Difference between revisions of "Dreamcast"

Jump to navigation Jump to search
677 bytes added ,  22:26, 17 November 2014
→‎Notes on CD mastering: Add basic linux script for doing this.
(use StableVersion template)
(→‎Notes on CD mastering: Add basic linux script for doing this.)
(One intermediate revision by one other user not shown)
Line 42: Line 42:


== About ==
== About ==
ScummVM was also ported to the Dreamcast [[Platforms|platform]]. The Dreamcast port uses it's own custom Graphical User Interface, which automatically scans the disc for games, and adds the games to the list through ScummVM's built-in autodetection.  This usually works well, but sometimes games will show up on the list twice, incorrect games will show up with the correct game (especially true with the early V1 and V2 SCUMM games), and quite rarely the game will not show up on the list at all.  ScummVM for the Dreamcast supports disc swapping from the GUI, and will rescan once a new disc is inserted and repopulate the gameslist.  There is currently no way to manually add games to the gameslist in ScummVM for Dreamcast.
ScummVM was also ported to the [[Sega]] Dreamcast [[Platforms|platform]]. The Dreamcast port uses it's own custom Graphical User Interface, which automatically scans the disc for games, and adds the games to the list through ScummVM's built-in autodetection.  This usually works well, but sometimes games will show up on the list twice, incorrect games will show up with the correct game (especially true with the early V1 and V2 SCUMM games), and quite rarely the game will not show up on the list at all.  ScummVM for the Dreamcast supports disc swapping from the GUI, and will rescan once a new disc is inserted and repopulate the gameslist.  There is currently no way to manually add games to the gameslist in ScummVM for Dreamcast.


The mouse cursor can be controlled with the standard Dreamcast controller.  The D-pad supplies slow cursor movement, and the analog stick provides faster cursor movement.  The A button acts as the right mouse button, and the B button acts as the left mouse button.  There is a virtual keyboard that can be brought up by pressing the left trigger button, that will emulate keyboard input.  The Dreamcast mouse and keyboard peripherals are also supported.  The Visual Memory Unit is supported for saving and loading savegames.  Autosave is enabled on the Dreamcast, so each game will use some memory blocks (between 2 and 13) for the autosave in save slot 0, as well as save blocks for any user specified save game.  When a game is saved, the VMU beeps, and a prompt is displayed on the screen letting you know that the game has been saved (this occurs with autosaves as well).
The mouse cursor can be controlled with the standard Dreamcast controller.  The D-pad supplies slow cursor movement, and the analog stick provides faster cursor movement.  The A button acts as the right mouse button, and the B button acts as the left mouse button.  There is a virtual keyboard that can be brought up by pressing the left trigger button, that will emulate keyboard input.  The Dreamcast mouse and keyboard peripherals are also supported.  The Visual Memory Unit is supported for saving and loading savegames.  Autosave is enabled on the Dreamcast, so each game will use some memory blocks (between 2 and 13) for the autosave in save slot 0, as well as save blocks for any user specified save game.  When a game is saved, the VMU beeps, and a prompt is displayed on the screen letting you know that the game has been saved (this occurs with autosaves as well).
Line 55: Line 55:


Since the v1.2.1 release, the combined size of the engine plugins is larger than the available memory and thus a disc including all plugins will not work correctly. Only include the plugins for the engines needed when mastering a CD.
Since the v1.2.1 release, the combined size of the engine plugins is larger than the available memory and thus a disc including all plugins will not work correctly. Only include the plugins for the engines needed when mastering a CD.
On Linux, the following script should burn a suitable CD from the contents of "cd-image-folder" and IP.BIN, though it may need tweaks depending on the cdrecord version used:
<pre>
#!/bin/sh
dd if=/dev/zero bs=2352 count=300 of=audio.raw
cdrecord dev=/dev/cdrom -multi -audio audio.raw
cdrecord dev=/dev/cdrom -msinfo
# Replace 0,11702 with values from previous command
mkisofs -l -d -relaxed-filenames -C 0,11702 -o tmp.iso cd-image-folder
( cat IP.BIN ; dd if=tmp.iso bs=2048 skip=16 ) > data.raw
# Need to use -xa, NOT -xa1 to ensure that 2048 byte blocks are used. This may vary on different versions of cdrecord
cdrecord dev=/dev/cdrom -multi -xa data.raw
</pre>


== Running Debug Builds ==
== Running Debug Builds ==
TrustedUser
574

edits

Navigation menu