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#41 | |
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Homebrew Developer
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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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#42 | |
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Homebrew Developer
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...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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#43 | |
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Homebrew Developer
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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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#44 |
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Member
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Am I too late to do anything? xD
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Likes: (1) |
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#45 |
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Homebrew Developer
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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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#46 | |
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Homebrew Developer
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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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#47 | |
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Homebrew Developer
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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 Last edited by sandungas; 08-29-2012 at 06:45 PM. |
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#48 |
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Homebrew Developer
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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)
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left-up (home) up (up) right-up (pgup)
left (left) right(right)
fire (alt)
remap keyboard (p2)
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left-up (q) up (w) right-up (e)
left (a) right(d)
fire (ctrl)
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 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 Another minor problem.... is i cant assign the analogic sticks (but this has no importance) Last edited by sandungas; 08-29-2012 at 10:09 PM. |
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#49 |
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Homebrew Developer
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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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Last edited by samson; 08-30-2012 at 06:41 PM. |
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#50 |
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Homebrew Developer
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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) Last edited by sandungas; 08-31-2012 at 12:03 AM. |
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