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Old 07-21-2012   #41
sandungas
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Originally Posted by mbdshares View Post
Can you include the original dos source files in a sendspace link? Thanks!
It was hard to find a "2 players" working version of this game, and i dont remember where i found it, so the only thing i can do is extract the contents from the .pkg i did

But you have the .pkg (is the better source i can find, and im 100% sure it works), probably you prefer to do it yourself, is very easy to extract all with "pkgview.exe" (works pretty fine in windows, and doesnt need installation)
http://ps3zone.ifcaro.net/archivos/PkgView_1.3.rar
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Old 08-16-2012   #42
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Originally Posted by samson View Post
a few things need fixing like usb hotplugging and long file names, and the soundfont if you want midi.

I'd like to see a ps3 hex/text viewer/editor (for .sfo's). gonna have a go me thinks
We could do sooo much if we had LFN support, but I doubt it will ever happen. I tried pretty much everything to enable it, but I just don't think it's possible without a rewrite of Dosbox.

...as I'm writing this I just thought of something I never tested, but that may actually work! Has anyone tried installing freedos in dosbox and using that? It would add overhead, but it would also add LFN support. I don't have time to try it this week, but I will in the future if someone doesn't beat me to it. ( i have it installing on a PC at work now - it's slow, but the installer is working so far)

-----------
Also, to the OP: Feel free to mirror my DOS releases on your site - there are lots of em!

Last edited by Mr.Goodfrag; 08-16-2012 at 03:38 PM.
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Old 08-16-2012   #43
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Originally Posted by Mr.Goodfrag View Post
We could do sooo much if we had LFN support, but I doubt it will ever happen. I tried pretty much everything to enable it, but I just don't think it's possible without a rewrite of Dosbox.

...as I'm writing this I just thought of something I never tested, but that may actually work! Has anyone tried installing freedos in dosbox and using that? It would add overhead, but it would also add LFN support. I don't have time to try it this week, but I will in the future if someone doesn't beat me to it. ( i have it installing on a PC at work now - it's slow, but the installer is working so far)
I was thinking the same a while ago a hd img could work, but never got round to trying it out, had a go with a load of editors but none was really ideal with no LFN.

Also @sandungas Ctrl and F1 to map (highlight key, map, press button) and save button config you'll get it how you like it, and it will be there next time you start.
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Old 08-24-2012   #44
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Originally Posted by Ada Love Lace View Post
May be a wiki page for this homebrew history and the game list + link to your web site can be a good idea.

In forum, infos will be loose after fews days.

Recently , Foo did some nice edits for others homebrew, i don t know if this user is also reading PS3 HAX.
Am I too late to do anything? xD
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Old 08-25-2012   #45
Ada Love Lace
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Originally Posted by dub Foo View Post
Am I too late to do anything? xD
well no, at least i will be the last to said that when considering most of my edits are about PocketStation, PS1 save data and others not so recent things (i try to don t make it too much or when there are less important activity like when Glevand is on fire) .
Thanks you.
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Old 08-27-2012   #46
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Originally Posted by sandungas View Post
Bubble Bobble (Arcade) Gameplay - YouTube
I played a lot to this game in arcade machines, later it was ported to consoles and MSdos
The port to MSdos was made by "Nova Logic", and there are 2 versions (one for 1 player, and other for 2 players)
I converted the "2 Players" version to PS3 months ago, and it works fine, but the dualshock buttons are not mapped (its needed to map buttons everytime you play)

I made a cool icon with rounded corners and transparency/shadow that includes the original logo + the novalogic logo
One thing i could not do was the music for the icon (i love this music, heheh), but now i have it cropped and in the correct audio format


Can somebody repack this game with the dualshock buttons mapped ?. And... include this SND0.AT3 i made ?
The .pkg and the .at3 are inside the .zip
Thanks, and feel free to add this game to your collection
http://www.sendspace.com/file/s3118i



