openMenu Alpha 1

Place for discussing homebrew games, development, new releases and emulation.
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sbstnc
shadow
Posts: 5

Re: openMenu Alpha 1

Post by sbstnc »

Not sure I want to touch the font rendering there :D It seems like the fonts are pre-built PVR textures in the menu_data folder, so other fonts would probably have to be added to the menu_data folder shipped with GDMENU Card Manager.

Proper font rendering is a complex beast. I've started working on my first own Dreamcast project and getting anti-aliased TTF/OTF rendering with full Unicode support and multi-language text-wrapping right and performant is quite the exercise. :lol:

I see there have also been updates to megavolt's repo. I guess I'll have a look at integrating those into my fork soon-ish.

knochentrocken
noob
Posts: 1

Re: openMenu Alpha 1

Post by knochentrocken »

ateam wrote: Sat Mar 15, 2025 12:18 pm
Ig_Softy wrote: Sat Mar 15, 2025 9:19 am Same for me, new user (but reading for a long time) and posting to get access to the latest DAT version :-)
Hansuke wrote: Wed Feb 19, 2025 9:20 pm Posting to get access to the DAT tool.
viewtopic.php?f=22&t=15253
You can find public links in my video tutorial's description. There are also links to other tutorials and such there.

https://www.youtube.com/watch?v=QjUgXkdiVq4
Thanks for the tutorials, but the GDrive is currently not accessible.

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ateam
Metallic
Posts: 826

Re: openMenu Alpha 1

Post by ateam »

sbstnc wrote: Wed May 21, 2025 4:08 pm I see there have also been updates to megavolt's repo. I guess I'll have a look at integrating those into my fork soon-ish.
I think they were just code formatting changes, as well as some stuff to ensure his fork compiles. I believe there are some PRs awaiting approval in main KOS though to address the problems at the root.

BTW, yes -- anything text-rendering is a giant pain in the ass. Always is!
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megavolt85
Developer
Posts: 2169

Re: openMenu Alpha 1

Post by megavolt85 »

I completely removed libcrayon, I don't see the need to use it, especially since libcrayon uses fopen/fclose/fwrite/fread, which sometimes leads to crashes.
in the current version of KOS, all the errors that did not allow using the arch_exec function have been fixed

Jaxel
dark night
Posts: 51

Re: openMenu Alpha 1

Post by Jaxel »

sbstnc wrote: Sat May 03, 2025 12:00 pm Some progress!
  • Moved to CMake build system
  • Basic continuous integration (CI) pipeline
  • Extracted shared components
  • Migrated save system from old LibCrayonVmu to "new" Crayon-Savefile
  • Added option for choosing between standard and 3D BIOS
Since the artifacts on the CI pipeline are only retained on GitHub for a couple of days I have attached the latest build as of now including its sha256 checksum. I'll set up a dedicated release pipeline and changelog next time I touch this.

I also did take a look at integrating the art and metadata, but ultimately decided against it. The art is just too big, it would immediately exceed GitHub's free LFS quota and storing the files directly in the Git history makes checkouts unbearably slow.
Just installed this version. It still has the issue where OpenMenu will not load without a VMU plugged in.
Selling Dreamcast Adapters on my Etsy shop!
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