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Dolmexica Infinite

Something resembling a moddable 2D fighter. · By Captain Dreamcast

Dolmexica Bug Reports Sticky

A topic by Captain Dreamcast created Jan 01, 2024 Views: 1,256 Replies: 49
Viewing posts 1 to 19
Developer

If you find something not working, please post it here!

Everything that's not mentioned here (https://captaindreamcast.github.io/DolmexicaInfinite/differences.html) can be considered a bug, so don't hesitate to post about it.

The more details you post, the easier it would be to fix (e.g. which platform, which character, which stage, etc), that would help a lot! Thanks in advance if you take the time to write it down!

(+1)

Hello! Love the project, love mugen and the vita so the idea of this has me wildly ecstatic, I wouldn't hesitate to back this/donate!

I wanted to test a character on Vita. I ran the .exe vpk maker and also tried just the command line but both yield the same result

".vpk has been created successfully" but it's nowhere to be found in the directory listed, I also tried running as admin. Im using the 1.5 (latest version)

Any tips? Thanks in advance

Developer

Hi, thanks for trying it out!

There are two things that I can imagine going wrong. Maybe it's somehow breaking based on the path you are running the executable in. Is there maybe something like Unicode in there? It should be able to handle whitespaces, but I haven't tested with much else, so if it just doesn't show up, that could be one thing to try, running it from a folder without special characters.

Another thing could be that the executables aren't working on your machine (the ones packaging the game in /vita/external/vita-sdk/). I got a report by someone that they weren't working for him in 1.4, so I replaced them in 1.5, maybe that could be causing issues? Does the 1.4 version work for you? (From here, there's a Dolmexica Infinite Version 1 4 Make-your-own-game kit for Vita download, it's the third one, their names seem to be cut off: https://captaindreamcast.itch.io/dolmexica-infinite-archive) That way I could at least rule out that it's the changes to the packaging that broke anything. Of course it could also be related to them not working on your machine in either 1.4 or 1.5. Is there an error message when you just click on \vita\external\vita-sdk\vita-mksfoex.exe and vita-pack-vpk.exe? Something like "Can't run on this architecture"? I would assume it also pops up when trying to run it from the script, but just to be sure.

Final question would be if it only happens when you try packaging after adding your custom character. Does it also not show up if you just try to package it with the asset folder that comes when you download Dolmexica? If it's that, it might again be some strange filename interfering with the packaging process.

If it's not any of that, my final suggestion would be to open the script (make_vita.bat) and try running the steps of the VPK creation in that script step-by-step on the windows terminal, to check if there are errors popping up there. Although I think if you already tried running the script, it would look similar to how it looked there. 

Those are the things I can imagine could still be causing issues, please let me know if none of them work out, I'll also let you know if I come up with anything else. Thanks!

(+1)

Error in PS Vita

Error in PS Vita while adding characters in Dolmexica app folder in characters
How many characters does dolmexica in PS  Vita Support. There are crashes in adding up multiple characters.
Developer

Looks like it cannot find a stage based on that error message. Did you try adding a select.def that also contains stages? Or is a stage file referenced somewhere inside the character? Not something I've seen before, but I also could not rule it out.
Do you have a link to the character, on mugenarchive or somewhere? If I'm able to reproduce the crash, it should be easy to figure out what's going wrong. In the meanwhile I'll doublecheck how Mugen behaves when it cannot find a stage, I think Dolmexica just showing that error screen is a bit imperfect, that's something that can be improved in the next version either way.

Regarding how many characters are supported, there is no fixed upper limit. The only time the character count comes into play is when loading the character select screen, and it would probably be pretty hard to max out the Vita memory with just the portrait images. Loading might take a while though, I assume the point where loading is just too annoying is reached earlier than any memory concerns. The highest character count I have tried is roughly 100 characters, but there I got around that loading annoyance by just not including the portrait images on the select screen. But yeah, long story short, not really a limit that should cause crashes there. 

If it crashes it might again be some file it can't find, or a problem with file names it can't parse, that's what often causes issues there. If you know what characters or stages cause issue, I'd be interested in checking them out just to see what might be causing crashes there.

Thanks a lot for letting me know about these issues! 

(+1)

I mod your original app because I cannot generate a vpk on the kit it just include one character in the asset. After I modify the characters when its vs the Kung fu man it works but after the new characters are vs each other the game would crash.

