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Captain Dreamcast

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A member registered Jun 10, 2017 · View creator page →

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Absolute mayhem here

I think the 5 trillion limit was a bit high, but nothing a quick self-taught crash course in autohotkey scripting cannot fix:


Sad that there's no victory screen though. At least they owe me the GDP of a small country now.

Fun clicker! It's really satisfying to see the numbers get absurdly large, I like how there was no cap on the upper limit. If the goal had been five billion it would have been perfect (without taking the "Cheat the Game" button to the next level), I thought until then the exponential curve worked out perfectly. Super satisfying to see the sea gull army doing its thing as well, amazing job on the game feel here!

Game looks lovely as well, I thought the animations on the player character doing the ball game and the characters coming in were neat, the cutouts moving. Gave it a very distinct art style, I liked it a lot. Very well done, great job!

I did it, I finally earned the 100 dollars:


Took me a while to get my strat running optimally, I kept failing the first day. Always sprint + no pre-sort was my optimal strat at the end with which I conquered all days.

So yeah, fun game! The gameplay loop was very fast-paced, it really draws you in, the race to clean up against the clock, I thought this was done well. I also like the aesthetics of the arcade a lot, the bright colors and the clean design of everything, it looks great! The music is also very whimsical and neat, I think it went well with the gameplay and the look of the place. Plus the smaller details were neat, like you could play basketball and interact with the arcades, that was a cool addition. Very well done, great job!

Made it to the end! Very atmospheric game. I like the design of the room (very dark, it adds to the mood). Sfx are good as well, the death rattle at the end made it more immersive. Amazing that you managed to make this from 3:00am to 8:00am, I didn't notice any bigger bugs, only one I found is that events play again when you reinspect the areas sometimes, but that wasn't a big deal. Well done, great job!

Made it through all the levels! 9 and 10 were actually pretty straightforward, my strategy for 10 was jump and gun repeatedly and I could get through the walls, heh.

Loved the game! Very fun puzzle take on the theme. The levels were very well-designed, most of them had that "ah" moment that you love when you play puzzle games. Like in 6 when you notice that that higher platform to the left actually serves a pretty important purpose. Or 7, when you remember that you get pushed back when you use dash while clinging to the wall. Those were great moments. I also liked how it slowly introduced the mechanics, like the dash-centric levels and then you start adding the cracked walls with the shots as a mechanic, I thought that made for a very nice natural progression.

Sound design is top-notch as well, I like the transition between the calm puzzlerish sound while you set the actions vs the actual beat when the platforming begins. Very well done game, great job!

Cool game! I did two runthroughs of it, the first I tried to solo the asteroid, moving to its landing spot (unfortunately the asteroid won), the second I stuck with the triceratops family to see how they feel about the whole end of days thing, and they did - in fact - not take it well, lol.

So yeah, I love the attention to detail in this, like the reactions of the triceratops family running away, or the player shadow also being a tiny triceratops. The pixel effect shader also gives everything a cool look, I thought it looked neat how stylized everything in the game looks. Well done, great job!

Made it to the end! The level where you have to stay in the first countdown block to not get trapped was my favorite, just the perfect timing when you get stuck in the little area for the first time and the realization what just happened sets in, lmao.

Super fun take on the theme! I loved the puzzle designs and how they teach the mechanics organically. Like in the platforms-disappearing counter level you see it and you immediately get what the puzzle is about (but not necessarily the puzzle solution). I thought that was very well-designed, super clean. Also want to point out that it was cool how many different mechanics made it into the game, like every level had something new in it, that was awesome and kept every level fresh and unique.

Art and sound design as well, super good-looking pixel art, again, just clean. Same with the sound effects and the music, especially the music is really perfect for hitting that "figure it out" platformer puzzle mood, great job on that as well! All around very well done, super cool game!

I clock out at around 1100, when you have that wave of regular enemies spawning in the corners, and then the hub enemy comes back in again, he keeps getting me into the corner, and not even blast can save me.