Edit:
Ohh, and please, use this names when repackaging:
Game Title: Bubble Bobble (2 Players)
Game ID: BUBL00002
in the process of fixing this up for you, and can do on all got it saving the mapper file ok now (figured it out your mount lines was wrong, somehow messing up the mapper saving) was gong to map "N" to R2(to exit the keyboard menu), left jump-[] right jump-O fire-X .. and movement to d-pad and stick.. is that ok for the button mapping? and what keyboard key is insert coin?

and do you want a pic? or just the icon.

ohh and you can make a param.his if you want.
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Old 08-29-2012   #47
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Originally Posted by samson View Post
in the process of fixing this up for you, and can do on all got it saving the mapper file ok now (figured it out your mount lines was wrong, somehow messing up the mapper saving) was gong to map "N" to R2(to exit the keyboard menu), left jump-[] right jump-O fire-X .. and movement to d-pad and stick.. is that ok for the button mapping? and what keyboard key is insert coin?

and do you want a pic? or just the icon.

ohh and you can make a param.his if you want.
Ohh, so the keymap is supposed to be stored for the next play ?... now i see that something was broken because in mine its not saved

Im playing a bit right now trying to find all the buttons... and i imagined something INSANE !!!

The idea is to map all the buttons for "player 1" to the left hand... and all the buttons for "player 2" to the right hand
The funny thing is it works... and is like the "extreme insane" difficult level
I have not played too much, but im sure with a bit of practise this can be awesome

Give me some time to map all buttons, i think can be done 2 versions of this game

-----------
Its fine only with the PIC0.PNG ... all this "classic" games uses "rancid" images in-game, advertisements, and game boxes... there is nothing good enought to be displayed at 1920x1080 pixels

And about the PARAM.HIS... i thought that is not needed... but now that i imagined this "insane" mod (1 player in each hand) maybe this button mapping needs an explain
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Old 08-29-2012   #48
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Im having several problems i forgot when mapping keys/buttons:

By default the button mapping in the "blue screen" gives me this options:

Code:
remap keyboard (p1)
------------------------------
left-up (home)       up (up)       right-up (pgup)
left (left)                        right(right)
                    fire (alt)

remap keyboard (p2)
------------------------------
left-up (q)           up (w)      right-up (e)
left (a)                         right(d)
                    fire (ctrl)
But this game doesnt uses diagonals so "left-up" and "left-down" doesnt needs to be here. Where is taken this configuration, can be removed or added more buttons ?... also, there is an option to "bypass" this screen ?
In the main menu in the original version, and most of his ports (with a combination of buttons that includes "down")... there is a "debug" menu with some options... but in this blue screen i have no option to assign "down"

Based in this "default selection" of keys the ones i found are:
Code:
keymap (p1)
--------------------
keyboard = dualshock1	 = function
----------------------------------------------------------
up	= triangle	= jump
left	= pad-left 	= left
right	= pad-right	= right
alt	= circle	= fire
F1	= start		= pause
F2	= select	= music on/off

keymap (p2)
--------------------
keyboard = dualshock2	 = function
----------------------------------------------------------
w	= triangle	= jump
a	= pad-left 	= left
d	= pad-right	= right
ctrl	= circle	= fire
F1	= start		= pause
F2	= select	= music on/off
But the first problem is "alt" key cant be assigned to a dualshock button in the "on-screen" keyboard... this is easy to solve by restarting the game and assigning other keys in "blue keyboard remapping" screen (same problem happens with "ctrl" for the second player)
Another problem is im using "circle" and "triangle" (instead of "cross" and "square")... because i cant assing "cross" and "square" in the "on screen keyboard"
Also... i cant find a way to asign the dualshock sticks to directions

With all this restrictions and problems... the game is playable by using other keys (choose the ones you want)... so is good enought to play in "normal" mode

