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Author Topic: OpenBoR v3.0 Build 2174  (Read 17836 times)
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SX
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« Reply #15 on: March 23, 2009, 02:20:42 pm »

problem is that 999 does not fit in unsigned char (255) so I will have to make it unsigned short (65535).

P.S.
Bonus, your memory test mod, is insane....lol  Without spritecaching it uses something like: 11,336 by the time we hit the title menu.  Thank goodness for spritecaching as it reuses sprites left and right......  which makes the total unique sprites down to 1,861.  Which makes me feel good about lower it from 65535 to something smaller as the map still requires some memory.  So I'm thinking unique sprite total should be 3072.  Its a good even number for even the most aggressive modders.  It used to be set to 10,000 but that's before spritecaching was introduced.
« Last Edit: March 23, 2009, 02:38:41 pm by SX » Logged

MCW
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BOR = Beats Of Rage


« Reply #16 on: March 23, 2009, 02:32:39 pm »

It is OK to me. Remember to fix the makeinv and riseinv.

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Ericard Production
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« Reply #17 on: March 23, 2009, 02:42:48 pm »

Now what?
Get in the exe and the paks is fill and doesn't open the loading screen even the mod select screen, what the hell wrong with this thing?
(Do I need to save Princess Leia before the mod works?!?) Cry
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BonusJZ
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« Reply #18 on: March 23, 2009, 02:51:23 pm »

Erichayter - read previous page

Quote
So I'm thinking unique sprite total should be 3072.  Its a good even number for even the most aggressive modders.  It used to be set to 10,000 but that's before spritecaching was introduced.

I'm worry it to less ....only my chars folder count 3 538 files (even minus lets say 300 txt) ...

Ps:
the memory use on pc is now a little inaccurate - right - and on consoles will be lower
« Last Edit: March 23, 2009, 02:54:43 pm by BonusJZ » Logged

Orochi_X
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« Reply #19 on: March 23, 2009, 02:59:04 pm »

I also think that 65535 would be the better choice.......

My entities use 500 - 600 odd unique frames each.
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* Orochi_X says : " Sore ga doushita? " looney
Damon Caskey
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« Reply #20 on: March 23, 2009, 03:09:44 pm »

Same here. Cutting it down to 3K would be a disaster for me.

DC
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SX
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« Reply #21 on: March 23, 2009, 03:59:13 pm »

It doesn't matter anymore.... sprites now have no limit.  I've successfully convert the sprite database to a linked list and the map for the linked list is now dynamic.  So it only uses what it needs!  Which is great, but everytime a sprite is loaded we need to make a duplicate in order to increase the maps table.... there is no way around, so if a table was to ever reach lets say 1 MByte and you have only .5MBytes available then we will not have enough memory to create the new table since it would of required 2 MBytes of Memory for the existing table and new table + 1.   But in order for that table to even be that big you would probably need 100 thousand unique sprites to get the table to that monsters size.  So it has its pros/cons.

Pros - extremely effective on memory once up and running, only use what you need.
Cons - Memory hog because it has to create a duplicate of the existing map.  But this only happens during loading and maps are tiny in size compared to sprite database.

Overall less memory usage and no limit!
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DJGameFreakTheIguana
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Credit to Vyck_St.Judas, Edited by me.


« Reply #22 on: March 23, 2009, 04:01:04 pm »

HaHaaa cheers!
Nice update man!!
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Damon Caskey
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« Reply #23 on: March 23, 2009, 04:04:34 pm »

I'll repeat the reply I gave you on Yahoo messenger: "DUDE!"

 cheers!

DC
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SX
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« Reply #24 on: March 23, 2009, 05:50:41 pm »

Animations our now linked lists.  No more restrictions.  Seems Memory available has gone up 500 KBytes which is great!  The mod I use for testing memory is Crisis Evil 2 by the way.  It has a good base for memory available.



@ BonusJZ,
What does your PSP Slim report for total available memory?  I don't have an old build to test with at the moment but I have 50,807,504 Bytes available.  Going to try your test mod now and see if its able to load up.
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BonusJZ
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« Reply #25 on: March 23, 2009, 06:15:30 pm »

I believe I have 2.0068 for psp:
system ram 49091536


« Last Edit: March 23, 2009, 09:41:40 pm by BonusJZ » Logged

maxman
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« Reply #26 on: March 23, 2009, 10:40:23 pm »

That latest version cannot play in my pc. My pc sucks for it. lol I've tried to open it but it keeps acting and the screen goes wrong. It becomes very big  Tongue and all you see is the big bottom bar where the start button is. Tongue
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Valdivia Ransom (demo)
======================
Everything I have to mod Dragon Duo is scripts, sprite edits, and my own Anime artwork for cutscenes. It's gonna take a long major work on this one. wow!
Ericard Production
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« Reply #27 on: March 23, 2009, 11:48:44 pm »

That latest version cannot play in my pc. My pc sucks for it. lol I've tried to open it but it keeps acting and the screen goes wrong. It becomes very big  Tongue and all you see is the big bottom bar where the start button is. Tongue

This is why, the latest version still unstable yet...
I use XP, it turns to the same thing for version 3.0... Sad
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darknior
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« Reply #28 on: March 24, 2009, 05:30:57 am »

I see you have done the version 3.0 and it is excelent Cheesy
Now with more sprites and less memory use, the mods will can be more beautifull and use more sprites and weapons lol

But, do you know when you will also release the Dreamcast version ?
And for me ... lol ... the XBOX version ?

Thanks
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« Reply #29 on: March 24, 2009, 08:22:13 am »

People with issues try deleting all files in the save folder.  Changes were made, which would make this version not compatible with old saved files and would give instability.
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