openMenu Alpha 1

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ateam
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Re: openMenu Alpha 1

Post by ateam »

sbstnc wrote: Wed Apr 23, 2025 2:51 am @megavolt85 I've taken the liberty to fork your repo and hack away at it here: https://github.com/sbstnc/openmenu. This builds just fine on KallistiOS v2.1 already, and I haven't noticed any bugs using the resulting 1ST_READ.BIN on my Dreamcast. Take what you need from it :)
Very cool!

Quick question...

This change (feat: make L & R triggers jump by letter in line desc style) makes sense, although I feel those wanting such might be better off using the "lettered folder" view (see here: https://youtu.be/71BLpSyzfwQ).
https://github.com/megavolt85/openmenu/ ... 39be1284e7

The other change (chore: make up & down move by a single page in line desc style) has me wondering if users would have to use the left and right d-pad buttons to scroll through and select a game if up/down are now used for pageup/down.
https://github.com/megavolt85/openmenu/ ... 30751a7255

If you continue to work on this fork and bring some nice QOL features along, would you consider allowing these to be configurable options? I realize that introduces added complexity with both A) the options menu and B) reading/writing to VMU save file.

Thanks for sharing your work, and with a convenient container! :D
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sbstnc
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Re: openMenu Alpha 1

Post by sbstnc »

Personally, I am not a huge fan of the lettered folder view from your video because it adds a layer of indirection. You see, I would have to actually navigate to a letter, <confirm>, browse. If I actually do end up launching a game from the folder this "just" hides nice artwork for the first moment and introduces an additional confirmation step. It becomes worse though if I just want to browse my library, because then I would find myself constantly jumping in and out of folders. Each return action requiring yet another button press. Perhaps I'm just obscenely lazy and weird, but I wouldn't want to deal with the added friction :D

And yes, the other change basically assumes the user to do finer cursor adjustments with the left and right direction buttons. The idea here really is that I don't like jumping some "random" number of items, like say, 10 items. I cannot anticipate where in the list I will end up, which makes it very hard to position the cursor precisely. The way it's configured now makes navigation very predictable, I jump to a letter, then move to the right page, and lastly position the cursor within the page.

With all that said, I think the complexity to make this configurable isn't too crazy, so yeah, if there's interest I can do it. Also anybody interested is of course welcome to fork this repo and/or raise a pull request. I would like to gauge common interest for these options though before I put in the work.

I do intend to continue working on this project. I actually want to get automated builds and proper releases going there. For that reason I'm also looking at integrating the art and metadata pipeline.

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ateam
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Re: openMenu Alpha 1

Post by ateam »

Gotcha, thanks for the reply :)

While I don't feel the same as you regarding the lettered folder view, I fully understand where you're coming from in terms of feeling it's cumbersome to navigate.

The more options, the better!
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ateam
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Re: openMenu Alpha 1

Post by ateam »

sbstnc wrote: Wed Apr 23, 2025 10:45 am I do intend to continue working on this project. I actually want to get automated builds and proper releases going there. For that reason I'm also looking at integrating the art and metadata pipeline.
https://github.com/sbstnc/openmenu/blob ... ain.c#L359

You may want to consider making 3D BIOS a configurable option too (down the line, of course).

I actually disabled it via assembly hack for my own personal use :lol:
viewtopic.php?p=189992#p189992
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sbstnc
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Re: openMenu Alpha 1

Post by sbstnc »

That's a great idea! Even though I quite like the looks and features of the 3D BIOS I am not too happy with its performance. I'll definitely have a look at that later.

However, at the moment I am still busy restructuring the repo. I'm pulling in the imagedb and metadb so I can set up a proper automated build process for the whole thing. That's not very complicated but a fair bit of work, so it might take a couple days until I can look into adding more options.

At some point I would also like to refactor larger chunks of code.

Matsilagi
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Posts: 2

Re: openMenu Alpha 1

Post by Matsilagi »

I bought a GDEmu recently and managed to get it all working, however, im having a black screen issue on PAL games and i dont have a VGA cable.
Sound works and i somehow by magic managed to make a PAL game run once without blackscreen but i cant reproduce, any tips?

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