Talk:Ports

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Well, what should I write? For example, I'd like to know how Dreamcast will do this. Will Match on DC be played as

Button Action
Y Move Forward
A Move Backward
X Strafe Left
B Strafe Right
Trigger L Jump
Trigger R Shoot
Analog Stick Aim
D-Pad Up Spin Dash
D-Pad Left/Right Switch from Normal/Special Ring
D-Pad Down Toss the flag/Light dash

This is similar to how most shooters are played on Dreamcast. However, I have no idea how the whole thing is going to work, etc. How do you add WADs, etc. We're not beta testers, so we don't know what the ports will be like. –SonicMaster 11:49, 7 November 2007 (PST)

Here's what I think the Dreamcast controls should be:

Button Action
Up (analog stick) Move Forward
Down (analog) Move Backward
Left analog trigger (bottom) Strafe Left
Right analog trigger (bottom) Strafe Right
B Jump
Up (+ Control Pad) Shoot
Left/Right (analog stick) Turn
A Spin Dash
D-Pad Left/Right Switch from Normal/Special Ring
D-Pad Down Toss the flag
Y Lightdash
X Talk
Start Consle

Note that I myself don't have a Dreamcast, I just thought these up from looking at an image of a Dreamcast controller and basing it off of my computer gamepad. --§HoneyComb§

Can't say I like those controls. My first-person controls are actually VERY similar to the ones listed at the top, except I use a controller that works exactly like that of a PS1. However, I use the left analog stick AS WELL AS THE D-PAD for looking up/down and turning; L2 to Spin Dash, R1 to shoot ring, and R2 to shoot normal ring. Start is how I toss the flag, and Select is how I view the scores. I press the left analog stick to reset the vertical looking angle, and I press the right analog stick to execute my script. This script toggles first- and third-person view, as well as toggles the control scheme. –SonicMaster 14:43, 2 December 2007 (PST)

FYI: These ports already exist :P. So the Dreamcast port already has a button config, for instance. I just forgot what it was. --Digiku talk 14:49, 2 December 2007 (PST)

You know, I actually knew that already. :P But it wasn't an official port. –SonicMaster 14:52, 2 December 2007 (PST)

Actually, I believe it was as official as it could get. Logan and Alam, part of STJr, work on the ports on their spare times. In the case of the Dreamcast, SSNTails gave a little advice. --Digiku talk 14:54, 2 December 2007 (PST)

These are like the controls I use on my PS2-ish gamepad, but I use a universal scheme rather than different ones for different gametypes. --§HoneyComb§

Would a GameCube/Wii port work? That would be more convienient for people whose game consles aren't, well, old. --§HoneyComb§

Impossible Ports

Why are GBA and DS ports impossible? Is it a memory issue? --§HoneyComb§

There's absolutely no way in this world that the GBA or DS could handle it. Although video game systems need less processing power than the computer would for that same game, the processing power that the computer requires for SRB2 (500-1000 MHz) means that the Dreamcast (206 MHz) can barely handle it. Yes, the coding for this game is inefficient. Heck, the Dreamcast may not even be able to run Botanic Serenity in High-End mode. GBA also doesn't have enough buttons anyway. –SonicMaster 14:52, 2 December 2007 (PST)

The Dreamcast can't even handle the THZ3 boss properly. :P I believe it's not an issue of performance as it is an issue of what the processor can actually recognize. --Digiku talk 14:55, 2 December 2007 (PST)

Maybe it needs to be ported better. :P –SonicMaster 15:08, 2 December 2007 (PST)

Or maybe STJr should make 1.1 more efficent. --§HoneyComb§

Trust me. They will. The fact that the graphics have a 32-bit look to them, yet it requires immense processing power is a problem. –SonicMaster 16:45, 2 December 2007 (PST)

And that problem is Software Rendering. While OpenGL has many more faults, it is more efficient and requires less processing power. People just don't make games with Software Rendering anymore. If this game's OpenGL were completely coded and finished, it would be...better than Software Rendering. –SonicMaster 17:12, 2 January 2008 (PST)

SRB2 iPod?

[1]

Using lsdlsrb2, would it be possible to play SRB2 on an iPod with Linux on it?? (EDIT: Doh, forgot sig >_< QwertyuHoneyWafflez / TheTogeticMasta)

Quite possibly. Why don't you try, if you have one? ~Kaysakado  •  Talk  •  22:32, 26 December 2007 (UTC)

Only problem is it's a 3rdgen nano, and they haven't cracked the firmware yet, and the project is pretty much dead. QwertyuHoneyWafflez / TheTogeticMasta 17:07, 2 January 2008 (PST)

Axis

And why can't the other platforms comprehend this? Is it bad coding? –SonicMaster 10:46, 6 January 2008 (PST)

I would believe so. ~Kaysakado  •  Talk  •  19:59, 6 January 2008 (UTC)

Official place to get ports?

Is there an official place to download the ports? If there is, then it should probably be linked to in the article. MarkGyver 06:23, 30 October 2008 (UTC)

  • Done. I've also updated the page quite a bit. 08:14, 11 August 2009 (UTC)