Page 18 of 29
Re: King of Fighters XI
Posted: Wed Nov 11, 2020 11:56 am
by King of Dirt
slivercr wrote:I have a hard time believing your image doesn't freeze after a while. As stated by @shano, the original one locks up, and I've been meticulous about the sram changes and mine also locks up. Hopefully you prove me wrong.
Unfortunately I cannot prove you wrong. I booted it up a bit ago and it froze on the very first loading screen. I'm going to assume that the three or four matches I got through yesterday were lucky and don't reflect the overall experience most players are having. Sorry for getting hopes up, I should have been a bit more thorough before making a statement like that.
slivercr wrote:ubersaurus wrote:[The button remap versions I've tested from this thread have recognized R/C, but not L/Z. I've tested using an Agetec stick and a Brook converter - same thing. Have not tested using a regular Dreamcast controller.
The arcade sticks map L to C and R to Z, so you pretty much have it like everyone else

I
think megavolt85 hardcoded—remember he had to implement controller inputs as part of the port—the 5 input buttons from atomiswave to use ABXYL, so there's no chance to use R unless you have a programmable controller.
Okay, that makes sense, because no matter what I tried I couldn't get it to recognize R/Z. That's a bit of a bummer, if R had been chosen over L then these ports could be set up like the Atomiswave layout. I guess it would be possible to do an inverse button layout, but then the controls for KOFXI and NGBC would be similar to the NGCD pads (which I'm personally not a fan of). It works fine for Metal Slug 6, though, since the three primary buttons (shoot, jump, grenade) would be the entire bottom row.
Re: King of Fighters XI
Posted: Wed Nov 11, 2020 12:11 pm
by Wesker
Wesker wrote:Wesker wrote:
Which are the settings of the CDI release aside from all characters unlocked? Which are the controls? Does it have blood and other things enabled? I want to burn it and play it on my Dreamcast but also don't want to waste CDs.
I just gave it a test on Demul before burning it to a CD and it doesn't seem to have blood enabled? Can anyone confirm?
The control scheme seems pretty fine and I don't know of special settings other than all characters unlocked.
Never mind, seems to have blood enabled. It's just this game doesn't seem to be very bloody and splats come out only after the attacks of certain characters. So I suppose I'll burn it as it is, thank you!
Re: King of Fighters XI
Posted: Wed Nov 11, 2020 5:02 pm
by cvskid
The controls are messed up for the .cdi version of kof xi with the characters unlocked. punches should be on top and kicks should be on the bottom.
(X) for weak punch, (Y) for strong punch, (A) for weak kick, and (B) for strong kick. Best to wait before burning it to a disc until its fixed. Good release otherwise.
Re: King of Fighters XI
Posted: Wed Nov 11, 2020 9:15 pm
by javierv14
I know i already ask but i would like to know if there
is someone that can make a GDI with
a button configuration like this one
X= HP Y=LP
A=HK B=LK
R=SP
Re: King of Fighters XI
Posted: Wed Nov 11, 2020 11:48 pm
by saku3
confirmed the game runs excellent the burned cdi and running on a console with a virgin dreamcast optical reader without errors, many thanks to megavolt85 for making this possible, now waiting for ngbc cdi and those to come,

Re: King of Fighters XI
Posted: Thu Nov 12, 2020 9:22 am
by ubersaurus
slivercr wrote:King of Dirt wrote:I really didn't have a chance to test it more this evening, but I will put the image I have through a few paces tomorrow morning and upload it if it seems to be working consistently without freezing or locking.
As an aside, I'm sure it's been mentioned in the pages and pages of posts about about these ports, but do these ports recognize the Z/C buttons of the Agetec arcade stick? I've been trying to set up a button layout that's the same as the Atomiswave cabinets, but anything set to L/R is not reflected on the Z/C button on the arcade stick. I know they're technically different buttons, but I was curious if anyone knows if those can be remapped and not just L/R.
I have a hard time believing your image doesn't freeze after a while. As stated by @shano, the original one locks up, and I've been meticulous about the sram changes and mine also locks up. Hopefully you prove me wrong.
ubersaurus wrote:[The button remap versions I've tested from this thread have recognized R/C, but not L/Z. I've tested using an Agetec stick and a Brook converter - same thing. Have not tested using a regular Dreamcast controller.
The arcade sticks map L to C and R to Z, so you pretty much have it like everyone else

I
think megavolt85 hardcoded—remember he had to implement controller inputs as part of the port—the 5 input buttons from atomiswave to use ABXYL, so there's no chance to use R unless you have a programmable controller.
I mean I don't know how the system hardware does it, but testing stick and standard pad in both cvs2 and mvc2, L maps to Z and R maps to C. KOF XI does indeed set them the other way round. I don't know if there's a way to set up the AW ports to flip those buttons on a stick like Dreamcast fighting games do, or use both, or to allow the user to designate which is the "off" button, but any would be nice considering for such arcade-centric games that arcade sticks are probably going to be a major use-case for them.
Re: King of Fighters XI
Posted: Thu Nov 12, 2020 9:54 am
by slivercr
ubersaurus wrote:I mean I don't know how the system hardware does it, but testing stick and standard pad in both cvs2 and mvc2, L maps to Z and R maps to C. KOF XI does indeed set them the other way round. I don't know if there's a way to set up the AW ports to flip those buttons on a stick like Dreamcast fighting games do, or use both, or to allow the user to designate which is the "off" button, but any would be nice considering for such arcade-centric games that arcade sticks are probably going to be a major use-case for them.
Oh for sure, DC games map L to Z and R to C, that way all punches are on the upper row and all kicks on the lower row and we have the standard SF layout. I meant the Atomiswave ports are mapped like I said

Metal Slug 6 is like this;
Button1 > A
Button2 > B
Button3 > C / L
Button4 > X
Button5 > Y
And megavolt85 mentioned a couple of posts ago that the newest image of KoFXI, SSVI and NGBC map the Atomiswave Button3 to C / R / L .
EDIT: Corrected after testing, I had said the map was Button3 to C / Z / L / R, but it turns out the button Z is not used.
As I understand it, the C / L mapping of MS6 is possible because C and Z are extended controller inputs, meaning L is not automatically mapped to Z always by all games, it must be programmed like that.
Re: King of Fighters XI
Posted: Thu Nov 12, 2020 10:23 am
by ubersaurus
Ahhh, I gotcha! So really the only game that would still be a bit funky is Sam Sho 6 since it normally uses both C and Z as separate buttons (and just takes B off the board entirely). Good to know.
Just gotta wait for that MODE update to allow access to the SRAM/settings menus

Re: King of Fighters XI
Posted: Thu Nov 12, 2020 2:43 pm
by pitito
Hi megavolt, I have edited the CDI to my liking by editing the values of sram in hex, I have also added the function of the R button of this latest version for USBGDROM, but I have realized that you have applied many more changes in the 1st_read.bin .
Are these changes safe to make in the cdi?
Or will they improve performance?
Re: King of Fighters XI
Posted: Thu Nov 12, 2020 2:55 pm
by megavolt85
The CDI version was not compiled by me, so I can't say for sure what has been changed in it