Skip to content

Releases: blueminder/flycast-dojo

Flycast Dojo 6.53

16 Sep 20:56
Compare
Choose a tag to compare
Flycast Dojo 6.53 Pre-release
Pre-release

Flycast Dojo 6.53 adds a "First To" indicator to the Player Name overtlay for Netplay games when this is defined. This release also adds the ability for Lua scripts to play back recorded inputs saved from files generated in Training Mode.

image

Flycast Dojo 6.53 Changelog

  • Training, Lua: Load & Play Record Slots from files
  • Netplay Overlay: Add First To "FT" Indicator when defined next to names.

Flycast Dojo 6.52 is primarily a bug fix release. In Training Mode, simulated inputs are now disabled when operating the in-game menu (Thanks to SIlentscope88 for the report). This release also adds corrected files for Training & Game Value export for Marvel vs. Capcom 2 stages.

Flycast Dojo 6.52 Changelog

  • Training, Lua: Disable simulated button presses when menu is toggled. Releases inputs for controlling player.
  • Training & Game Value Scripts: Fix MvC2 stages

Flycast Dojo 6.50 introduces an adjustable numeric limit for session output, the ability to read custom game values determined by game-specific JSON files, as well as bug fixes.

GWZqpXlXMAAe8fc

Custom Game Values for Text Output

You can define a file for any game with the internal game values you want for text export. No need for Lua scripting if you know memory addresses or have presets made. Custom JSON files for NAOMI Capcom vs SNK 2 (cvs2.json) and Dreamcast Marvel vs Capcom 2 (Marvel vs. Capcom 2 (USA).json) are included in the data/game_values directory for reference.

Flycast Dojo 6.50 Changelog

  • Custom Session Text Output: Values set via per-game JSON files
  • Input Recordings: Same/Load from Game-Specific Directories (recordings/<game_name>)
  • Stream Text Output, Max Sessions
  • Fix netplay game launch for games without savestates
  • miniupnpc: update UPNP_GetValidIGD call for new API versions
  • Peer Verification Error: Add button to FAQ entry for more info
  • Game Entry: Add MvC2 2022 Ratio

Flycast Dojo 6.48 adds an overhaul to the in-game menu, Training Mode Recording enhancements, the ability to output session text for multiple instances of the emulator, and various bug fixes.

controls-training-slots-4-5-6 new-training-rec-slots

In-Game Menu Redesign

The in-game menu has been redesigned to accommodate more buttons, and adds icons to make the various available functions stand out.

Training Mode: Recording Slot Expansion, Loading & Saving

Training Mode input recording slots have now increased from 3 to 6. You can either assign them to individual buttons, or cycle through them through a button of your choice.

You can now save and load your Training Mode input recordings as files. 10 recording slots are available, and are saved in the data directory. You can save your recording slots for use between sessions, or even share the files with your friends to help them out! With 6 recording slots and 10 files they may be saved to, you can save and load up to 60 input sequences during any active training session.

settings-output-mult-stream-txt output-mult-stream-txt-dir

For Streamers, Output Match Text for Multiple Sessions

You can have Flycast Dojo export game details like game name, player names, and current score to the out directory in your data, now separated by numbered session folders. This allows you to save old sessions, or even run multiple instances of the emulator with unique files for each open session.

Bug Fixes

  • Proper player name order for Fightcade guests and P2P games
  • Fix mode selection in main menu when opened via Test Game mode

Flycast Dojo 6.48 Changelog

  • Settings: Fix Output Text for Multriple Sessions Description

Flycast Dojo 6.47 Changelog

  • Training: Save/Load Recordings as Files
  • Training: Increase recording slots from 3 to 6
  • Output Text for Multiple Sessions, Folders separated by session count
  • In-Game Menu: Redesign, Add Colored Training Mode Buttons & Icons
  • Fix Match Code Cancel
  • Test Game: Fix Main Menu Mode Selection
  • Online: Fix player name order when player info message is not sent

Flycast Dojo 6.52

04 Sep 23:36
Compare
Choose a tag to compare
Flycast Dojo 6.52 Pre-release
Pre-release

Flycast Dojo 6.52 is primarily a bug fix release. In Training Mode, simulated inputs are now disabled when operating the in-game menu (Thanks to SIlentscope88 for the report). This release also adds corrected files for Training & Game Value export for Marvel vs. Capcom 2 stages.