Developer

I see, then it really seems like it happens when trying to load a stage that doesn't exist. That would explain why it works vs Kung-Fu Man, as his stage, kfm.def, should be included.

Could I see your data/select.def ? There might be something there that causes a wrong stage to load.  And  a link to one of the characters you use would be helpful, just to make sure it's not also anything else going wrong. Thanks a lot!

(+1)

I am trying to make a Tekken Game out of this mod but I was not able to generate it from the vita make your own game kit it just includes one character then it just generate a small file not including all the assets. I am not sure if I am making it wrong but I follow your instruction on the kit. Maybe if you can help me make this game mod I got my characters from Mugen Archive.

Developer

> it just includes one character then it just generate a small file not including all the assets.

So if you only add one character it doesn't create a proper VPK? Haven't encountered that before and can't reproduce this here, but it could be a bug that happens with certain characters, do you have a mugenarchive link for a character it happens with?

(+1)

Can we get assets from premade mugen games like just porting the characters, stages and data?

Developer

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!

(+1)

Captain Dreamcast mabe you can help me port this one on the Vita if its possible. I cant use the kit it doesnt work on my PC this is the link to the game https://www.mugenation.it/2020/11/18/street-fighter-x-tekken-mugen-by-mugenation...

Developer

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

(+1)

I tried to use the characters on your original dolmexica app it works but with vs Kung Fu Man with each other no it crash

Developer

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. 

(+1)

would it be possible to get some assets from the game then make a Mugen Vesion for the Vita meaning a new game from these please make one for the Vita. Thanks

Developer

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.

(+1)

Can you come up with a game like Streetfighter IV or Tekken Mugen for Dolmexica for the Vita.Thanks in advance.

Developer

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.

(+1)

lots of cross over games are already made for mugen over the years but doesn't work with dolmexica. I tried to use the assets to dolmexica but it crashes in PS Vita. I don't have a dreamcast but I can try it using flycast. I have tried your dreamcast versions it works on flycast but no one have mod a mugen game for dolmexica or dreamcast with tekken or streetfighter theme or even a cross over.

(+1)

opa eae Capitão Dreamcast tudo certo queria dizer que deu erro nesse char do mugen psvita e dreamcast tanto na seleção de personagem quanto ao char

Developer

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!

Deleted 330 days ago
(2 edits) (+1)

https://drive.google.com/file/d/1SOYE89zfRnpTyLcQiu4n7k1OER3Pwq7X/view?usp=drive...  ta ai Capitão Dreamcast o jogo na sua fase beta e seleção de personagens pra analisar como vc falou no caso ate uma ideia uma dica se tu para fazer uma nova versão do dolmexica infinite com os bugs corrigidos sera que teria como desbonibilizar e lançar uma bild pra Nintendo Switch

(+1)

Hello, I recently installed dolmexica via the Vita kit (I added characters and tested on the windows version, it worked) except that when I wanted to put the game on vita, which was a success, the game launches normally however I crash after choosing the characters, I have an error C2-12828-1 for exception: Data abort exception, cause 0x00030004, I don't know if it's because of the characters, because testing the integrated characters the game works I can fight (kung-fu man), so I can't do anything.

what's been put on the Vita kit:

Game Name: DOLMEXICA INFINITE

Title ID: DOLM0001

Tile ID: 01.00 (should i put 01.50 or something like or nothing to see with ?)

in any case it's really bothering me not to be able to play it, I've added 4 characters and none of them work...

cheers

Developer(+1)

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!

(+1)

Hey, thanks for replying so quickly, I appreciate it.

some of these characters were taken from an already built mugen file (aka mugen anime)

if I have the right, I will share under file the characters, 

those have been found from website : 

Katakuri - Jump Stars - AK1 MUGEN Community (andersonkenya1.net)

Part 6 DIO (Remake) - Jojo's Bizzare Adventure - AK1 MUGEN Community (andersonkenya1.net)

Vita Yagami - Magical Girl - AK1 MUGEN Community (andersonkenya1.net)

Itachi - Naruto - AK1 MUGEN Community (andersonkenya1.net)

Meanwhile there an list of *workeable* characters on Vita ? Anime as preference

PS: nevermind i can't send files, if you mind i can send you throught mail contact or discord that you can tell me whats the problem

I would like to point out that the characters are different in size between the links given and the files, here is an example, I tried to separate the category but the problem persisted so I don't think the problem is due to that, :

this kind of charcater: Part 6 DIO (Remake) - Jojo's Bizzare Adventure - AK1 MUGEN Community (andersonkenya1.net)

and: Goku MUI SWL - Downloads - The MUGEN ARCHIVE

PS+: probably dumb question, but i'd also like to know how to add more than 8 characters please ?

