Unofficial Deunan's GDEMU Thread

Discussion in 'Sega Dreamcast Development and Research' started by duskdawn, Jul 8, 2015.

  1. Anthony817

    Anthony817 Familiar Face

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    Unfortunately he hasn't visited the site since 2017, and writing him emails yields no replies either. I asked him to release the source code to GDMENU since he might not have time to implement all features he had initially planned. But I fear something might have happened to him.
     
  2. Blockhead

    Blockhead Member

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    If you are working on a new menu system, it would be great to have cover art loaded from images in the game folders
     
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  3. Mrneo240

    Mrneo240 Enthusiastic Member

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  4. SONIC3D

    SONIC3D Spirited Member

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    It seems that no filesystem access API feature in GDEmu SDK. Your request has no way to implement for now.
     
  5. Blockhead

    Blockhead Member

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    When building the disc for the menu (as is currently done in GDEMU SD) the art can automatically be grabbed from each folder and associated internally with each title (perhaps with automatic conversion to PVR at the same time, if necessary).
     
  6. Mrneo240

    Mrneo240 Enthusiastic Member

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    Honestly conversion FROM PVR to png would be nicer, thankfully PVieweR has the code for that basically (it does bmp but more because of windows, png could easily be substituted)

    Also! I am NOT writing the windows side of the software. If someone wants to, I'll happily work alongside you. Windows/c#/wpf apps arent that "fun" so little interest from me.
     
  7. Blockhead

    Blockhead Member

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    Fair enough, I guess in that case you would just need to support png images in root or in a separate folder, with some arbitrary naming scheme to tie them to the discs.
     
  8. Mrneo240

    Mrneo240 Enthusiastic Member

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    cool way could be hash game name and then just provide and entire dir of them for anything. but really, reading directly from the disc would be best
     
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  9. Anthony817

    Anthony817 Familiar Face

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    Hey guys, I was checking out some past posts in the widescreen code thread, and came upon this forgotten post by Neuroacid!

    https://assemblergames.com/threads/dreamcast-widescreen-hacks.58620/page-40#post-931088

    In it he said he already had the code for cheats pretty much finished. My question is, was this feature already included in the latest release but just not enabled in the code?

    [​IMG]
    Browsing cheat codes list
    [​IMG]
    Enabling codes for a specific game
    [​IMG]
    Cazy Taxi 2 has codes on and is enabled
    [​IMG]
    Selecting add game from the sub-menu
    [​IMG]
    Editing new game title
    [​IMG]
    Adding a code to the newly created title
    [​IMG]
    Setting new code description
    [​IMG]
    Selecting edit code option
    [​IMG]
    Viewing/editing code values
     
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  10. Mrneo240

    Mrneo240 Enthusiastic Member

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    i dont know if anyone has seen these before but heres 4 files i pulled from the binary
    • cb_loader.bin - Codebreaker loading im guessing
    • loader.bin - must be used to load a game (may be we can repurpose?)
    • font_8x16.png
    • texture.png - background and UI elements
    sorry Neuro!


    also cb_loader.bin has strings that lead to believe he was using gcc newlib
    "heap and stack collision"

    present in this file http://jsdkk.net/download/jde/jde5x/JDE544/GNUTOOLS/sh-elf/bin/newlib/libc/sys/sh/syscalls.c

    which if entered kos here https://sourceforge.net/p/cadcdev/mailman/message/29367347/

    shouldnt be too awful to figure out the environment both expect
     

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  11. Anthony817

    Anthony817 Familiar Face

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    Interesting! So it was actually in the binary of the latest release? Good thing I went back and was looking in old posts. I remember seeing it like 2 years ago when he made it, but like everybody else I completely forgotten about it. He mentioned it was still very WIP and as such issues were to be expected.

    When I spoke to him in that thread he had this to say about a post I made.

    I just found and uploaded that app he was talking about so we can add codes much easier.

    XPDCCC (Xploder DC Code Compiler)
    https://mega.nz/#!SF1DAKRQ!fqPITqFZ8EkbcjPpbpobj5TZ0rkMLJc4v5lYhE49VUE

    He also released a stand alone version to be like a homebrew Codebreaker. In that post he also said this app could be used to add Codebreaker codes via PC so it is much quicker to enter them in instead of having to type them out with a DC controller as it doesn't support keyboard. So perhaps that also works with his built in GDMENU version as well?

    So can any of this stuff possibly be of use to get codes working with GDMENU? There are tons of widescreen and 60fps codes that would be great to use and add from like some code file with many already added like he said was possible with that app I found and uploaded above, so maybe it supports it too?
     
    Last edited: Jan 22, 2019
  12. FirebrandX

    FirebrandX Member

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    Is there any chance Rocky5 might be able to do a CDI extractor batch-based program like his GDI Extractor? Reason I ask is the GDI version was VERY useful for adding in custom cover art files and then re-building the GDI with his truncation batch file. Without this same set of tools for CDI, the process of adding in cover artwork for that format is very complicated and time consuming. So much so that I eventually gave up after a myriad of DOS prompt commands and having to juggle information.
     
  13. -=FamilyGuy=-

    -=FamilyGuy=- Site Supporter 2049

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    Sadly, no good open-source way to create generic CDI directly exist yet.

    Gditools can extract CDI files although it requires some information provided by the user, and CDI4DC can create non-CDDA CDIs, but a generic CDI with CDDA tracks and a second session that doesn't start at a predefined address is very hard to build.
     
  14. megavolt85

    megavolt85 Peppy Member

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    GDEMU support MDF/MDS, you can create MDF with CDDA
     
  15. Mrneo240

    Mrneo240 Enthusiastic Member

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    Mds4dc does audio too.

    Just create then rip to cdi
     
  16. megavolt85

    megavolt85 Peppy Member

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    why rip to cdi? GDEMU support mdf/mds
     
  17. -=FamilyGuy=-

    -=FamilyGuy=- Site Supporter 2049

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    Does it work with any layout? Like legitimate music tracks and a second session at LBA 156789 or something?

    Last time I checked those were hard to build without burning any disc.
     
  18. megavolt85

    megavolt85 Peppy Member

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  19. Mrneo240

    Mrneo240 Enthusiastic Member

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    Tes
     
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  20. DanyH83

    DanyH83 Newly Registered

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    Hello i'm a new with my official GDEMU and i've a question:
    I've a DC USA VA1 with mx chip installed and japan_cake 1.031 bios.
    1) I've tried to install the 1.032 but the DC freeze on the SEGA sceen with the SD and without dc goes to dash but if i start again freeze again on Sega logo.(with or without Sega dev swirl) force me to reinstall the gdrom-drive and flash back to 1.031
    Does anyone have a dc usa va1 with Japan cake 1.032+GDEMU working? @japanese_cake
    Thanks
     
    Last edited: Jan 28, 2019

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