Flycast Dojo 6.52 Changelog

  • Training, Lua: Disable simulated button presses when menu is toggled. Releases inputs for controlling player.
  • Training & Game Value Scripts: Fix MvC2 stages

Flycast Dojo 6.50 introduces an adjustable numeric limit for session output, the ability to read custom game values determined by game-specific JSON files, as well as bug fixes.

GWZqpXlXMAAe8fc

Custom Game Values for Text Output

You can define a file for any game with the internal game values you want for text export. No need for Lua scripting if you know memory addresses or have presets made. Custom JSON files for NAOMI Capcom vs SNK 2 (cvs2.json) and Dreamcast Marvel vs Capcom 2 (Marvel vs. Capcom 2 (USA).json) are included in the data/game_values directory for reference.

Flycast Dojo 6.50 Changelog

  • Custom Session Text Output: Values set via per-game JSON files
  • Input Recordings: Same/Load from Game-Specific Directories (recordings/<game_name>)
  • Stream Text Output, Max Sessions
  • Fix netplay game launch for games without savestates
  • miniupnpc: update UPNP_GetValidIGD call for new API versions
  • Peer Verification Error: Add button to FAQ entry for more info
  • Game Entry: Add MvC2 2022 Ratio

Flycast Dojo 6.48 adds an overhaul to the in-game menu, Training Mode Recording enhancements, the ability to output session text for multiple instances of the emulator, and various bug fixes.

controls-training-slots-4-5-6 new-training-rec-slots

In-Game Menu Redesign

The in-game menu has been redesigned to accommodate more buttons, and adds icons to make the various available functions stand out.

Training Mode: Recording Slot Expansion, Loading & Saving

Training Mode input recording slots have now increased from 3 to 6. You can either assign them to individual buttons, or cycle through them through a button of your choice.

You can now save and load your Training Mode input recordings as files. 10 recording slots are available, and are saved in the data directory. You can save your recording slots for use between sessions, or even share the files with your friends to help them out! With 6 recording slots and 10 files they may be saved to, you can save and load up to 60 input sequences during any active training session.

settings-output-mult-stream-txt output-mult-stream-txt-dir

For Streamers, Output Match Text for Multiple Sessions

You can have Flycast Dojo export game details like game name, player names, and current score to the out directory in your data, now separated by numbered session folders. This allows you to save old sessions, or even run multiple instances of the emulator with unique files for each open session.

Bug Fixes

  • Proper player name order for Fightcade guests and P2P games
  • Fix mode selection in main menu when opened via Test Game mode

Flycast Dojo 6.48 Changelog

  • Settings: Fix Output Text for Multriple Sessions Description

Flycast Dojo 6.47 Changelog

  • Training: Save/Load Recordings as Files
  • Training: Increase recording slots from 3 to 6
  • Output Text for Multiple Sessions, Folders separated by session count
  • In-Game Menu: Redesign, Add Colored Training Mode Buttons & Icons
  • Fix Match Code Cancel
  • Test Game: Fix Main Menu Mode Selection
  • Online: Fix player name order when player info message is not sent

Flycast Dojo 6.50

01 Sep 21:44
Compare
Choose a tag to compare
Flycast Dojo 6.50 Pre-release
Pre-release

Flycast Dojo 6.50 introduces an adjustable numeric limit for session output, the ability to read custom game values determined by game-specific JSON files, as well as bug fixes.

GWZqpXlXMAAe8fc

Custom Game Values for Text Output

You can define a file for any game with the internal game values you want for text export. No need for Lua scripting if you know memory addresses or have presets made. Custom JSON files for NAOMI Capcom vs SNK 2 (cvs2.json) and Dreamcast Marvel vs Capcom 2 (Marvel vs. Capcom 2 (USA).json) are included in the data/game_values directory for reference.

