Yes. It can be safely ignored.Cool_amigaN wrote: ↑Fri Mar 28, 2025 9:14 am Ok got it done, however during compilation I am getting multiple outputs such as the below:Is this normal?Code: Select all
./texconv repack-data/img-orig/trainsleeper.dff repack-data/img-dc/trainsleeper.dff rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted ./texconv repack-data/img-orig/trash.dff repack-data/img-dc/trash.dff rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted rasterCreate: Usupported raster depth 0: this raster will be corrupted rasterCreate: Usupported raster rasterFmt 0: this raster will be corrupted
GTA 3 Port by SKMP
- ateam
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Re: GTA 3 Port by SKMP
Find me on...
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• Discord: derek.ateam
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- Doom
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Re: GTA 3 Port by SKMP
Has anyone got the latest build pre-built please?
https://youtu.be/XcyBq8vZ3Yg <----- Dreamcast gameplay videos
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- Doom
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Re: GTA 3 Port by SKMP
Did they not already release the GTAIII Beta version on the 25th, or has it been held back?
https://youtu.be/XcyBq8vZ3Yg <----- Dreamcast gameplay videos
- mistamontiel
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Re: GTA 3 Port by SKMP
Every minute every hour every day there are advancements
Seriously get off the RGT dogshit one that's there just to cause mayhem but missions it comes to grinding halt very shortly
Seriously get off the RGT dogshit one that's there just to cause mayhem but missions it comes to grinding halt very shortly
- MoeFoh
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Re: GTA 3 Port by SKMP
From the makefile, it looks like if the 1 disc option is used:ateam wrote: ↑Thu Mar 27, 2025 2:19 pmAre you saying that this very small (~250MB) CDI is okay for Liberty City? With the original alpha, the burnable CDI was about 670 MB.mistamontiel wrote: ↑Thu Mar 27, 2025 2:05 pm @ateam use FOR_DISC=2 for VC
EDIT: Yeh I saw that in 3 too it's that small yet to burn DCA ever though lol
linux apple mkdcdisc is set to use a pad file &
windows cdi4dc does not use a pad file.
This would account for the CDI size difference.
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- shadow
- Posts: 7
Re: GTA 3 Port by SKMP
So, I was able to build that newer version from 28/3. I passed to Staunton Island but when trying to save I get a notification "Save unsuccessful". What I am trying to do is to overwritte my current save but it fails (however it worked within Portland area). I also tried to save on a different slot but got same error. Do different save spots within the game need different space on the vmu? By using a different slot, do you need additional space on the vmu? Finally are there any updated instructions regarding compilation of the newer beta or do I just throw in the newer artifact/elf and compile?
- RazorX
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Re: GTA 3 Port by SKMP
i have built both gta3 and vice city for both gdemu and cd-r using the latest method and elf files from the 1st of this month and they build successfully
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Re: GTA 3 Port by SKMP
Save files will exceed 80 blocks for gta3 and 125 for vice city, inn addition to the configuration save. It is advised that you only use a dedicated VMU for each game and only save to slot 1. Backing up your save periodically is also recommended.Cool_amigaN wrote: ↑Wed Apr 02, 2025 4:33 am So, I was able to build that newer version from 28/3. I passed to Staunton Island but when trying to save I get a notification "Save unsuccessful". What I am trying to do is to overwritte my current save but it fails (however it worked within Portland area). I also tried to save on a different slot but got same error. Do different save spots within the game need different space on the vmu? By using a different slot, do you need additional space on the vmu? Finally are there any updated instructions regarding compilation of the newer beta or do I just throw in the newer artifact/elf and compile?
As for build instructions:
https://gitlab.com/skmp/dca3-game/-/blob/main/README.md
They've been adapted for the current process.
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