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Author Topic: Shiva & Lisa 2 (PC/PSP)(+OST)  (Read 15209 times)

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Offline Crimefighters2

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #30 on: February 04, 2009, 05:42:39 am »
Here is;

  rush {flag} {duration} {text1} {f1} {f2} {text2} {f3} {f4}

This sets up a hits/combo counter. If it is activated, text will appear onscreen indicating the number of current consecutive hits and maximum consecutive hits the player has achieved.

    * As long the player hits something consecutively, the hit counter will keep incrementing. It does not matter if player hits the same enemies/obstacles, others, etc.. Juggling hits are also counted.
    * {flag} is integer value which activates this counter.
      0 = counter is off.
      1 = counter is on.
      2 = counter is on and maximum hits is always displayed.
    * {duration} sets how long the counter will be on before it expires.
    * {text1} sets what text to be displayed for hits counter.
    * {f1} sets which font to be used for {text1}.
    * {f2} sets which font to be used for hits counter's number.
    * {text2} sets what text to be displayed for maximum hits.
    * {f3} sets which font to be used for {text2}.
    * {f4} sets which font to be used for maximum hit' number.
    * Fonts are selected by reference number. Fonts available as of version 2.1796 (04/18/2008):
      0 = font.gif
      1 = font2.gif
      2 = font3.gif
      3 = font4.gif
      4 = font5.gif (optional)
      5 = font6.gif (optional)
      6 = font7.gif (optional)
      7 = font8.gif (optional)
      *Make sure the optional fonts are available before using them!



Thanks will try it out.
Play Crime Busters latest version, Nightslashers X, 8man and Return of Double Dragon.

Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #31 on: February 06, 2009, 04:08:33 pm »
Ive got it and played it ,i must say despite its broken gameplay and even if almost all combo moves are infinites then game still isnt so easy but its maye because enemies can easy trap you in infinites too but anyway its kinda new type of gameplay like "to the hell with balance and rules " so you can hit enemies while on ground and hit them with running attack until they die and they cant escape ,this lead to some fun and some cool combinations and i like that ,also screen shaking adds something ,its not much but still it feels different with it ,i like it ,you can do with enemies whatever you want if they fall.

I loved your feedback!

I dunno if is wrong, but i think this ;

-If you can do infinite combos, the enemies deserve too.
-Free and infinite combos is not professional, i know, but is ALOT OF FUN. My last S&L game (im working on it), will have infinite combos, but in another way, i think you guys will like.

My intention is do some different mod, and gameplay.

My other project, a horror game, will not have infinite combos, but will be another GREAT surprise.

I cant play the same mods all the time...We need something new, dont meter if is broken or not, FUN is the most important thing to me.


PS:Sorry my poor english  :-[
« Last Edit: February 06, 2009, 04:14:50 pm by masterderico »

Offline Skull Kingz

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #32 on: February 06, 2009, 04:14:32 pm »
My intention is do some different mod, and gameplay.

I understand what your saying masterderico.
Thats Why I'm trying to develop something different for my skull Kingz remake.
The gameplay/style and details are gonna be excellent. :cheers!:

Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #33 on: February 06, 2009, 04:15:34 pm »
My intention is do some different mod, and gameplay.

I understand what your saying masterderico.
Thats Why I'm trying to develop something different for my skull Kingz remake.
The gameplay/style and details are gonna be excellent. :cheers!:

Yeah, your mod is impressive, cant wait to play the remake!  ;)

Offline Skull Kingz

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #34 on: February 06, 2009, 04:20:05 pm »
Oh it's gonna rock everyones mind. :laughing:

***BACK ON TOPIC***
I didn't play your first shiva and lisa much, but the sequel is a masterpiece.

Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #35 on: February 06, 2009, 04:23:09 pm »
Oh it's gonna rock everyones mind. :laughing:

***BACK ON TOPIC***
I didn't play your first shiva and lisa much, but the sequel is a masterpiece.

One tip 4 you (works 4 me) ;

-Sound FX makes the difference. Try to put sounds REALLY impressive in the chars moves.

Offline Skull Kingz

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #36 on: February 06, 2009, 04:26:57 pm »
Already ahead of you! :laughing:
I updated to more powerful hit sounds. It gives it a good feeling. ;)

Offline jouvans

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #37 on: February 10, 2009, 11:40:58 am »
Hallo everybody and excuse me in advance 'cause I'm a total newbie..
I wanna ask only one thing: when a new completed mod is out and it's in PC format like this one (file.PAK) is it possible to make it work on a dreamcast using the openbor ver 2.1134 (at the moment the best version for DC I think)?
I think sometime's is possible and sometimes not, it depends on which version of openbor the modder used.. is it right?
And how can I know which version he used?