Flycast Dojo 6.50 Changelog

  • Custom Session Text Output: Values set via per-game JSON files
  • Input Recordings: Same/Load from Game-Specific Directories (recordings/<game_name>)
  • Stream Text Output, Max Sessions
  • Fix netplay game launch for games without savestates
  • miniupnpc: update UPNP_GetValidIGD call for new API versions
  • Peer Verification Error: Add button to FAQ entry for more info
  • Game Entry: Add MvC2 2022 Ratio

Flycast Dojo 6.48 adds an overhaul to the in-game menu, Training Mode Recording enhancements, the ability to output session text for multiple instances of the emulator, and various bug fixes.

controls-training-slots-4-5-6 new-training-rec-slots

In-Game Menu Redesign

The in-game menu has been redesigned to accommodate more buttons, and adds icons to make the various available functions stand out.

Training Mode: Recording Slot Expansion, Loading & Saving

Training Mode input recording slots have now increased from 3 to 6. You can either assign them to individual buttons, or cycle through them through a button of your choice.

You can now save and load your Training Mode input recordings as files. 10 recording slots are available, and are saved in the data directory. You can save your recording slots for use between sessions, or even share the files with your friends to help them out! With 6 recording slots and 10 files they may be saved to, you can save and load up to 60 input sequences during any active training session.

settings-output-mult-stream-txt output-mult-stream-txt-dir

For Streamers, Output Match Text for Multiple Sessions

You can have Flycast Dojo export game details like game name, player names, and current score to the out directory in your data, now separated by numbered session folders. This allows you to save old sessions, or even run multiple instances of the emulator with unique files for each open session.

Bug Fixes

  • Proper player name order for Fightcade guests and P2P games
  • Fix mode selection in main menu when opened via Test Game mode

Flycast Dojo 6.48 Changelog

  • Settings: Fix Output Text for Multriple Sessions Description

Flycast Dojo 6.47 Changelog

  • Training: Save/Load Recordings as Files
  • Training: Increase recording slots from 3 to 6
  • Output Text for Multiple Sessions, Folders separated by session count
  • In-Game Menu: Redesign, Add Colored Training Mode Buttons & Icons
  • Fix Match Code Cancel
  • Test Game: Fix Main Menu Mode Selection
  • Online: Fix player name order when player info message is not sent

Flycast Dojo 6.48

26 Aug 00:53
Compare
Choose a tag to compare
Flycast Dojo 6.48 Pre-release
Pre-release

Flycast Dojo 6.48 adds an overhaul to the in-game menu, Training Mode Recording enhancements, the ability to output session text for multiple instances of the emulator, and various bug fixes.

controls-training-slots-4-5-6 new-training-rec-slots

In-Game Menu Redesign

The in-game menu has been redesigned to accommodate more buttons, and adds icons to make the various available functions stand out.

Training Mode: Recording Slot Expansion, Loading & Saving

Training Mode input recording slots have now increased from 3 to 6. You can either assign them to individual buttons, or cycle through them through a button of your choice.

You can now save and load your Training Mode input recordings as files. 10 recording slots are available, and are saved in the data directory. You can save your recording slots for use between sessions, or even share the files with your friends to help them out! With 6 recording slots and 10 files they may be saved to, you can save and load up to 60 input sequences during any active training session.

settings-output-mult-stream-txt output-mult-stream-txt-dir

For Streamers, Output Match Text for Multiple Sessions

You can have Flycast Dojo export game details like game name, player names, and current score to the out directory in your data, now separated by numbered session folders. This allows you to save old sessions, or even run multiple instances of the emulator with unique files for each open session.

Bug Fixes

  • Proper player name order for Fightcade guests and P2P games
  • Fix mode selection in main menu when opened via Test Game mode

Flycast Dojo 6.48 Changelog

  • Settings: Fix Output Text for Multriple Sessions Description

Flycast Dojo 6.47 Changelog

  • Training: Save/Load Recordings as Files
  • Training: Increase recording slots from 3 to 6
  • Output Text for Multiple Sessions, Folders separated by session count
  • In-Game Menu: Redesign, Add Colored Training Mode Buttons & Icons
  • Fix Match Code Cancel
  • Test Game: Fix Main Menu Mode Selection
  • Online: Fix player name order when player info message is not sent

Flycast Dojo 6.46

12 Jul 20:30
Compare
Choose a tag to compare

Flycast Dojo 6.46 Changelog

  • Session Transmission: Send Spectate Start Message Once. Fixes Replays/Spectating.