---------------------------------
For the "insane mod" (1 player in each hand) + the debug menu... i thought in something like this:
Code:
keyboard = dualshock1	 = function
----------------------------------------------------------
keymap (p1)
--------------------
w	= pad-up + L1	= jump
a	= pad-left 	= left
d	= pad-right	= right
s	= pad-down	= nothing (only in main menu and "records" menu)
c	= L2		= fire

F1	= start		= pause
F2	= select	= music on/off

keymap (p2)
--------------------
y	= triangle + R1	= jump
g	= square 	= left
j	= circle	= right
h	= cross		= nothing (only in main menu and "records" menu)
m	= R2		= fire
The problem here basically is i cant use the "square" dualshock button
Another minor problem.... is i cant assign the analogic sticks (but this has no importance)
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Old 08-30-2012   #49
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@sandungas - check this out..
http://homeoftheunderdogs.net/tech/t...ndlineswitches
Command Line Switches
BUBBLE.EXE /R (@ end of dosbox cfg)

/C CGA graphics
/E EGA/VGA graphics
/T Tandy
/B CNS sound
/A Adlib sound (will work with most Sound Blaster cards)
/Y Tandy sound
/I IBM sound
/N No sound
/1 One player
/2 Two players
/K Keyboard
/J Joystick
/G Joystick #2
/S Switched Joystick

Adlib sound is nice , also kind of better way to set your "dos" joysticks up without mapping..

i too noticed there was no point for the diagonal jumps so at the moment i have it ready for packing with the following config..
both pads
[] = jump
X = fire
< = d-pad left + stick left
> = d-pad right + stick right
no= R2 (for exit of the blue start menu) only player 1
i will map F1 to start (pause) and F2 to select (mute music). ( and play with some switches XD )

lol your insane for the two on one pad but sounds possible , save it for next version

EDIT:
not using F1 -start as pause (causes lockup) so just ps button for pause so was going to use start to exit the blue menu. and BUBBLE.EXE /E /A
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Old 08-30-2012   #50
sandungas
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Interesting, i had no idea of this switches existence... but i must admit i have no idea of how dosbox works internally. If you find a way to use better sound, great

Yes, 4 are the minimal buttons for each player (left, right, fire, jump)
This is enought to be playable... in the main menu when you press fire you "start a new game", and i found no way to "insert coin"
Btw... when the game starts there are 9 "credits"... but is not a problem, are enought to finish the game

I never had a problem when using "pause" (i used it a lot yesterday when writing my previous message)... i cant verify this problem
The idea of mapping "functions" to the "central" buttons of dualshock3 was with the intention of leaving all the others available for the "insane mod" (this way both versions uses the same buttons)

About the insane mod
I was playing yesteray and im sure is playable... the main problem i had is i was using "triangle=left" and "circle=right" for the second player... so it was not intuitive (now that i see you can map "square=left" and the analog sticks.. this is not a problem any more)

Another problem of intuitive buttons... is i mapped "fire" and "jump" to the trigger buttons (L1, L2 for player1.... and R1, R2 for player2)... initially this seems ok... but controlling 2 players makes it crazy because you need to decide if moving the finger up or down
To solve this i thought in using the "up" direction in the pad to jump (for player1)... in fact... i mapped 2 buttons for each player to jump... as i explained in my previous message
This work (from the point of view of intuitiveness)...is not accurate, but can save you from dead eventually

Obviously, the survival expect on this "insane mods" is low... you can be glad if you pass a couple of levels without any death
Anyway... if player 2 lost all his lifes... you can ignore it and continue playing only with player 1 (this way you can use the resting "credits" for player 1 and keep playing only with player 1)
Also, another "trick" that can be used is in some levels where you can "hide" player2 in some corner or behind walls to keep it alive and use only player 1 to pass the level

I made a try with only left hand and i reached level 12 with 1 credit (while smoking a joint with the right hand)... beat this


------------------
I wonder how many games can be converted to "insane mods" in the same way... i bet there are a lot, most of the "2 player cooperative" games
If the game is playable or not... depends of the difficult level
One example can be "2 players tetris" (epic insanity)
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