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Полная версия: hydra castle
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Hi,

I have a request too, I like the homebrew game hydra castle you can find here in cdi and .iso format :
https://mega.nz/#!FrojgCxA!XaDFY7Bx6EHU9...wDtBfEoBwY

But there is a problem, the throwing weapons are disabled because it's a PC convert I guess and there is no controller button for using them...
And it's impossible to finish it.

I tried to contact those who made it, but they didn't want or didn't how to change the allocation.

The four buttons A,B,X,Y are used but it remains the up of cross pad (up is also used for shield but it be can used for throwing too) the 3 others directions are used for moving (left, right, down and climbing ladders).
For me the more "simple" things to do is to allocate the throwing to a trigger L, or R.
I tried to have a look, but I found nothing...

thanks for your help.
You said you tried hex editing the game over at Assembler in another thread correct?
Thanks for answering :-)

Yeah, I did. But there is no comment in the file.
I'm a beginner in assembler, I don't know what I have to look for and the file is quite huge..
I played this game on my OG Xbox and it is quite fun. Hopefully somebody could help take a look at this one.
Hey fafadou, I had an idea. Maybe try asking Ian Michael over at Dreamcast-Talk, he has been pumping out a lot of updates to older homebrew titles recently. This one would be right up his alley!

https://dreamcast-talk.com/forum/memberl...ile&u=9844
Thanks I ask him now :-)
Hydra castle labyrinth is patched, the throwing weapons are available and we can finish the game.

https://www.youtube.com/watch?v=qvod685JpKs

There is a gdemu version and a ready cd burn version around 700Mo
Thanks to youtube chanel : "oldschool is beautiful"



Here the sd dreamshell version :

https://mega.nz/#!IrQiSIzB!n7ChWhRgSZOLP...VStuw1rHVs
I don't understand why he didn't use triggers
For me the triggers are not available with this game.
In the input.c file there is only commands with one byte 0 or 1.
I guess triggers give more than byte when you press them.
It's not a SDK problem.
Код:
void Input_JoyAxisEvent(SDL_Event* evt)
{
    if(evt->jaxis.which != 0)
        return;
    
#define DEADZONE 32

    if(evt->jaxis.axis == 0)
    {
        int v = evt->jaxis.value;
        
        if ((v>-DEADZONE) & (v<DEADZONE))
        {
            axisX = 0;
        }
        else if (v < 0)
        {
            axisX = -1;
        }
        else
        {
            axisX = 1;
        }
    }
    else if(evt->jaxis.axis == 1)
    {
        int v = evt->jaxis.value;
        
        if ((v>-DEADZONE) & (v<DEADZONE))
        {
            axisY = 0;
        }
        else if (v < 0)
        {
            axisY = -1;
        }
        else
        {
            axisY = 1;
        }
    }
    else if(evt->jaxis.axis == 2)
    {
        jR = (evt->jaxis.value > DEADZONE) ? 1 : 0;
    }
    else if(evt->jaxis.axis == 3)
    {
        jL = (evt->jaxis.value > DEADZONE) ? 1 : 0;
    }
}
Many thanks for your help :-)
I'm asking to the modder to send me the sources patched with the good input.c file.

Hope I can inject inside your patch.
i'm look source code, may be i create update for this game
need create optimisation for dreamcast version
Probably in your source there is no input.c from Dreamcast version.
I guess you don't need it ;-)
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