Flycast Dojo 6.45 Changelog

  • Fightcade: Hide player names until received from service. Show correct order.
  • Session Stream: Enable guest score transmission

Flycast Dojo 6.44 Release Notes

  • Test Game: Fix Offline Game Launch

Flycast Dojo 6.43 includes various enhancements to Test Game mode, including loading controller profiles in the Settings prior to game launch for previews, as well as a Main Menu button to enter the emulator's main interface from the Test Game screen off of Fightcade. This new version also includes improved netplay savestate tracking for replays in preparation for netplay savestate auto-updating.

image

Flycast Dojo 6.43 Release Notes

  • Test Game: Fix Game Launch, Main Menu, Emulator Exit

Flycast Dojo 6.42 Release Notes

  • Netplay Savestates: Download list of commits locally with savestate download
  • Replays/Spectating: If commit from header unavailable, use Commit based on Quark Epoch

Flycast Dojo 6.39 Release Notes

  • Replays/Spectating: Get commit by Quark Epoch time & Game Name when missing from header
  • Replays/Spectating: Record current Savestate Commit on Session Start
  • Netplay Savestate Download: Make copy with commit extension for Replay versioning
  • Test Game: Add Main Menu Button

Flycast Dojo 6.36 Release Notes

  • Test Game: Load Button Names in Settings
  • Linux: Copy missing shared memory (EEPROM/NVMEM/VMU) from shared directory before game launch

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

image

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

Flycast Dojo 6.45

09 Jul 21:22
Compare
Choose a tag to compare

Flycast Dojo 6.45 Changelog

  • Fightcade: Hide player names until received from service. Show correct order.
  • Session Stream: Enable guest score transmission

Flycast Dojo 6.44 Release Notes

  • Test Game: Fix Offline Game Launch

Flycast Dojo 6.43 includes various enhancements to Test Game mode, including loading controller profiles in the Settings prior to game launch for previews, as well as a Main Menu button to enter the emulator's main interface from the Test Game screen off of Fightcade. This new version also includes improved netplay savestate tracking for replays in preparation for netplay savestate auto-updating.

image

Flycast Dojo 6.43 Release Notes

  • Test Game: Fix Game Launch, Main Menu, Emulator Exit

Flycast Dojo 6.42 Release Notes

  • Netplay Savestates: Download list of commits locally with savestate download
  • Replays/Spectating: If commit from header unavailable, use Commit based on Quark Epoch

Flycast Dojo 6.39 Release Notes

  • Replays/Spectating: Get commit by Quark Epoch time & Game Name when missing from header
  • Replays/Spectating: Record current Savestate Commit on Session Start
  • Netplay Savestate Download: Make copy with commit extension for Replay versioning
  • Test Game: Add Main Menu Button

Flycast Dojo 6.36 Release Notes

  • Test Game: Load Button Names in Settings
  • Linux: Copy missing shared memory (EEPROM/NVMEM/VMU) from shared directory before game launch

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

image

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

Flycast Dojo 6.44

09 Jul 09:47
Compare
Choose a tag to compare

Flycast Dojo 6.44 Release Notes

  • Test Game: Fix Offline Game Launch

Flycast Dojo 6.43 includes various enhancements to Test Game mode, including loading controller profiles in the Settings prior to game launch for previews, as well as a Main Menu button to enter the emulator's main interface from the Test Game screen off of Fightcade. This new version also includes improved netplay savestate tracking for replays in preparation for netplay savestate auto-updating.

image

Flycast Dojo 6.43 Release Notes

  • Test Game: Fix Game Launch, Main Menu, Emulator Exit

Flycast Dojo 6.42 Release Notes

  • Netplay Savestates: Download list of commits locally with savestate download
  • Replays/Spectating: If commit from header unavailable, use Commit based on Quark Epoch

Flycast Dojo 6.39 Release Notes

  • Replays/Spectating: Get commit by Quark Epoch time & Game Name when missing from header
  • Replays/Spectating: Record current Savestate Commit on Session Start
  • Netplay Savestate Download: Make copy with commit extension for Replay versioning
  • Test Game: Add Main Menu Button

Flycast Dojo 6.36 Release Notes

  • Test Game: Load Button Names in Settings
  • Linux: Copy missing shared memory (EEPROM/NVMEM/VMU) from shared directory before game launch