I apologize for my large pamphlet, I'm very sorry I didn't know about the game before, thanks to you I've been very busy with a lot of mugen like, and i'd continue with

Developer(+1)

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!

(2 edits) (+1)

Greetings, thanks for replying,

thanks about the amount of character i'll give a look later

i've tested charcaters given from links, i tested with heihachi, seem like i'm still crashing, whoever i'm playing crashs the game, excluding the kung fu man, there something wrong ? i should delete something before, a file ?

i've did what it was said on readme.txt, i'm lost, i have holiday break in fews day and i'd like to fix it that i can enjoy during break...

if it may can help you, i'll tell in order what been

dolmexica crash after choosing characters(kfm non included), error: C2-12828-1, i simply delete the game from bubble, and then redo the bat-vita

should i simply delete a certain file from vitashell first ?

there a way to check logs, if we have one ?

if needed, i can also send you the vpk that you can tell me whats wrong, maybe wrong edit on files

Developer(+1)

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!

(1 edit)

It's weird.. i literally added nothing more than the character file on chars file, and the character's name file on select.def, but still crashing..

fun part, i downloaded a game you released, i think it was dream fight 2022, i tried heihachi and it worked, unfortunally i added others characters like dio (not the same dio you showed, a small character dio) it didn't worked but it's better than nothing


now i'm totally confused, didn't worked on dolmexica but worked on dream fight, i'm sure its due an certain file missing, if not, i don't see how...


ps: oh i totally forgot, i also wanted to know if there a way to make select button useable ? like return to main menu or something like, like esc, i didn't found anything from the tuto you send earlier

(+1)

HEY,WHY MY GAME GOES BLACK SCREEN AND NEVER LOADS?

I TESTED IN 3 DIFFERENT BROWSERS AND THE RESULT IS THE SAME

Developer

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.

(+1)

>Could you maybe share your files so I could take a look too what is crashing?

okay,here it is

https://www.mediafire.com/file/1wegrm7a69mgfas/Peanuts+Fighting+Game.rar/file

Developer

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!

(+1)

The game finally works in browsers, thank you very much

(1 edit) (+1)

Hello mr captain dreamcast, could you please help me with my graphic glitches? my Aim is to port a MUGEN of Street fighter 2 HD remix to vita using dolmexica, as you can see I need to work on my transparencies, and rezise some other things but the main problem that im struggling with is the aspect ratio of the stages, are you planning in the future to update this feature so we can use wide screen resolution stages?

Developer

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!

(3 edits) (+1)

Transparencies of sprites are not an issue with Dolmexica. Initially, sprites were displayed as black boxes because they were in MUGEN 1.1. Now that I’ve converted them to MUGEN 1.0, there is a transparencie issue  that I think I might be able to figure out.

The lifebars are in high resolution, which is why they are not displaying properly in the correct position. the stages are in 16:9 widescreen, causing a graphical glitch at the bottom of the screen. maybe Dolmexica is trying to fill that part of the screen.

If a character jumps while the opponent stays on the ground, the opponent seems to slide toward the bottom of the screen. I think Dolmexica gets confused by this.

Finally, if both characters touch the side colliders of the stage at the same time, the game becomes unplayable, everything is shown in the video

here are the stages and characters

https://www.dropbox.com/scl/fi/pc5r7ull2h50yankybl0i/chars-and-stages.rar?rlkey=...

Developer

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!

Developer

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! 
(+1)

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.

Developer

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!

(1 edit) (+1)

How to obtain VPK

Developer

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?

(+1)

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?

Developer

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. 

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It successfully !I packaged the VPKfiles ai the well configured desktop computer, SO it is clearly a problem with my poorly configured laptop itself.
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Hi Captain.
Is there any linux version? Can you add Makefile for linux? it will be great if it can be played in Steamdeck  (linux).

Developer

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.

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Can i port it to linux? Would you help me if there is a problem with the porting. I managed to port prism library. I forked from your github.
https://github.com/leonkasovan/prism/  
https://github.com/leonkasovan/DolmexicaInfinite