Super fun game! I really love games that reward living on the edge, and here I always tried staying juuuust below 30 seconds because blast is just so useful for the hub enemies.  Really gets the adrenaline going to not accidentally clip an enemy, or even shoot too many! There's even more tactical tradeoff with the timer running out naturally vs intentionally bumping into enemies for getting into the 30s area faster. I felt super smart for abusing the latter, until I realized that enemies draw more time from you the more often they bump into you, so I set myself up for a quick clip death with those. My latter strats were more going towards letting the timer run out naturally, and even though the screen got crowded, that did work better for me (until they got me in the corner, alas). But then you jump back in and try another round, this game really has the arcade-like quality that makes you want to jump back in and try to improve your score.

Really a super fun game! Very well done!

>But there was no world to return to.

HOLY kino.

As that kinda gave away, I died as well. I felt like I ran the entire circle around the area, didn't find anything that looks like a shelter, then thought to myself "Yeah maybe if I stay under one of those leaning structures it's good enough", shortly before I was wiped out of existence. 

The audio and visual design of this game is top-notch, the planes flying overhead, radio chatter-ish noises, the nightmarish sky and area, it really sounds and feels like the world is falling apart, amazing job on that. It really built the mood perfectly, I was rushing around trying to find shelter everywhere, hopping on stuff, it really sucked me in. Going "how long are three minutes, how long are three minutes" all the time in my head, this game really hit the theme perfectly. Then things turn more violent and red as you question your decision to stay under the leaning structure and boom. Super well done on the design.Super atmospheric and tense game, I loved it. Amazing!

>I think you might need to talk with your neighbours about this-

lmao

I got all the critters! They were very cute, I think the fox was my favorite, after that the black cat design. The house is well-designed for hide and seek as well, I noticed all the nooks and crannies they could be hiding in, like the bookshelves, or the shelf under the TV, that made it fun to look around. Fun game, well done!

I liked this game a lot, especially the story told through the whiteboards, piercing together the lore and the message of the game. The 69/67 level notes also made me giggle.

The game design is a great take on the theme as well, counting bullets is such a cool way to make a countdown FPS! I loved it when the additional guns came in and it made the game harder in a really natural way, having to remember more numbers as they swap around, I thought that was really clever. And of course the perfect payoff in the final level where you can just blast, perfect ending, chef's kiss. 

The level design worked well as a surreal landscape with the numbers scattered around, I thought. Did tie the whole number/countdown theme into it visually as well, which I think was another cool approach.

Very well done game, great job!

Answered it here / Respondí aquí: https://itch.io/post/16094510

(1 edit)

Hmm, I think it's just a renamed VitaSound, the dev of that was called DrakonPL here: https://github.com/DrakonPL/VitaSound
To be exact, the version that Dolmexica uses is this fork https://github.com/CaptainDreamcast/VitaSound/tree/Feature/LibraryConversion
On the Feature/LibraryConversion branch, which has some attempts from me to make some additional streaming stuff work I think.
Can't say exactly why I renamed it. I think the name change isn't even reflected in the forked repo.

Generally speaking I think compiling prism/Dolmexica manually is a bit of a frustrating struggle, my apologies. I have it planned to have a better way to handle these external libraries, but I can't seem to find the time for that recently unfortunately.

Hi! Sorry, I missed this for some reason, but I finally managed to take a look at what was happening.
I tried out this Elastigirl, not sure if it's the same one you mentioned: https://mugenarchive.com/forums/downloads.php?do=file&id=142893-elastigirl-warne...

But that character did also crash under Vita. The reason is that sound effect 50,3 in elastigirl.snd has a wav header encoding that was not getting parsed correctly. Will be fixed in the next release.

For how to fix this on the current version: One workaround is to remove the broken sound effect (so for example 50,3 for Elastigirl). This unfortunately doesn't transfer well to other characters though, Dolmexica does not log the sound effect it is crashing on, so you can't really find out which one is going wrong. One workaround I found is resaving the snd file in fighter factory. You have to make some adjustment to it so fighter factory actually re-exports the file (like modify or add a dummy sound effect), that also seems to adjust the wav header encoding of all sound effects so they can be loaded. That could be something you could try for other characters that don't work. 

Alternatively, if the other characters are still having issues you can link them here and I can take a look. Thanks a lot for taking the time to let me know about the crash!