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

image

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

Flycast Dojo 6.43

08 Jul 13:14
Compare
Choose a tag to compare

Flycast Dojo 6.43 includes various enhancements to Test Game mode, including loading controller profiles in the Settings prior to game launch for previews, as well as a Main Menu button to enter the emulator's main interface from the Test Game screen off of Fightcade. This new version also includes improved netplay savestate tracking for replays in preparation for netplay savestate auto-updating.

image

Flycast Dojo 6.43 Release Notes

  • Test Game: Fix Game Launch, Main Menu, Emulator Exit

Flycast Dojo 6.42 Release Notes

  • Netplay Savestates: Download list of commits locally with savestate download
  • Replays/Spectating: If commit from header unavailable, use Commit based on Quark Epoch

Flycast Dojo 6.39 Release Notes

  • Replays/Spectating: Get commit by Quark Epoch time & Game Name when missing from header
  • Replays/Spectating: Record current Savestate Commit on Session Start
  • Netplay Savestate Download: Make copy with commit extension for Replay versioning
  • Test Game: Add Main Menu Button

Flycast Dojo 6.36 Release Notes

  • Test Game: Load Button Names in Settings
  • Linux: Copy missing shared memory (EEPROM/NVMEM/VMU) from shared directory before game launch

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

image

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

Flycast Dojo 6.35

30 Jun 16:40
Compare
Choose a tag to compare

Flycast Dojo 6.35 introduces more enhancements and bug fixes for controller mapping and button check. Button Check now also supports macro buttons, finally giving an accurate picture of what is seen in-game. To make button mapping more intuitive, the hovered row is now highlighted.

image

Flycast Dojo 6.35 Release Notes

  • Marvel vs. Capcom 2 (NAOMI): Change Button Names (Assist A/B -> 1/2, Strong -> Heavy)
  • Controller Mapping: Highlight hovered row for Button Assignment

Flycast Dojo 6.34 Release Notes

  • Macros: Refactor Macro Assignment, Show in Button Check

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return

Flycast Dojo 6.33

29 Jun 20:12
Compare
Choose a tag to compare

Flycast Dojo 6.33 is a minor update for Mac OS that fixes launching Dreamcast games from Fightcade and other clients using the included file definitions.

Flycast Dojo 6.33 Release Notes

  • Mac OS & Linux: Fix Game Entry JSON location, Use base directory env vars when available

Flycast Dojo 6.32 includes bug fixes and features based on the feedback of the last Fightcade release. Test Game now loads all button and system definitions for the target game upon launch, and system selection is disabled in the controller mapping menu when a game is loaded to prevent player confusion.

image

Many Lua functions were also added to give the modding community a head start in making interesting Training scripts in Flycast Dojo. You can now read signed integers and floats from memory, read frame number, draw color progress bars, as well as draw lines and rectangles for hitboxes. Special thanks to N-Bee, mountainmanjed, & Magnetro for suggestions and help.

image

Lastly, for those of you who want to stay on your controller during Training Mode dummy recording, I added buttons for cycling between input slots, playing, and recording your selection. They can be found in the Training Mode section of your Controller Mapping settings.

image

Flycast Dojo 6.32 Release Notes

  • Linux: Copy Default VMU from shared dir when supported game is detected.
  • Lua: Rectangles, Lines; Support Floating point numbers

Flycast Dojo 6.31 Release Notes

  • Lua: Get Frame Number
  • Training: Dummy Recording, Select/Record/Play Input Slot Button
  • Match Codes/Relays: Hide Code/Key command line toggle
  • Lua: Rectangles, Lines (rect, line)
  • Lua: Color Progress Bars (bargraphColor)
  • Lua: Read Signed Integers from Memory (read8s, read16s, read32s)
  • Lua: Read Float from Memory (read32f)
  • Game Entries: Add all DC multiplayer game filenames (according to MobyGames) from Redump collection
  • Test Game: Show Button Names without launching game. Leaving Button Check goes back to Test Game screen.
  • Training: Switch Player, Check for null gamepad
  • Credits: Update Patrons
  • Test Game: Restrict input mapping to target game system
  • Controller Mapping: Disable system select when in game. Default to loaded game platform.
  • Training: Load Lua scripts in Paxtez MvC2 mods

Flycast Dojo 6.30 contains more bug fixes, and the ability to spectate & watch replays from sessions held on relays in addition to Match Codes.

image

I also added an A+Start macro intended for Capcom vs SNK 2 players to perform a one-button taunt when playing the Dreamcast version.

