoh »

The Final Final has been released! :lol:
New: stick deadzone adjustment, VMU management, custom controls to override the the baked-in settings. :o

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

And some performance to keep the 60fps, but not sure.

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megavolt85
Developer
Posts: 2159

Re: Doom 64 is heading to the Dreamcast

Post by megavolt85 »

CORE316 wrote: Tue Jan 14, 2025 6:03 pm Has anyone had issues with Vibration Packs with Official Controllers , it isn't working for me I run Open Menu and 5.15 GDEMU I doubt this the problem though. I use Official Controller with Official VMU and Official Vibration Packs
I looked at the source code and I can say for sure that vibration will not work, the problem is that the vibration driver in KOS does not explain how the vibration pack works at all and programmers are forced to select values ​​manually, most of these values ​​will never work on the original equipment

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MoeFoh
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Posts: 1359

Re: Doom 64 is heading to the Dreamcast

Post by MoeFoh »

Good news: vibration works with usb4maple. Bad news: (Guide+X) controller configuration is broken on the extra buttons (BACK, LB & RB no longer work). Removed control.ini file and still no change.

2nd analog stick still works for Strafing & Up, Down movement.
Last edited by MoeFoh on Fri Jan 17, 2025 1:45 am, edited 2 times in total.

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

megavolt85 wrote: Wed Jan 15, 2025 5:12 am
CORE316 wrote: Tue Jan 14, 2025 6:03 pm Has anyone had issues with Vibration Packs with Official Controllers , it isn't working for me I run Open Menu and 5.15 GDEMU I doubt this the problem though. I use Official Controller with Official VMU and Official Vibration Packs
I looked at the source code and I can say for sure that vibration will not work, the problem is that the vibration driver in KOS does not explain how the vibration pack works at all and programmers are forced to select values ​​manually, most of these values ​​will never work on the original equipment
Thanks for explain and having a look dear @Megavolt, is it possible to fix it ?...

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megavolt85
Developer
Posts: 2159

Re: Doom 64 is heading to the Dreamcast

Post by megavolt85 »

Apparently the author doesn't want to deal with this
https://github.com/jnmartin84/doom64-dc/issues/56

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

megavolt85 wrote: Wed Jan 15, 2025 11:09 am Apparently the author doesn't want to deal with this
https://github.com/jnmartin84/doom64-dc/issues/56
As always you have totally right, but if I understand well the new final update from this night has that :

"more changes coming"
void *I_RumbleThread(void *param) {
uint32_t packet = (uint32_t)param;
maple_device_t *purudev = NULL;
purudev = maple_enum_type(0, MAPLE_FUNC_PURUPURU);
if (purudev) {
purupuru_rumble_raw(purudev, packet);
}
return (void*)0;
}

void I_Rumble(uint32_t packet) {
thd_create(1, I_RumbleThread, (void*)packet);
}

do you think it would work ?
If not, do you think you could do a hex patch or something, please ?

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

megavolt85 wrote: Wed Jan 15, 2025 11:09 am Apparently the author doesn't want to deal with this
https://github.com/jnmartin84/doom64-dc/issues/56
As always you have totally right, but if I understand well the new final update from this night has that :

"more changes coming"

Code: Select all

void *I_RumbleThread(void *param) {
    uint32_t packet = (uint32_t)param;
    maple_device_t *purudev = NULL;
    purudev = maple_enum_type(0, MAPLE_FUNC_PURUPURU);
    if (purudev) {
            purupuru_rumble_raw(purudev, packet);
    }
    return (void*)0;
}

void I_Rumble(uint32_t packet) {
    thd_create(1, I_RumbleThread, (void*)packet);
}
do you think it would work ?
If not, do you think you could do a hex patch or something, please ?

User avatar
megavolt85
Developer
Posts: 2159

Re: Doom 64 is heading to the Dreamcast

Post by megavolt85 »

fafadou wrote: Thu Jan 16, 2025 4:19 am do you think it would work ?
no, all the changes are aimed at solving one problem in KOS.
And in fact, I think that these changes are not needed, since the author of the port uses his own version of KOS, then it would be correct to make changes in KOS itself.
A detailed description of the problem and its solution has already been mentioned in the KOS repository

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

Ah ok, thank you very much for all.
Not sure he'll patch the game so...

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