Whoa, thanks a lot  for the in-depth testing! I'll try and get them fixed for the next update, this helps a lot!

I'll have to look into what's causing all of them, I know 1) has always been a huge issue, with freezes with some grapplers making their enemies get stuck in their target state, I'll try to make it match Mugen for the next update. Flickering is an interesting observation, I can imagine a few things causing that, will probably have to go through that frame-by-frame to figure out where it's getting the bad state info from. 2) is interesting, might be some trigger failing related to the on fire sprite effect? But yeah, I'll have to take a deeper look. 3) might just be that flag check missing like you wrote. I don't remember there being an invulnerability check based on the ground flag, so this is probably a bona fide oversight.

So yeah, thanks a lot again for the in-depth debugging and info, really super helpful, and thanks a lot for taking the time to share it with me! 

I looked into it, the main culprit seems to be that the timings for when the round is over are still wrong with Dolmexica.

In the fight motif/fight.def over.wintime is set to 0, while leads to the win animations being played immediately after KO, giving them no time to land. Whether they should still play in mid-air when given no time to land is a bit of a tricky question, it could be tied to landing, but then it would probably fail for floating characters, I need to do more testing with that. A quick workaround right now is to set over.wintime in the fight.def to 45, which is its original value in Mugen. I originallyset it to 0 because there was a bug in earlier versions that led to timings taking forever until restarting the round, which STILL kind of exists in 1.7. Dolmexica first plays the win animation of the winning character, then shows the win text or animation, then finally waits for over.time until starting the new round. This is not how Mugen does it. After showing KO or whatever else happened, Mugen starts all these counts at the same time, e.g. over.time until the round ends for real, over.wintime until showing the character win animation and win.time until showing the win text. That's why it doesn't take forever, because unlike Dolmexica it doesn't do it in succession.
I've adjusted the fight.def wait values to their original Mugen values for the next release and fixed it to behave the same way, that will hopefully fix most weird end-of-round behavior like the floating win animations. I also fixed a bug that the current text UI is broken, there was a bug in the loading, that's why it doesn't show stuff like "Kung Fu Man Wins" after the round, that will also work again next release. Still has to go through all that in-depth testing with other characters and motifs to make sure nothing else broke, but I hope this should instead be more stable than the weird logic before.


So yeah, TL;DR: Will be fixed in the next release, workaround right now is to increase over.wintime in fight.def to 45 or higher to give airborne characters a chance to land.

Thanks a lot again for reporting the bug, I think I was able to fix a lot of stuff thanks to that!

Yup, there still seems to be something off with the falling logic when winning, I'll look into it, thanks a lot for taking the time to report the bug!

Hum, infelizmente improvável. Não pretendo adicionar mais plataformas no futuro, pelo menos não até que o Dreamcast e o Vita funcionem melhor.

 (Original before google translate potentially ruined it: Hmm, unlikely unfortunately. I don't plan to add more platforms in the future right now, at least not until Dreamcast and Vita work better.)

¡Gracias! ¡Espero que te funcione!

Thanks! I just kinda started doing  the adlib stuff one Ludum Dare and it stuck around, I don't remember what started it, I think it was one line at first and some comments said that the surprise adlib was funny so I tried doing it for all next time, lol

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. 

Hmm, unfortunately haven't seen anything past vpk as a file ending like in your screenshot before. When you run it with the batch script (make_vita.bat) does it say anything? Maybe a stupid question from me, but does it work if you rename the .vpk.000d72af file to just .vpk?

I also replied on github, but yeah, that's unexpected. I remember it working for me 8 years ago (although the actual laser gun accuracy wasn't great, probably due to me using KallistiOS' light gun stuff wrong).

With flycast actually working with my game, I'll try if I can figure out what exactly was off about the lightgun code. Unfortunately can't give an ETA for that right now, getting Mirklings up and running again is probably a bit of a compatibility nightmare with the newer engine, but I'll have to actually check it out first. Thanks a lot for taking the time to share your findings here and on github! 