Flycast Dojo 6.30 Release Notes

  • Stream Receive: Force virtual assignment when mode toggled. Should not be saved.

Flycast Dojo 6.29 Release Notes

  • GUI, Spectate Match Code Sessions & Relays, convert to Popup
  • Relays: Allow mode selection after GUI cancel
  • Rename SpectateMatchCode option to SpectateKey
  • Training, Replays: Disable "Show Hotkeys" button (Fixes crashes)
  • Relay Match Spectating & Replay streaming
  • A+Start Macro, for DC CvS2 one button taunt
  • Add proper ROM path to parent when data folder is detected
  • Match Codes, Relays: Send all netplay steps to stdout

Flycast Dojo 6.28 serves as a bug fix release for Flycast Dojo 6.26. This release fixes Match Code & Relay launching from command line, the Windows internal updater to accept new releases, allows games without savestates to be played online again, and cleans up integration details needed for matchmaking frontends. Special thanks to Ren, ToastRider, & pof for reporting bugs, integration, and debugging assistance.

Flycast Dojo 6.28 Release Notes

  • Mac: Set proper Content Path when DOJO_BASE_DIR is assigned
  • Relays, CMD: Use Relay Key entered in arguments (Thanks Ren)
  • Relays: Fix Relay command line start
  • Savestate Download: Don't show successful save if file is not found
  • Client Join: send to stdout

Flycast Dojo 6.27 Release Notes

  • Savestate Download: Fix flickering screen, allow game to be launched when missing savestate
  • Internal Updater, Windows: Fix Updater, Accepts application/zip content type (Thanks ToastRider)
  • Match Codes: Start matchmaking session after host/join selection
  • Match Codes, Relay Keys: Send codes to stdout
  • GGPO: Send session start to stdout

Flycast Dojo 6.26 introduces a new connection method: relay servers. For users on networks where a direct P2P connection over Match Codes do not work, relay servers will allow you to tunnel all game traffic through a server visible by both parties on the open internet. Just point to your server of choice, and exchange codes with your opponent like you would with Match Codes. This should serve as an alternative to Fightcade's own tunnels or using a Virtual LAN with Direct IP.

image

New UI changes where also made in this go-around. All modes and connection methods are now available in the drop-down on the main menu, and helpful description text is available for each selection. Icons now adorn the interface, and the netplay flow has been cleaned up for all connection methods.

image

Since this is the first release with relays, this will be the first time they will be tested in the wild. I have put up 7 servers around the world according to the most active regions where Match Codes have been used. Once relays are in a solid place, I'll be releasing the server code so that people can host their own. Server capacity and new locations will be determined after initial testing and feedback of what is up now. (An extra special thanks to our Patreon contributors, who make server deploys possible!)

In future releases, I plan on combining the hole punching used in Match Codes with relays through automatic detection. In the mean time, you can start with Match Codes and switch over to a relay when that doesn't work.

image

Relay Servers

  • us-west-1.match.dojo.ooo (Hillsboro, OR, USA)
  • us-east-1.match.dojo.ooo (Ashburn, VA, USA)
  • chl-1.match.dojo.ooo (Santiago, Chile)
  • esp-1.match.dojo.ooo (Madrid, Spain)
  • fin-1.match.dojo.ooo (Helsinki, Finland)
  • kor-1.match.dojo.ooo (Seoul, South Korea)
  • aus-1.match.dojo.ooo (Sydney, Australia)

For news, support, and potential matchmaking, head over to the Dojo Project Discord. I'll be looking over the server performance and taking feedback there. Enjoy!

Flycast Dojo 6.26 Release Notes

  • Relay Servers
  • Font Awesome Icon Integration
  • Connection Flow UI Overhaul
    • Match Codes
    • IP Entry
  • Main Screen: Mode & Connection Method Selection
  • Main Screen: Mode Descriptions
  • Savestate Download: Remove stuck modal on main menu return