King of Fighters NeoWave(2022.03.01)

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legolas119
fire
Posts: 70

Re: King of Fighters NeoWave(2021.12.12)

Post#131 » Thu Dec 30, 2021 4:18 pm

yes! thanks! the 2021-01-11 works! Unfortunately it doesn't include the remapped button fix, but at least it works! Great :)
Hopefully in the future a new update could include both the button remapping and the RGB fix :)

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MoeFoh
Uber
Posts: 1036

Re: King of Fighters NeoWave(2021.12.12)

Post#132 » Fri Dec 31, 2021 5:49 am

Jade1975 wrote:New version doesn't work on RGB

But works with older version 2021.01.11ImageImageImage

Sent from my M2103K19G using Tapatalk


Nice catch, Jade!
“The problem with the world is that the intelligent people are full of doubts, while the stupid ones are full of confidence.”
- Charles Bukowski

ez2torta
shadow
Posts: 5

Re: King of Fighters NeoWave(2021.12.12)

Post#133 » Mon Jan 17, 2022 8:12 am

Hi!

I would like to give some feedback on the latest release of this game

1.- The music seems to be weird.. it might be my sound system but some music/sounds don't match what i would expect (volume wise)
https://youtu.be/eRZ5IMOaltM

2.- The game settings menu does not offer every button config possible.. i don't know if any code might fix that but at least what i would like my button config to be is not possible (i'm not sure if in the official AW release you can just press the button that you want on each label (light punch,etc)

3.- the arcade sticks still don't have the Heat button in the upper button.. is there any way to debug/implement that?

I noticed the game now says something about the VMU.. i tried to save the game on my original Dreamcast controller with original VMU but it does not save for me.

Count on me for testing whatever you might want to test and also doing this things for KOFXI and other titles too :)

Thank you very much for the development!

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yzb
Developer
Posts: 130

Re: King of Fighters NeoWave(2021.12.12)

Post#134 » Mon Jan 17, 2022 10:39 am

ez2torta wrote:Hi!

I would like to give some feedback on the latest release of this game

1.- The music seems to be weird.. it might be my sound system but some music/sounds don't match what i would expect (volume wise)
https://youtu.be/eRZ5IMOaltM

2.- The game settings menu does not offer every button config possible.. i don't know if any code might fix that but at least what i would like my button config to be is not possible (i'm not sure if in the official AW release you can just press the button that you want on each label (light punch,etc)

3.- the arcade sticks still don't have the Heat button in the upper button.. is there any way to debug/implement that?

I noticed the game now says something about the VMU.. i tried to save the game on my original Dreamcast controller with original VMU but it does not save for me.

Count on me for testing whatever you might want to test and also doing this things for KOFXI and other titles too :)

Thank you very much for the development!





Thank you for the test

1 I don't know about the sound issue, you can try the old original version to see if it does

2 I don't know what kind of button configuration you need?

3 The L or R button will turn on the Heat button

Regarding the vmu, do you have another memory card? You can test it with another one. Also does anything appear on the TV screen, I think it would be better if there was a picture or video .......


Translated with www.DeepL.com/Translator (free version)

ez2torta
shadow
Posts: 5

Re: King of Fighters NeoWave(2021.12.12)

Post#135 » Mon Jan 17, 2022 2:24 pm

Hi YZB! I've been playing lots of your releases over the years :)

I'm not with a dreamcast right now but let me do a quick explanation of what i would like the button settings to be

https://wiki.hardedge.org/wiki/Datei:Kofxi_layout.png

this is the KOF11 official layout which in Dreamcast controls should be:
X = Light Punch
Y = Heavy Punch
L / Z = Special/Heat/Whatever
A = Light Kick
B = Heavy Kick
R / C = Repeat the L Button (for games that don't use 6 buttons)

The real problem is that some Dreamcast controllers (like the official Dreamcast Arcade Stick https://segaretro.org/Dreamcast_Arcade_Stick) write different data to the Maple Bus.. it's like they don't actually use the same "buttons".. so for some reason just one of the triggers (R) gets mapped to the C Button but the Z button does nothing (which should be the L button).. i would like to help you debugging that as most of the Dreamcast players use arcade sticks with that protocol or converters that use that protocol too.

Documentation on maple bus and Z/C Buttons is here http://mc.pp.se/dc/controller.html

I have not tested every dreamcast controller possible but at least my Ascii Pro FT and Brook Converter behave the same.