I took a look, I found a lot of bugs but most of them are fixable (at least for the character/stages):

  • Regarding the black backgrounds for Ryu + Ken: SFFv1 files have palettes with three color values per entry, transparency is set in a way that the first entry is transparent, and the rest of the entries are opaque. SFFv2 files have palettes with four values, including an alpha value per palette entry. Dolmexica threw them out and used the first entry as transparency (like in SFFv1 files). This has worked for longer than I would have expected, I'm surprised this never came up before. Will be fixed in the next version and will use the right palette entry transparency then. 
  • Like I suspected, the root of all evil regarding the stages was the coordinate system conversion. First of all, coordinate systems without a 4:3 resolution (e.g. 320x240, 640x480) do not work right now. Unfortunately, implementing widescreen display is a bit of a big change and not coming soon, so for now I've changed it so that widescreen stages get clamped to 4:3, e.g. 1920x1080 would become 1440x1080. This works okayish, I guess there is more camera movement that could lead to some differences, but it mostly seemed to work from what I tested (didn't do a full in-depth test yet though to be fair).
  • But it still wasn't working, there was also an issue with the coordinate conversion when it comes to stage scrolling. I think that was not exclusive to widescreen stages, I think this is why some of the hires stages have felt like they've been scrolling slower in the past few versions, seems like that broke at some point. 
  • The widescreen lifebars and the fight motif are a bit of a lost cause under the current system. Right now there is no good way to distinguish between motif resolutions, the way it currently works is that regular fight motifs are expected to be 320x240, or 640x480 if they are put into the data/480p folder. Not great. From what I saw during the original implementation, fight motifs don't have a way to define their own coordinate system in M.U.G.E.N, but maybe I've overlooked something, I'll have to look into it in more depth again. This one is broken on such a fundamental level, not sure if I can get these fight motifs working for the next release.

    That's about the current state of my investigations. Thanks a lot for reporting the issues with the characters, looking into the errors helped a lot! 

Hi, currently there's unfortunately no linux version, and I wouldn't really want to add another platform until the current ones are working a bit better. Would of course be great if it was playable on the SteamDeck, but for now, it would have to be Vita for on-the-go, I'm sorry.

Thanks a lot for sharing the characters/stages and your investigations into what is going wrong! I'll take a look and let you know what I find. Can't really say why it's going wrong, it might be because Dolmexica internally assumes 4:3 resolutions for doing its coordinate system conversions, I imagine that breaks all over the place, I'll have to step through everything to see why it's going so poorly.
The sprite transparency issue might be some unsupported format like I mentioned before, maybe something related to palettes in the more modern .sff formats, I think Dolmexica struggled with them sometimes. I'll also let you know what I find there.
Thanks a lot again for taking the time to share what you found and the files!

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!

Hi! If you could share the characters/stage with me I'd love to take a look and see if I can fix the transparency issues or if I can find a workaround! Can't really see what's going wrong from the screenshots by themselves unfortunately, my best guess would be that it might be some sff texture type that was unsupported.

Widescreen support wasn't really on the agenda yet (due to the Dreamcast focus), but I'll keep it in mind! It would definitely make the Vita version look a lot better, non-widescreen Dolmexica always looks a little strange on there when it's stretched (or cropped as it was before).  Hope I can get a first version of it working for the next release.

Thanks a lot for the suggestion and for taking the time to share the bug with me, hope I can get it fixed!

Thanks a lot for playing and thanks a lot for the comment! Glad it managed to give you a few laughs!

Hmm, looks like the asset packaging step failed, the zip file in the web folder was missing the assets.js and assets.data files. Without those, it won't load. I also tried building it on my machine, and it actually worked, and seems to run correctly from what I tested:

https://mega.nz/file/HZVxVTID#H6GdyJMp5NrLTaFQZTjHluh1ZtRWOcY7BjrkRQy2rVU (Web build of the game)

Going back to why the asset packaging might have failed, someone recently sent me an email that web asset packaging fails on their machines and I was able to reproduce it on a machine I had available. As it turned out, it was related to the way Emscripten (the environment used to create Dolmexica web builds) is shipped with Dolmexica. The asset packager was checking for a config file containing paths to a compiler, did not find it, and then aborted the asset packaging. This does not make much sense, because the asset packager does not need any compiler, so I added a dummy config file to the Emscripten shipped with Dolmexica. Now, it started properly packaging the assets again. I also sent it to the person that sent me the email, but they didn't confirm if it also fixed it for them (I was a bit late in getting back to them unfortunately). After that,  I updated the Dolmexica 1.5 release by adding that file.

