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Author Topic: OpenBoR v3.0 SecurePAK Edition Build 2397  (Read 5280 times)
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SX
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« on: August 27, 2009, 12:54:14 PM »

Build 2397 By SX

New Features
  • Mac OSX Platform 10.5.x (Intel Only)
  • PSP Newlib 1.17 Updated (Lower Memory Fragmentation)
  • load command now supported in custom select player screen

Known Issues
  • 16 Bit audio support for Mac OSX not working
  • Fullscreen support palette issues in Mac OSX
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MatMan
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« Reply #1 on: August 27, 2009, 01:44:41 PM »

Pc Is working A-OK  cheers!
PSP Is working A-OK  cheers!

Thanx SX  cheers!
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Saint Antuan
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« Reply #2 on: August 27, 2009, 01:54:25 PM »

Thanks!!
I have a question about this:
"load command now supported in custom select player screen"

For Example I have one Char (named examplechar) and he use with "subentity" command one entity like special attack (named special).

I use in models.txt:
Load examplechar (path)
Load special (path)

But with this new select Load command, I can use ´know´ for examplechar and special in models.txt? Then i use Load examplechar 1 in select.txt? and player are ok to play with him?  

And do a script in level?:
If playername=Examplechar
then load special 1

It works?
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NickyP
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« Reply #3 on: August 27, 2009, 02:25:12 PM »

So Dreamcast was finally updated to 3.0? Great!  Grin

Quick question though: I haven't burned a Dreamcast bor in a long time and when I tried recently I kept failing. Is all I need the 1st_read.bin with bootdreams? Do we not need PakListCreator anymore? Because the last few times (and 5 wasted CDs) I tried to burn a few paks without PakListCreator and it didn't work... so I was wondering if that was the issue...
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Kolbek
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« Reply #4 on: August 27, 2009, 03:08:48 PM »

I dont think so... unless I missed something. I dont think SX finished the Dreamcast 3.0 widescreen support yet... I would have been all over that!

This is the last thing he posted concerning this subject...

I'm going to resume my work and try to finish up Dreamcast port.  I have been uber busy at work.... but things are starting to slow down where I'm not working 55+ hours a week.  So, If I remember correctly....   Need to implement alternative video modes, but prior to that we need to step away from SDL because its not optimized for this Console.  That being the case I will now implement PVR blitting support.  Once completed I will introduce alternative video modes then I think I'm complete!
« Last Edit: August 27, 2009, 03:24:07 PM by Kolbek » Logged

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Currently Making a Brand new 2D Ghouls and Ghosts Game!!!

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Mr.Q®
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« Reply #5 on: August 27, 2009, 03:38:25 PM »

Thanks SX about the changes to custom character select screen  cheers!
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Q (L) Reika
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Credit to Vyck_St.Judas, Edited by me.


« Reply #6 on: August 27, 2009, 09:11:28 PM »

Nice Job on the Update SX! cheers!
I'll try it out soon.
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DARK HAYABUSA
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« Reply #7 on: August 28, 2009, 01:24:49 AM »

If this works I would solve many problems in DC and PC, thanks SX! cheers!
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CE
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« Reply #8 on: August 28, 2009, 08:18:53 AM »

Woot! Will give it a spin in a minute. cheers!


Is all I need the 1st_read.bin with bootdreams? Do we not need PakListCreator anymore?

All you need is a pak file named "bor.pak" and the 1st_read.bin. The PakListCreator has been dropped in favor of a stable engine and fast loading. We'll offer external PAK loaders once the Dreamcast port has all features enabled.
« Last Edit: August 28, 2009, 08:23:59 AM by CE » Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
BonusJZ
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« Reply #9 on: August 28, 2009, 09:28:33 AM »

Jumpframe is broken - or changed ... thats messup many entities moves

before :
jumpframe 0 0 3 0 produce nice slide effect (very usefull to save some memory from scripts) - not any more
« Last Edit: August 28, 2009, 09:32:00 AM by BonusJZ » Logged

Damon Caskey
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« Reply #10 on: August 28, 2009, 10:01:26 AM »

Jumpframe is broken - or changed ... thats messup many entities moves

before :
jumpframe 0 0 3 0 produce nice slide effect (very usefull to save some memory from scripts) - not any more

I haven't been in the code lately, but maybe I can take a look. What exactly is it doing instead?

DC
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OpenBOR Wiki.

Coming Soon:
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BonusJZ
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« Reply #11 on: August 28, 2009, 10:09:29 AM »

Stops/stands in a spot (not move forward/backward on ground) - possibly related with entity "a" value
« Last Edit: August 28, 2009, 10:15:14 AM by BonusJZ » Logged

CE
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Working on Rage of the Streets v2


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« Reply #12 on: August 28, 2009, 12:25:30 PM »

Woot! Will give it a spin in a minute. cheers!

I couldn't get it to boot. It just keeps resetting.  bored
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http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
SX
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« Reply #13 on: August 28, 2009, 01:33:51 PM »

Woot! Will give it a spin in a minute. cheers!

I couldn't get it to boot. It just keeps resetting.  bored

I will look into it tonight.
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CE
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Working on Rage of the Streets v2


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« Reply #14 on: August 28, 2009, 03:36:29 PM »

Thanks a lot, mate Smiley
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http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
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