hey captain dreamcast. I posted elsewhere about not being able to get a vpk earlier. Forget about that I got it working😂. However, I do have one small problem. I am unable to get the bgm I put in for menus and stages to work. I store them in the data folder because there is no sounds folder but in game, nothing plays. If a fix has already been given out I'd appreciate being pointed in that direction. Love your work with this port btw.
Hi! There might be some things going wrong with the sound, so I'd just list what I think could be causing issues:
Dolmexica has a few more sound file restrictions than M.U.G.E.N due to some hardware limitations (especially on the Dreamcast), so it doesn't support anything other than streaming .ogg files. Makes sense to support .mp3 for other platforms in future versions too, hopefully I can get that working in a future version soon too. Only workaround for that right now unfortunately would be to convert the files to .ogg, with Audacity or a similar audio tool program.
After rechecking, the way Dolmexica looks for a sound file right now seems to be a little broken compared to M.U.G.E.N, that was an oversight on my part. It first checks if the path is in the sound folder, but I got the name wrong, it checks in /music not /sound for some reason. I'll fix that for the next release. Then it checks if the path is relative to the stage .def file. So if you have your stage in your /stages folder and its bgmusic is set to BGM.ogg, it would look in the stages folder and use it from there. Then finally, it checks for the full path (relative to the root M.U.G.E.N folder). So if bgmusic was data/BGM.ogg, it would look in the data folder, if bgmusic was sounds/BGM.ogg it would look in the sounds folder, etc. Current workaround I would suggest to /sound as a default path being borked is moving the sound file to stages right now. Or if you want to keep them in the data folder, bgmusic with data/BGM.ogg should also work.
Thanks a lot for trying out Dolmexica and taking the time to let me know about the issues with the sound! I hope I can get them fixed soon, in the meanwhile, I hope the workarounds work for you and get it working for you!
I'm glad you replied to me!
Modifying the file suffix cannot be installed on PSVITA because it only has 1KB.
I operated on WIN7 and WIN10, and the result was the same,
I downloaded the version you posted directly without adding any new characters, and tried to package it directly,
The same file can be packaged repeatedly, and the generated files have random suffix names.
It's possible that my computer is too old!
But it's not a big problem. I can install the VPK file you published on PSVita and add new character packs. I have new questions to share with you to help you improve Dolmexica Infinite: I tried adding many characters, but when there are more than 40 characters in select.def, an error will occur (provided that the characters are functioning properly) When version 1.5 encounters an error, an error message pops up, and when version 1.6 encounters an error, it can sometimes directly cause VITA to crash. Some character packs can run on Dolmexica Infinite for Windows. exe, but cannot run on Vita (character packs with large data and old Mugen versions), I guess it's due to graphics and CPU size. Finally, I would like to know what Mugen versions of character packs Dolmexica Infinite can support, and whether version 1.1 supports them?
Interesting that packaging worked on another machine. Thanks for letting me know about that workaround! Still not sure what could be causing it, I haven't seen that issue before and haven't been able to reproduce it on any of my machines unfortunately.
>I tried adding many characters, but when there are more than 40 characters in select.def, an error will occur (provided that the characters are functioning properly)
That's unexpected, I had versions with more than 40 characters before, I'll have to retry if something broke there. Other than that, only thing I can think of is that maybe if the system.def does not provide enough space for the characters in the select screen? Could that be possible?
>When version 1.5 encounters an error, an error message pops up, and when version 1.6 encounters an error, it can sometimes directly cause VITA to crash.
1.5 to 1.6 was the one with the big Vita changes, where vitaGL was removed from Dolmexica's dependencies. While this made things somewhat more stable, there are still some weird crashes that happen in the Vita version I currently can't figure out, the crashdumps have it crashing in places that cause no issues on the other platforms. I would hope that I can figure out what's causing that at some point, that will hopefully improve stability. Might be that, I think. Unless it was something else that changed with that version. But if it only sometimes happens that might be the culprit.
>Some character packs can run on Dolmexica Infinite for Windows. exe, but cannot run on Vita (character packs with large data and old Mugen versions), I guess it's due to graphics and CPU size.
That also plays into it, while the Vita has larger memory limits than the Dreamcast, it does sometimes seem to hit the memory limit with larger characters. The Dreamcast has some mechanism that moves texture memory to main memory when running out of Vram (at the extreme cost of performance), but the Vita version doesn't do that right now, to prioritize performance over character compatibility with that one.
>Finally, I would like to know what Mugen versions of character packs Dolmexica Infinite can support, and whether version 1.1 supports them?
I don't really have a full list of supported characters or character packs unfortunately. I mostly test with WinMugen, pre 1.0 era characters, as newer ones have no hope of fitting on the Dreamcast (with its 16MB ram/8MB vram). The largest list of characters I have is this list of character sources from one of my larger mods, it's all smaller characters though: https://pastebin.com/7GmW3xRz
Technically there is nothing preventing 1.1 characters from running on Dolmexica. Only thing is that if there is a conflict between how WinMugen and later Mugen versions handle things, I stick with how WinMugen does things, because I want to have more of a focus on smaller/older characters.