I noticed that the file was also not added yet in the files you sent me, so I also added it there, maybe it will work properly with this:

https://mega.nz/file/SN9CTCJQ#YW2LsQkUQnzkVoaU9fPa3XBTdH8k2S6iNMeYqf3rmxs (Dolmexica with the game assets + the web asset packaging fix applied)

I also removed the zipped characters from the assets folder, but that was just to reduce size, that shouldn't have anything to do with the fix.
Hope this also fixes the issue for you! Thanks a lot for letting me know about the issue and for helping track it down by sharing your files!

Hmm, the most likely thing be would be an error while loading a character or stage in that case, I think. Does the same set of files work when using them with the Windows version? Could you maybe share your files so I could take a look too what is crashing?

Alternatively, is there an error message in the browser's developer console (turned on with CTRL+Shift+J on Chrome and Firefox)? Sometimes it only says unhelpful stuff like "Out of bounds memory access", but occasionally, it also gives an error message which file it could not load or something, that could help tracking down what is going wrong.

Hmm, Heihachi still works for  me, not sure what could be crashing there. I don't think the VPK would be all that helpful to debug it, if you could share the files you used to make the game, your assets, that would probably be more helpful to see if I can also recreate the crash. Thanks a lot!

I'll take a look at the linked characters and will let you know what I can find, thanks!

Regarding characters that work, these are the characters I tested when I made the initial Vita port: https://pastebin.com/e4eyG4Yb

There are a couple of anime and touhou characters in there, some of my favorites would be Dio from the Capcom fighter (https://mugen.fandom.com/wiki/Dio_Brando ), RP's Mima (https://mugen.fandom.com/wiki/Mima/RicePigeon%27s_second_version , link in the pastebin died), and some Otokojuku characters like Edajima Heihachi (https://mugenarchive.com/forums/downloads.php?do=file&id=106661-edajima-heihachi... ).

Adjusting the amount of characters should work by adjusting the characters available in the select.def inside the data folder. The default select.def that ships with the basic Mugen download (for example available here: https://mugenarchive.com/forums/downloads.php?do=file&id=5283--official-mugen-1-... ) has an explanation on how adding characters to the file works.

Additionally, you might have to adjust the character select screen. This is done in the system.def file used, by default that will be in data/system.def. Under "[Select Info]" are a variety of options, for the character amount the most important ones are "rows" and "columns", which define the amount of characters shown at the select screen. So if some characters aren't showing up, you might have to increase these values. I think that should be enough to include any amount of characters, at the very least more than eight. Unless this was a question if there is anything special you would need to do for Dolmexica to show more than eight characters, there is nothing special there, that should work just like Mugen.

Thanks a lot again for replying again and for the links to the character links, I'll take a look!

That's unfortunate, the Mugen interpreter part of Dolmexica is the same for all platforms, so I would expect characters that work on Windows to also work on Vita. Maybe something on the hardware level went wrong? From the top of my head I can only think of memory, maybe there were so many sprites that it somehow managed to even make the Vita run out of Vram?  Are the characters you tried very complex with large sprites? The Vita kit info you posted should be correct,  especially the game crashing after choosing the character points towards an issue that occurs when the fight is loading.

Do you have a link where I could maybe download the characters and also try them for myself on Vita? Maybe I can find out why it's crashing and fix it, or maybe find some way to get around the crash.

I'm sorry the characters you tried didn't run on Vita, thanks a lot for reaching out and letting me know about the issue!

Thanks a lot for letting me know! It's most likely still a bug in Dolmexica.

Do you have a link where I could get the character selection and the characters so I could also take a look? Maybe I can find a workaround or implement a fix for the next version!