I hope that this does make sense to you.. in case it doesn't i can elaborate more :)

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MoeFoh
Uber
Posts: 1036

Re: King of Fighters NeoWave(2021.12.12)

Post#136 » Mon Jan 17, 2022 3:09 pm

ez2torta wrote:Hi YZB! I've been playing lots of your releases over the years :)

I'm not with a dreamcast right now but let me do a quick explanation of what i would like the button settings to be

https://wiki.hardedge.org/wiki/Datei:Kofxi_layout.png

this is the KOF11 official layout which in Dreamcast controls should be:
X = Light Punch
Y = Heavy Punch
L / Z = Special/Heat/Whatever
A = Light Kick
B = Heavy Kick
R / C = Repeat the L Button (for games that don't use 6 buttons)

The real problem is that some Dreamcast controllers (like the official Dreamcast Arcade Stick https://segaretro.org/Dreamcast_Arcade_Stick) write different data to the Maple Bus.. it's like they don't actually use the same "buttons".. so for some reason just one of the triggers (R) gets mapped to the C Button but the Z button does nothing (which should be the L button).. i would like to help you debugging that as most of the Dreamcast players use arcade sticks with that protocol or converters that use that protocol too.

Documentation on maple bus and Z/C Buttons is here http://mc.pp.se/dc/controller.html

I have not tested every dreamcast controller possible but at least my Ascii Pro FT and Brook Converter behave the same.

I hope that this does make sense to you.. in case it doesn't i can elaborate more :)


See dubcity's collection: viewtopic.php?f=74&t=14277&start=20#p153812. He's done all the remapping updates. See post #1 for full download.

Arcade Stick - Button C is hardcoded. Z is not used. That's the way megavolt85 designed it and it's not going to change unless the code is changed. SRAM changes can be used for button remapping.

For your reading enjoyment: viewtopic.php?f=74&t=14042
“The problem with the world is that the intelligent people are full of doubts, while the stupid ones are full of confidence.”
- Charles Bukowski

ez2torta
shadow
Posts: 5

Re: King of Fighters NeoWave(2021.12.12)

Post#137 » Mon Jan 17, 2022 7:00 pm

Thanks! gonna try the older KOFNW with that button settings :)

i'm not sure how the atomiswave releases are made.. i just know about the sram upload method using dd.. but where's the actual code doing the "conversion"?

update :
Original VMU not working :(
https://youtu.be/eEZzi-in88g

DreamCard 4Meg worked with KOFNW :)
https://youtu.be/L0D91CcpU74
then i was able to lower the volume (from 15 to 10) and the sound issue dissapeared!.

The older version also has the sound issue (at least in my dreamcast) but doesn't happen that often.. it happens during the character select bgm and order select bgm which are kinda loud hahah

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MoeFoh
Uber
Posts: 1036

Re: King of Fighters NeoWave(2021.12.12)

Post#138 » Mon Jan 17, 2022 7:57 pm

ez2torta wrote:Thanks! gonna try the older KOFNW with that button settings :)

i'm not sure how the atomiswave releases are made.. i just know about the sram upload method using dd.. but where's the actual code doing the "conversion"?

update :
Original VMU not working :(
https://youtu.be/eEZzi-in88g

DreamCard 4Meg worked with KOFNW :)
https://youtu.be/L0D91CcpU74
then i was able to lower the volume (from 15 to 10) and the sound issue dissapeared!.

The older version also has the sound issue (at least in my dreamcast) but doesn't happen that often.. it happens during the character select bgm and order select bgm which are kinda loud hahah


This FAQ, although never finished, has many answers: viewtopic.php?f=5&t=13621&sid=f36cd5ac49388ac00824654455c6908d#p138258
“The problem with the world is that the intelligent people are full of doubts, while the stupid ones are full of confidence.”
- Charles Bukowski

User avatar
yzb
Developer
Posts: 130

Re: King of Fighters NeoWave(2021.12.12)

Post#139 » Wed Jan 19, 2022 7:54 am

ez2torta wrote:Thanks! gonna try the older KOFNW with that button settings :)

i'm not sure how the atomiswave releases are made.. i just know about the sram upload method using dd.. but where's the actual code doing the "conversion"?

update :
Original VMU not working :(
https://youtu.be/eEZzi-in88g

DreamCard 4Meg worked with KOFNW :)
https://youtu.be/L0D91CcpU74
then i was able to lower the volume (from 15 to 10) and the sound issue dissapeared!.

The older version also has the sound issue (at least in my dreamcast) but doesn't happen that often.. it happens during the character select bgm and order select bgm which are kinda loud hahah


The original vmu may not be the same as the DreamCard 4Meg :oops:

You can try copying the kof nw archive data from DreamCard 4Meg to the original vmu in the archive management screen of the bios, then start running the game and try reading and accessing it to see what the respective prompts are ....

ez2torta
shadow
Posts: 5

Re: King of Fighters NeoWave(2021.12.12)

Post#140 » Wed Jan 19, 2022 1:11 pm

Yeah gonna try that later today :) Thanks YZB!

And what about the Dreamcast Arcade Stick buttons? can't the 6th button be copied over from the C button? it might be similar to what the Dreamcast Controller is doing with the L and R triggers

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