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#11 |
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Member
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xmb video
YouTube - ‪paintown ps3 mugen and paintown modes test‬‏
from the xmb now.. not complete yet - jon is working on completing it and should be done soon testing on my ps3 sorry about the angle i just have to sit like that and i accidentally selected some other language besides english (this is for the guy that said this would do nothing for people that want to play it from the xmb :P) Last edited by scristopher; 07-04-2011 at 08:22 PM. |
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#12 |
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Lord Loren Soth
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Interesting. it will be neat to see the finished project.
__________________
Last edited by Thelostdeathknight; 07-05-2011 at 01:49 AM. |
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Likes: (1) |
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#13 |
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Member
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tests
hey its been a while since i posted last, here are some new videos from xmb (sorry about split videos my camera wouldnt let me do both in the same video)
if anyone would like to test this pkg or can help as always please stop by irc #paintown on freenode OR efnet ^^All credit should goto jon rafkin and juvinious, they are the creators of paintown - i just did compiling and testing on my ps3 and helped with a few ideas. downgraded to get debug rebooting the ps3 a million times as well xD who says 3.41 and below are dead ? this is just not so...x ‪paintown ps3 xmb pkg test (part1)‬‏ - YouTube ‪paintown ps3 xmb pkg test (part 2) mugen mode‬‏ - YouTube issues as of now: music, mugen mode is slow with anyone besides kfm, character compatibility with some mugen characters. these issues are fixable If you are a character maker or know psl1ght, sdl etc and are interested please stop by. anyone can test the game that wants too as well just stop by the irc and ask ![]() you can also compile paintown yourself (from svn) if you have psl1ght, for now we can provide you with a pkg if needed until everything is stable and fixed. once everything is fixed we will put a pkg file here! ![]() Paintown mode works just great and is extremely fun, a quote here "If you are looking for a side-scrolling, action packed game like you used to play or if you are looking for an extensible engine to write your own game, look no further. Paintown supports user created content through a mod system and user defined functionality through scripting. Paintown also supports an implementation of M.U.G.E.N. Our goal is to be 100% compatible with M.U.G.E.N 2002.04.14 beta as well as supporting any new updates in the 1.0 version. Paintown is completely open-source and we would love any contributions in the form of code, art, or donations. Give Paintown a try!" Last edited by scristopher; 07-21-2011 at 09:39 AM. |
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Likes: (2) |
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#14 |
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Homebrew Developer
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pkg file download
EDIT
here is the pkg file - paintown mode works perfect - some issues are still present in mugen mode and music is out for right now feel free to play and have fun, you will need to install the pkg http://www.multiupload.com/4FN9DSRV40 just install pkg file and play if you have any issues, comments ideas or If you are a character maker or know psl1ght, sdl etc etc feel free to stop by the forum or irc, forum: http://sourceforge.net/apps/phpbb/paintown/index.php irc: #paintown on freenode (irc.freenode.net) or #paintown on Efnet (btw X is exit [] is select in menus) Also check out the options menus for fun cheating. DOWNLOAD: http://www.multiupload.com/Q1JBYN5YX0 ^^All credit should goto jon rafkin and juvinious, they are the creators of paintown - i just did compiling and testing on my ps3 and helped with a few ideas. Last edited by lunuxx; 07-24-2011 at 02:00 AM. |
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Likes: (1) |
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#15 |
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Homebrew Developer
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characters for mugen mode
these are characters i know work in mugen mode on pc only tested sf3ken on ps3
http://www.multiupload.com/3C24ZFAR3Z |
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#16 |
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Apprentice
Join Date: Sep 2010
Location: Italy
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Is the PS3 porting source code public?
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#17 |
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Member
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Cheers for the test release but I have to say that mugen will NEVER fully work on the PS3. it takes way to much ram on a nice gaming rig, so it will never run fully on a PS3. once you start introducing characters, stages, screenpacks, etc, it's not gonna run. I would imagine 4 characters, 4 stages, and an SP will be the limit. I will check and see exactly how many characters, stages, and SP take before you hit the 256 MB limit but I guarantee it's not much at all. My current mugen install takes a gig in ram IIRC.
Now paintown will probably work without any problems. But for people expecting mugen to work, don't count on it. Yes it will work on a stock install. But once you introduce the things that make mugen what it is, it's gonna crash hard. But like sabin said, M.U.G.E.N the way we all like it, will never be possible. Small installs below 10 characters, stages, etc, will probably work. But I still doubt even that. As you have to run the game through paintown, than stack the characters and everything else on top of that. With 256MB of ram that doesn't leave any room at all. Hell winmugen by itself is highly unstable and in all honesty is a hack. Mugen 1.0 is closed source and so is winmugen but 1.0 is more stable. If anything you might be able to add one or two more characters with mugen 1.0 while gaining a bit of stability. But it won't be much. Also I know mugen runs on the xbox but it takes quite a lot to get it stable. Plus you can't have a lot of characters. I believe it's called Xmugen. I remember seeing a guide on a prominent mugen forum for it. But you couldn't add a lot of characters, nor was it as good as regular winmugen. The only way to get it stable enough for a good amount of custom high quality characters, would be to create a low foot print version. Basically cut out any fluff in win mugen. Plus it would raise a lot of compatibility issues. Likewise the high quality characters and stages, especially interactive ones, would be a no go. So stages from SyN and all the other high quality mugen creators would be simply not possible. Final note : Plus the xbox is built off of X86 which makes it easier to run as well. a PPC version will add more problems in and of itself. I just don't see it happening. EDIT: One last thing, I have a character in beta, what do I need to do to test him out? Last edited by xPreatorianx; 07-21-2011 at 12:46 PM. |
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#18 |
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Homebrew Developer
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drizzt: source code for ps3 port is available from svn
https://paintown.svn.sourceforge.net...paintown/trunk xPreatorianx: as i said mugen ran on the xbox 1, it had 64 megs of ram. This is a open source engine built from scratch it just needs optimized. ive seen xmugen run fine with more than 100 characters, custom stages and music mfj and broken mugen on xmugen for instance. Last edited by lunuxx; 07-21-2011 at 12:48 PM. |
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#19 | |
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Member
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But we'll see... I will say though I applaud the effort. if we can get mugen working in it's entirety it would be awesome. But didn't the Xbox 1 version use some kind of swap file or something to add more memory? I can't find a good resource for it but one thread I found mentioned a swap file. That would allow the Xbox to run mugen better as it would allow more memory basically. The PS3 doesn't allow this unless you use linux IIRC. I still don't see how you can take 100 characters and use it on that low amount of memory. Even a highly optimized engine has to have regular mugen compatibility and with all the stages, characters, etc, it would still be a resource hog. So it would make sense that they used a swap file. As it would add more memory for it to use. Last edited by xPreatorianx; 07-21-2011 at 12:55 PM. |
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#20 |
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Homebrew Developer
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i believe xmugen ran off a basic linux distro that only ran mugen on boot, swap file makes sense in that respect. For your character i would suggest stopping by the freenode irc to talk to jon rafkin today since he knows what is implemented so far in mugen mode, Im sure he would be glad to help.
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