Welcome, Guest. Please login or register.

What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
[December 07, 2012, 07:15:27 pm]


what are your favorite games OpenBOR?! by lirexpatrio
[December 07, 2012, 07:09:46 pm]


Post Some Awesome Videos by maxman
[December 07, 2012, 05:51:39 pm]


Can @cmd playmusic "aaaa" 1 also increse music sound ? by BeasTie
[December 07, 2012, 05:24:38 pm]


Streets of Rage: Silent Storm by mtrain
[December 07, 2012, 03:45:05 pm]


Site will be down for maintenance on 12/8/2012 thru 12/10/2012 by Damon Caskey
[December 07, 2012, 07:42:42 am]


Cancelled SOR 3d Remake by riccochet
[December 07, 2012, 03:58:33 am]


Dungeon Fighter: B.O.R. by msmalik681
[December 07, 2012, 03:24:27 am]


[TUTORIAL] How to create 4 Games of OpenBOR in 1 CD (650 MB) by magggas
[December 06, 2012, 09:46:25 pm]


custknife by Bloodbane
[December 06, 2012, 09:34:09 pm]


blockfx help by B.Kardi
[December 06, 2012, 04:09:14 pm]


street of age 4 hd by corradlo
[December 06, 2012, 01:41:36 pm]


ClaFan - Classic Fantasy ver 1.17 by soniczxblade
[December 06, 2012, 05:01:20 am]


Bug Archive by Bloodbane
[December 06, 2012, 02:00:44 am]


"Bio-Doom" and "Gears of Doom" by BulletBob
[December 05, 2012, 10:07:21 pm]


Contra Locked 'N' Loaded v2 by Bloodbane
[December 05, 2012, 09:39:43 pm]


Downloadable OpenBoR Manual by BeasTie
[December 05, 2012, 08:31:24 pm]


Having trouble testing changes by B.Kardi
[December 05, 2012, 03:05:53 pm]


DragonBall Absalon by msmalik681
[December 05, 2012, 02:52:13 pm]


[Hi-Res] Swamp by Vibrant
[December 05, 2012, 10:47:14 am]


  • Dot Guests: 158
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: Golden Axe Remake *Update* (with Widescreen _and_ 320x240 resolution support)  (Read 37076 times)

0 Members and 1 Guest are viewing this topic.

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
The pak file: http://www.mediafire.com/?4gx2jop9thx

The devbuild this version used: http://lavalit.com:8080/index.php?topic=963


Game play is not changed much:

Use attack2 to cast magic, special button is used by block and escape move.



Edited by CE: Changed the thread's title to reflect that your new version actually is a full update to your previous release of Golden Axe Remake.
« Last Edit: February 08, 2008, 01:29:05 am by DCEvoCE »

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Fixed version uploaded.

Offline CE

  • Hero Member
  • *****
  • Posts: 1102
  • Working on Rage of the Streets v2
    • DCEvolution.net
Wow, now I can finally test this on Dreamcast. Awesome work, mate  :thumbs_up:
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline CE

  • Hero Member
  • *****
  • Posts: 1102
  • Working on Rage of the Streets v2
    • DCEvolution.net
I tested it and it crashed at the beginning of the second stage. I am currently checking some options to get it to work.

After some modifications I got pretty far in the game (but then I ran out of continues ^^ ) so I think I can get it to work...  :)

I will keep you updated.
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
2nd stage?

What is the problem? Because I don't have that problem and have already played it for several times.

Offline CE

  • Hero Member
  • *****
  • Posts: 1102
  • Working on Rage of the Streets v2
    • DCEvolution.net
I don't have that problem and have already played it for several times.

I mean on Dreamcast ;)
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
I see.

Do reboot if you switch between video modes, but dc doesn't have that by now.

Offline CE

  • Hero Member
  • *****
  • Posts: 1102
  • Working on Rage of the Streets v2
    • DCEvolution.net
So, I got it to work from start to finish in Forced mode by kicking out the NPC characters.

- Odd thing is that there seem to be at least 4-5 Mbytes less RAM than expected. That means when I cut down everything to way below 11 MBytes, the game runs. If I pre-load everything in models.txt (takes about 13 Mbytes), the Dreamcast won't even load the title screen.

In Automatic mode, even the 11 Mbyte version won't get past the loading screen for level 2....  :envious:

« Last Edit: February 02, 2008, 08:23:05 am by DCEvoCE »
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
That might because file cache or buffer will use memory while loading and also script itself.
So there might be a memory usage peak during loading, but I'm not sure.

Pherhaps if we make use of those unused video ram for cache purpose it will be improved.

Offline bigmenace

  • Sr. Member
  • ****
  • Posts: 320
Utunnels I downloaded your mod and put pak in psp and it crashes instantly. Doesn't even go a second in loading screen.  I'm wondering did you use shadowgfx on your characters?  I think I have the newest build, but in another mod it kept shutting down because it wasn't recognizing shadowgfx or the light command correctly.

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
If it can't recognize gfxshadow, it is an old build because gfxshadow is there for a long time.

Check engine center for the newest topic and see if there's a newer one.

Offline CE

  • Hero Member
  • *****
  • Posts: 1102
  • Working on Rage of the Streets v2
    • DCEvolution.net
I tested it and it crashed at the beginning of the second stage. I am currently checking some options to get it to work.


I found the source of the problem: it's the palettes. When I comment out the palettes, I can run the full original game from start to finish in Automatic mode. With palettes it crashes at the beginning of the second stage.

- I think it deletes backgrounds and panels from RAM, but not the alternate color versions.
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Palettes are big, if you a alpha blending table use 64k memory, if the level has 8 pelettes and each of them has 2 blending tables, it is exactly 1mb. If you
So most of my levels use more than 1mb only for palettes.

The second stage uses 17 palettes, so it uses more than 2mb for palettes.

palette data/bgs2/fiend/pals/dawn1.act 0 1 0 0 0 1

You can remove the last 1 to cut the memory usage down by half, it is for fire magic's transparency effect.

And you can also remove the previous 1, it is for shadow transparency, so this game can run stable on dc.

If you like you can use blendfx 0 0 0 0 0 0 to disable all default alpha effects, so the memory usage will be cut by 128kb.

« Last Edit: February 04, 2008, 02:30:33 pm by utunnels »

Offline bigmenace

  • Sr. Member
  • ****
  • Posts: 320
Wow Utunnels, just wow!  I'm highly impressed by this mod! You have everything downpacked, it plays just like the original! I know this had totake some time and it shows.  I just think its so amazing how you can make games like this now with bor. 

You did an excellent job bringing this to the bor scene. Thanks for the advice on the psp thing, somehow I had the newest build for windows, but an older version o the psp :-[.  Lol I like that you can pick up the giants and throw them.  :laughing: I can' wait to see your next project Utunnels, keep up the great work.  :cheers!:

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Thanks Bigmenace. I have not got a new modding plan. lol

-------------

BTW, I tested in with 16mb ram and filecache on windows, it seems the second stage uses exactly 16mb and I can get it run in automatic mode, but see the picture below, it is a close call.


 



 0%




mighty
SimplePortal 2.3.3 © 2008-2010, SimplePortal