Google translate's best take on it (I did not trust DeepL's Portuguese) / A melhor opinião do Google Tradutor sobre isso (não confiei no português do DeepL):

Muito obrigado por me avisar! Provavelmente ainda é um bug no Dolmexica.

Você tem um link onde eu possa pegar a seleção dos personagens e os chars para que eu também possa dar uma olhada? Talvez eu consiga encontrar uma solução alternativa ou implementar uma correção para a próxima versão!

Thanks for the in-depth feedback!
You're right, reusing texts in that scenario kinda ruins it, it's really something that needs a lot more writing to hide the cracks. I originally planned to use this mindbreak system to replace the original questioning mechanic (to make it less boring than just asking question after question), so I would try to use it a lot, probably once per person, with a big boss at the end of the chapter. Collecting keywords in the field is a great idea, I also want to have items/evidence in there for Joe to present, maybe they can fill that role. I hadn't checked out Cyberpunk and  the Arkham series yet, but it sounds like I should take a look at the brain dance and detective mode sequences respectively. Thanks for the tip!
Regarding the last stand,  you're right, that was not the super cool climax it was supposed it to be. The whole elemental thing does not lend itself to a detective game, I think I will drop that going forward and replace it with something more fitting and cooler. Or maybe as an additional touch like you mentioned, but as the main focus it's just confusing (and not fun). I should also make it clearer that the boss is saying the text, that was a clear oversight from me in retrospect.
Again, thanks a lot for taking the time to test it and writing the in-depth comment! Lots of great ideas and suggestions in there in there, I took a lot from it!

It is unfortunately unlikely for me to try something like that, as I always try to make sure the Dolmexica mods I make also run on the Dreamcast. And in my experience, anything from 3D games and from after the Dreamcast's lifespan does not fit in the Dreamcast's limited memory. 

I am still fixing Dolmexica so it works with the Street Fighter VS Tekken mod, and the characters there seem to fit into Vita memory at first glance. Maybe someone has already made Street Fighter IV / Tekken mods for Mugen? If those don't work with Dolmexica, I would also take a look at those, but I wouldn't proactively make new ones.

The problem is that even the characters are broken in various ways, which makes even making a game using only the characters for Vita a bit of a challenge. I'll try getting the characters fixed with Dolmexica first and let you know when I have something that works on Vita.

I took a look at all the things going wrong with Street Fighter vs Tekken on Dolmexica and it's unfortunately quite a lot.

  • Not relevant for the vita version, but it already fails loading the truetype fonts. For the vita version though, that will mean that those fonts will not show up since truetype fonts are not supported on there. Will be fixed for other platforms though.
  • Then there's the issue that a lot of paths have \ instead of / in them, which Dolmexica does not handle gracefully, that also has to be fixed.
  • There seems to be a difference in how Mugen and Dolmexica handle fight/system fonts. Dolmexica completely unloads the system fonts before loading the fight fonts, leading to the fights in Street Fighter vs Tekken missing font1 (in data/RenegadeLifebar/FightWithoutPorts.def). That will also have to be adapted to avoid a crash when loading fights.
  • Characters themselves sometimes crash on Dolmexica due to various reasons. Balrog_mx has an unclosed group header that doesn't seem to be handled gracefully and causes issue. Similarly CvS_OgreTAG just crashes.
  • Other characters have smaller issues, Blankaw's hitboxes don't work (probably a localcoord issue) and some characters like Kratos2 don't have any input in Dolmexica.
  • There's also some characters that work, even when fighting against themselves, such as Cammy.
  • There are issues in the appearance of both menus and stages. There seems to be something going wrong with the localcoord of the stages in Dolmexica. This should technically work, probably a bug there somewhere.

From what I see it's not one thing that affects all characters, but rather a range of different issues affecting different characters, unfortunately. I'll continue taking a look at and fixing the issues, I just wanted to give a first overview over the things that are going wrong as this might take a while to fix. 

I'll take a look, thanks! Will let you know when I find out what's causing the issues.

Yes, if it  works with Mugen it should also work with Dolmexica. But there might be bugs in Dolmexica causing crashes/different behavior from Mugen etc.  So if you have a link to the premade Mugen game I would be interested in taking a look. Thanks!