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Author Topic: OpenBoR v3.0 Build 2174  (Read 17837 times)
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SX
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« on: March 22, 2009, 11:35:43 pm »


Fixes:

  • 2pspawn/3pspawn/4pspawn when used in conjunction with bosses.
  • Makeinv and riseinv fixed


Enhancments:

  • Max number of sprites we support is now 65534
  • Internal update to sound and sprite caching.
  • Many data type restructuring to decrease overall memory usage.

Script update for slowmotion:
Specifying slowmotion with a value higher than 1 will make it the new default duration after the first instance of the slowmotion has completed.

Example:
Script function sets slowmotion value with 2 and slowmotion_duration with value of 4.

After slowmotion with duration of 4 has been completed it will be reset to the value specified in slowmotion.  Meaning the next time slowmotion is used by the engine internally for a boss kill it will use that value.  Hence, you don't need to call the script function again to set it back to its default value of 2 seconds, if 2 is what you specified for enabling slowmotion in the first place.  Nice little trick for using slowmotion once in a level and then having the engine use it for ending a level internally like we normally do.



*** Updated by SX @ 3-24-09 Build 2179 ***

Features:
  • No more Sprite Limits
  • No more Animation Limits
  • No more Frame Limits
  • No more Model Limits
  • No more Player Model Limits
  • No more Model Cached Limits
  • Plus many more structure optimizations


Fixes:
  • rush is now unsigned short == 65535 .
  • health & mp is now int == −2,147,483,648 to +2,147,483,647


Seems we have gotten that much closer of having a fully dynamic engine.  Don't be surprised if loading times increase slightly since now we have to allocate/free/modify memory on the fly.


*** Updated by SX @ 3-25-09 Build 2186 ***

Features:
  • Level Specified Model Unloading from Memory after level completed.
  • Script Specified Model Unloading from Memory after level completed.
  • Enhanced Logging for Loading and Unloading of Level's and Models.

Commands Upgraded for a level's text:
load, spawn, item, 2pitem, 3pitem, 4pitem, weapon

Usage:
Code:
load Killer 1

Model Killer will be unloaded from memory after level is completed.



*** Update by SX @ 3-26-09 Build 2191 ***

Features:
  • PSP Release.  (Menu @ 95% Complete more to be done)
  • GP2X Release.  (Compiles but since I don't own one I have no clue what issues are)

Fixes:
  • Select Player Screen is now referenced once again by loading order.


All Old Save files prior to 3.0 are no longer compatible with this PSP/GP2X release.  Using them will cause instability and unexpected results. 

Everyone must use all new files included with this release since menus have been redesigned.  Especially PSP Version

Dreamcast and XBOX are to follow once I have completed them.  No time-line at the moment but I am working on Dreamcast at the moment.



*** Update by SX @ 3-27-09 Build 2195 ***

Changes:
  • If only 1 pak file exists we skip menu.
  • Increased size of sectors from 4096 to 8192.  This should now allows pak files with long headers to load up.  (Perhaps poeple are using directory/filenames longer than 7 characters or really deep paths?!?)

Fixes:
  • allowselect was broken for player selection.
  • PSP Menu file sorting caused an exception.  We should pass by reference not a pointer.
  • sound_unload_sample() was being used on a per frame basis.  Since we cache samples and return indexes, this allows for samples to be shared.  Hence we should unload them until we exit the engine.
« Last Edit: April 08, 2009, 04:44:49 pm by SX » Logged

baritonomarchetto77
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« Reply #1 on: March 23, 2009, 04:42:50 am »

Many thanx Sumi !
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My wished Features:

- chars shadows over entities other than level "panel"
http://lavalit.com/index.php/topic,3212.0.html

- loadmodel for players
just to load a player in the middle of the game... http://lavalit.com:8080/index.php/topic,3540.msg61390/topicseen.html#new

Smiley
Damon Caskey
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« Reply #2 on: March 23, 2009, 09:08:36 am »

65,534, nice addition! Heh heh, non coders are gonna scratch their heads and think you pulled that number out of your butt.

Keep em' coming!

DC
« Last Edit: March 23, 2009, 09:21:45 am by Damon Caskey » Logged

OpenBOR Wiki.

Coming Soon:
Fatal Fury Chronicals

SX
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« Reply #3 on: March 23, 2009, 09:40:16 am »

Sprite and sounds will all have a max of 0xFFFE (65534) and 0xFFFF (65535) will be used for checking to see if the element is not initialized.  My goal is to only use unsigned short where it can be used in stead of using integer based sizes.  Less Memory since its half the size of an integer and it would seem that its more than enough for what the engine and modder will ever use.
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Damon Caskey
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« Reply #4 on: March 23, 2009, 09:48:45 am »

Yeah, those are pretty nice limits. My playable entities are averaging around 700 sprites total, so that means I could have almost 100 of them in a single module. More then I'd ever need, and I know I'm one of the community's more ambitious modders.

So you'll be applying this to frame limits as well? That is the one that is really biting OX, me and bonusjz right now. I imagine before too long we won't be the only ones.

DC
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OpenBOR Wiki.

Coming Soon:
Fatal Fury Chronicals

DJGameFreakTheIguana
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Credit to Vyck_St.Judas, Edited by me.


