Homebrew menu tutorial

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Ripfire
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Post#71 » Tue Jun 09, 2020 12:55 am

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Last edited by Ripfire on Wed Jun 24, 2020 7:00 pm, edited 1 time in total.

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SMiTH
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Re: Homebrew menu tutorial

Post#72 » Tue Jun 09, 2020 1:27 am

ok so I loaded the radquake loader from the odcm menu and then even with a full bor game in folder it just says Loading radquake?
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Ian Micheal
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Re: Homebrew menu tutorial

Post#73 » Tue Jun 09, 2020 2:04 am

Yeah it's the same loader for radquake it's the 1st_read.bin all it does is load a bin named rad which is any bin you name rad.bin in my release thats the bor bin

dreambor will not work or selfboot sometimes for some people with out the boot loader i did years ago for radquake which has the same problem


openborBuilder.rar
(1.8 MiB) Downloaded 34 times
this is the dreambor creator

Was made by Mrneo240 the tools all i did was adapt it to suit

137kb is a bin loader should be able to load any unscrambled bin katana wince dont really matter

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Ian Micheal
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Re: Homebrew menu tutorial

Post#74 » Tue Jun 09, 2020 2:05 am

SMiTH wrote:ok so I loaded the radquake loader from the odcm menu and then even with a full bor game in folder it just says Loading radquake?


If it says loading radquake it never found the bin file


With out hex edit it is loading for rad.bin also dreambor cant be in a folder looking for bor.pak and /data folder

Check the builder i posted you will see how it works

This was why i ported the pc openbor menu viewtopic.php?f=5&t=12101

But it only works for 8bit pallet right now

Sure i could write a loader to work brandnew at the time i did not even have a working dreamcast when i did all this
Last edited by Ian Micheal on Tue Jun 09, 2020 2:10 am, edited 1 time in total.

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SMiTH
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Re: Homebrew menu tutorial

Post#75 » Tue Jun 09, 2020 2:08 am

test
Last edited by SMiTH on Tue Jun 09, 2020 2:44 am, edited 2 times in total.
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Ian Micheal
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Re: Homebrew menu tutorial

Post#76 » Tue Jun 09, 2020 2:11 am

1ST_READ.BIN this i posted will only look for rad.bin you can hex edit it to look for any bin in any folder you like

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SMiTH
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Re: Homebrew menu tutorial

Post#77 » Tue Jun 09, 2020 2:28 am

test
Last edited by SMiTH on Tue Jun 09, 2020 2:44 am, edited 2 times in total.
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Ian Micheal
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Re: Homebrew menu tutorial

Post#78 » Tue Jun 09, 2020 2:38 am

I'm not sure

normal is
normal.png


Dreambor can not be launched from a folder the way i coded it

Never used the katana menu to try base normal is that picture

engine is looking for bor.pak on the root of the image or the data folder on the root

just says loading it cant find the bin which would mean to me katana menu did something to the filesystem
Loader does not reboot if it does not find anything just hangs on loading very simple code no arch exit

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SMiTH
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Re: Homebrew menu tutorial

Post#79 » Tue Jun 09, 2020 2:45 am

i made the folder structure just as you showed for the bor game..tried rad.bin without lba edited and with lba edited..no bueno..

ginsu.ini is correct, used your 1st_read you posted (unscrambled and edited lba), edited lba for all the main odcm bins...

used the older loader that was in ripfire's archive..no bueno!

idk?

i think the loader doesn't like being loaded from another loader lol damn ginsu!
Last edited by SMiTH on Tue Jun 09, 2020 2:48 am, edited 1 time in total.
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Ian Micheal
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Re: Homebrew menu tutorial

Post#80 » Tue Jun 09, 2020 2:48 am

SMiTH wrote:i made the folder structure just as you showed for the bor game..tried rad.bin without lba edited and with lba edited..no bueno..

ginsu.ini is correct, used your 1st_read you posted (unscrambled and edited lba), edited lba for all the main odcm bins...

idk?


Can you send me what you did with out the bor game ? I will take a look see what i can do?

I know it works fine with out using the katana menu should work fine with dreaminducer as well

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