Thank you very much for your help and sorry for boring you with these silly questions..

Offline Damon Caskey

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #38 on: February 10, 2009, 11:52:15 am »
So long as a given module doesn't exceed memory and processing capacity of a console, it will play on it. Most modules (this one included) are well within the processing limits of the Dreamcast. Memory however is a more delicate issue. I don't believe Shiva & Lisa 2 is over the DC's memory limits, but can't tell you for sure. The only way to be 100% certain is to give it a try, and I don't mess with the Dreamcast.

As for versions it doesn't really matter which version the modder used so long as you use the newest; the engine is 99.99% backward compatible with older versions.

DC


« Last Edit: February 10, 2009, 12:00:06 pm by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
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Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #39 on: February 10, 2009, 09:07:20 pm »
What exactly makes a mod "non-DC" compatible ?
I mean, what exactly consumes memory in a mod?

Offline Skull Kingz

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #40 on: February 10, 2009, 09:20:46 pm »
I mean, what exactly consumes memory in a mod?
I don't know if my answer is 100% correct but weapons could take up alot of memory.

And using a character that gets switch with a "weapon character".

Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #41 on: February 10, 2009, 11:42:41 pm »
Weapons is like a char, Right ? So why consumes more memory than chars ?

Offline Damon Caskey

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #42 on: February 11, 2009, 02:00:41 am »
Memory is used up by the resources in a module. Think about it, everything in the module must be in memory for it to be part of the game experience. Some things like levels and cut scenes are only loaded into memory when they are actually in use. Others, like player characters are loaded from the get go and are in memory at all times.

It's a non issue for PCs as it would take years to build a module that even the weakest compatible PC would be unable to load. This is NOT the case for consoles. Consoles are designed to be as cheap as possible and by the numbers don't even come close to a PC of the same generation in power. The DC for instance has 16 megs of main RAM and a 200MHZ processor. By contrast, a typical PC made in 1998 ran at about 300-500Mhz and usually sported anywhere from 64-256 Megs of RAM. I think it goes without saying comparing the DC to any recent PC is pretty much a joke.

Consoles can get away with that and still play amazing games because of their proprietary nature and using custom resources ultra optimized for their architecture. OpenBOR by its nature does not posses those advantages. If it did, it wouldn't be portable...at all, and you wouldn't be able to make modules for it. To do the things it does, OpenBOR basically uses a brute force approach; graphics, sounds, and all that are stored as is in the platform's main RAM. We are working on ways to take better advantage consoles' various architectures the way their proprietary games do, but that's a very difficult process and still in progress. Even then a PC will always have more room to work with. It's just simple numbers.

The end result is you just have to watch your memory consumption if you want to make modules console compatible. In the case of the DC, you've got about 12 megs to work with by the time the OS and engine itself are factored in. There are lots of tricks to reduce memory consumption or break it up into more manageable chunks, but that's beyond the scope of this post. Even then you can only do so much.

As far as weapon models go, they don't consume any more memory then a normal character..in fact they consume far less on their own. Why they do however is add to the memory consumption of a the original character by introducing extra text, sprites, etc. That's what the warning "Weapons consume more memory" refers to.

DC
« Last Edit: February 11, 2009, 09:24:10 am by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline masterderico

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #43 on: February 11, 2009, 09:52:09 am »
Cool DC, now i understand better!  ;)

Offline SmashedBrother

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Re: Shiva & Lisa 2 (PC/PSP)(+OST)
« Reply #44 on: February 12, 2009, 01:13:05 am »
Hallo everybody and excuse me in advance 'cause I'm a total newbie..
I wanna ask only one thing: when a new completed mod is out and it's in PC format like this one (file.PAK) is it possible to make it work on a dreamcast using the openbor ver 2.1134 (at the moment the best version for DC I think)?
I think sometime's is possible and sometimes not, it depends on which version of openbor the modder used.. is it right?
And how can I know which version he used?

Thank you very much for your help and sorry for boring you with these silly questions..


I've been playing this game on my Dreamcast using the latest version of OpenBor with no problems whatsoever, if that helps you at all. 

Is it true that ver 2.1134 is the best to use for Dreamcast?  If so, why is that?

 



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