« Reply #5 on: March 23, 2009, 11:08:54 am »

yo...uh..sx. There's something up with the controls on my end, anything I push takes me out of my mod, and the log file doesn't say what the problem is. Embarrassed
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Pierwolf
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« Reply #6 on: March 23, 2009, 11:12:21 am »

Same for me, only that it takes me out immediately after showing the the open beats of rage dragon logo!!!
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My current projects:



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« Reply #7 on: March 23, 2009, 12:21:00 pm »

Thanks SX cheers!

Have you guys try ed to remove savestates ...

As for sprites limit - its possible that the problem may be laying someware else as it still crushing in the same place (of course this level plays fine if placed as first) Sad

OpenBoR v3.0 Build 2174, Compile Date: Mar 22 2009

Object engine init...........   Done!
Input init...................   3 IN 1 Conversion-Box - 12 Buttons


Loading level 'data/levels/lv1.txt'
Total Ram: 1364578304, Free Ram: 1332518912, Used Ram: 32063488

Level loaded 'data/levels/lv1.txt'
Total Ram: 1364578304, Free Ram: 1330364416, Used Ram: 34217984

Loading level 'data/levels/lv1b.txt'
Total Ram: 1364578304, Free Ram: 1327149056, Used Ram: 37433344

Level loaded 'data/levels/lv1b.txt'
Total Ram: 1364578304, Free Ram: 1327939584, Used Ram: 36638720

Loading level 'data/levels/lv2.txt'
Total Ram: 1364578304, Free Ram: 1329025024, Used Ram: 35553280

Level loaded 'data/levels/lv2.txt'
Total Ram: 1364578304, Free Ram: 1326944256, Used Ram: 37695488

Loading level 'data/levels/lv2b.txt'
Total Ram: 1364578304, Free Ram: 1327202304, Used Ram: 37371904

Level loaded 'data/levels/lv2b.txt'
Total Ram: 1364578304, Free Ram: 1324421120, Used Ram: 40153088

Loading level 'data/levels/lv3a.txt'
Total Ram: 1364578304, Free Ram: 1322360832, Used Ram: 42217472

Level loaded 'data/levels/lv3a.txt'
Total Ram: 1364578304, Free Ram: 1324498944, Used Ram: 40112128

Loading level 'data/levels/lv3b.txt'
Total Ram: 1364578304, Free Ram: 1323720704, Used Ram: 40853504


********** An Error Occurred **********
*            Shutting Down            *

Total Ram: 1364578304 Bytes
Free  Ram: 1323819008 Bytes
Used  Ram: 40759296 Bytes

Release level data...........   Done!
Release graphics data........   Done!
Release game data............   Done!
Release timer................   Done!
Release input hardware.......   Done!
Release sound system.........   Done!

**************** Done *****************

Not enough memory for animations!buffer_packfile: 2604 bytes in 1 allocs
List_InsertAfter: 5364 bytes in 447 allocs
Instruction_InitViaToken: 57572 bytes in 389 allocs
Parser_AddInstructionViaToken: 15560 bytes in 389 allocs
NAME(s): 327 bytes in 78 allocs
Instruction_InitViaLabel#2: 8256 bytes in 64 allocs
Instruction_InitViaLabel#1: 9472 bytes in 64 allocs
Parser_AddInstructionViaLabel: 2320 bytes in 58 allocs
List_InsertBefore: 84 bytes in 7 allocs
Parser_Param_list2: 240 bytes in 6 allocs
StackedSymbolTable_PushScope: 160 bytes in 1 allocs
Script_Init#2: 1596 bytes in 1 allocs
font_load: 33540 bytes in 256 allocs
Total Leaked Bytes 137095

Makeinv still don't work and not displaying parrow properly
« Last Edit: March 23, 2009, 12:27:27 pm by BonusJZ » Logged

DJGameFreakTheIguana
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Credit to Vyck_St.Judas, Edited by me.


« Reply #8 on: March 23, 2009, 12:27:02 pm »

Thanks Bonus, My game works now cheers!
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SX
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« Reply #9 on: March 23, 2009, 01:48:57 pm »

Ohh, i have not increased the limit yet BonusJZ.  I'm working on making them a linked list.  I've already converted over the sprite handling to linked list and we've gained back almost 1 MByte!!  So things are looking great for memory, using these lists instead of using arrays that are pre-allocated and most likely just wasting memory.
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MCW
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BOR = Beats Of Rage


« Reply #10 on: March 23, 2009, 01:50:59 pm »

Makeinv that cause parrow does not display and riseinv still not fix.

Rush counter will stop and reset while reach 255 hits.

Health value higher than 1015814 will reset to 0.

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« Reply #11 on: March 23, 2009, 02:04:42 pm »

Yep that is what i was afraid of.....   MCW you are great at testing out these changes!  I will fix those asap!  I did not think those values you specified anyone used them that high.
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« Reply #12 on: March 23, 2009, 02:08:07 pm »

I use 2147483647 for enemy's health as a statue in training room.
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« Reply #13 on: March 23, 2009, 02:09:04 pm »

What about rush counter?  will 65535 be enough?
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« Reply #14 on: March 23, 2009, 02:11:02 pm »

999 hit would be enough. It is 000003E7 in hex value.
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