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Author Topic: Sailor Moon R Plus  (Read 7757 times)

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Offline kungpow12345

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Re: Sailor Moon R Plus
« Reply #15 on: April 13, 2008, 03:38:48 pm »
It may be an incompatibility issue for that build fo Openbor. Try build 2.1613. That should be the most stable. *CE used it for that recent Dreamcast build for Sailor Moon R Plus*

Offline CE

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Re: Sailor Moon R Plus
« Reply #16 on: April 13, 2008, 06:42:26 pm »
After playing Sailor Moon R Plus by OpenBor of the newest version and clearing the scene 1 of one stage, such an error occurred. :'(

OpenBoR v2.1759, Compile Date: Apr  7 2008

Weapons Version - WARNING: weapons require more memory
Mod creators are responsible for memory issues

Game Selected: ./Paks/Sailor Moon R Plus.pak

Screen allocation............   Done!
Loading video modes..........   Warning: Unknown command in lifebar.txt: 'magic'.
Done!
Loading video mode...........   Done!
Loading fonts................   Done!
Timer init...................   Done!
Initilize Sound..............   
Failed to load: data/sounds/block.wav

Loading [...]

Warning: Unknown command in lifebar.txt: 'magic'.
Warning: Unknown command in lifebar.txt: 'magic'.
Cacheing [...]

[...]

Warning: Unknown command in lifebar.txt: 'magic'.
Level loaded 'data/levels/bridge.txt'
Loading level 'data/levels/ufo01.txt'
Warning: Unknown command in lifebar.txt: 'magic'.
Warning: Unknown command in lifebar.txt: 'magic'.

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


The problem is that 'magic' in lifebar.txt should be 'colormagic'. - It's odd that it doesn't complain about that in previous versions of OpenBoR at all.

I just checked my Sailor Moon "workplace" and the OpenBoR version I used to test the game was OpenBoR v2.1407, Compile Date: Jan 20 2008. OpenBorLog.txt doesn't mention it at all.


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 SX

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Re: Sailor Moon R Plus
« Reply #17 on: April 13, 2008, 09:20:36 pm »
It was always wrong, but now we just log it so people know.  Same thing with not loading sounds properly (bad filename or path).  We log those as well, where we didn't before.

Offline Mr.Q®

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Re: Sailor Moon R Plus
« Reply #18 on: April 13, 2008, 09:34:06 pm »
Just for the record:

I have my lifebars 100 pixels long in my WIP mods, but I use percentage based lifebar (cause, you know, i have these chars having more than health 100) . I tried that loading bar and it uses the lifebar colors. The thing is, the loading bar goes over 100 pixels and it uses my lifebar colors just 'till 500 (i think that's the top value), and when it gets over it , it uses other colors, and that thing messes up percentage based lifebars, no matter how many health value you have, it still uses the "new" colors! so what I had to do is assigning more colors in my lifebar.txt like this:

Code: [Select]
color25       228  246  133
color50       228  246  133
color100      228  246  133
color200      228  246  133
color300      228  246  133
color400      228  246  133
color500      228  246  133
color600      228  246  133
color700      228  246  133
color800      228  246  133
color900      228  246  133
color1000     228  246  133
color1100     228  246  133
color1200     228  246  133
color1300     228  246  133
color1400     228  246  133
color1500     228  246  133
color1600     228  246  133
color1700     228  246  133
color1800     228  246  133
color1900     228  246  133
color2000     228  246  133

And even those values "not existing", the loading bar recognizes them as valid, so i have my loading bar all black & yellow for the loading status bar, it doesn't matter if the log says it's wrong, it still uses those huge values:

Code: [Select]
Warning: Unknown command in lifebar.txt: 'color700'.
Warning: Unknown command in lifebar.txt: 'color800'.
Warning: Unknown command in lifebar.txt: 'color900'.
Warning: Unknown command in lifebar.txt: 'color1000'.
Warning: Unknown command in lifebar.txt: 'color1100'.
Warning: Unknown command in lifebar.txt: 'color1200'.
Warning: Unknown command in lifebar.txt: 'color1300'.
Warning: Unknown command in lifebar.txt: 'color1400'.
Warning: Unknown command in lifebar.txt: 'color1500'.
Warning: Unknown command in lifebar.txt: 'color1600'.
Warning: Unknown command in lifebar.txt: 'color1700'.
Warning: Unknown command in lifebar.txt: 'color1800'.
Warning: Unknown command in lifebar.txt: 'color1900'.
Warning: Unknown command in lifebar.txt: 'color2000'.

Dunno if this is the case, but anyways, might help for further problems with it, who knows.


Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline SX

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Re: Sailor Moon R Plus
« Reply #19 on: April 13, 2008, 10:33:19 pm »
Since version 2.0042 (thats how far back i can go back looking at the source)  these were the only and still are the supported values for lifebar code:

blackbox
whitebox
color300
color25
color50
color100
color200
color400
color500


So if you guys put other values besides those, they were ignored.  Like I said, the only change that has happened is now we log unknown commands, unlike before.  If you where to try an old mod that had used more invalid commands on an older build and then on a new build you would not see a difference in the lifebar colors, but now the log file reporting these errors aka invalid/unknown commands.


So, these are modder errors, not engine errors.

Offline CE

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Re: Sailor Moon R Plus
« Reply #20 on: April 14, 2008, 08:49:30 am »
I have not tried SMR+ with the latest version of OpenBoR, but I think fairy train reported that it doesn't work anymore, while it did with 2.0051-v2.1407.

Now I got two ideas I would like to propose:

1. I think it would be a good thing to have the engine log the errors like it does now but at the same time it should ignore all unknown commands so it still runs the mod. The modder would then have to refer to openborlog.txt to check if everything is alright, but users could still run the mod, even if it contains errors like missing animations, sounds or contains older unknown commands not supported anymore.

2. Would it be possible to enable a debug mode that opens OpenBoR in windowed mode and a separate window with the log file if it is executed from /data/ (without bor.pak) ?



What do you think ? Would that be possible ?




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 SX

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Re: Sailor Moon R Plus
« Reply #21 on: April 14, 2008, 09:58:21 am »
1. I think it would be a good thing to have the engine log the errors like it does now but at the same time it should ignore all unknown commands so it still runs the mod. The modder would then have to refer to openborlog.txt to check if everything is alright, but users could still run the mod, even if it contains errors like missing animations, sounds or contains older unknown commands not supported anymore.

Well, only some parts of the engine have this mechanism.  The reason for it was for backward compatibility, but at the same time we need to know what is working and what is not.  We will continue to apply this logic when it makes sense, without adding too much overhead.


2. Would it be possible to enable a debug mode that opens OpenBoR in windowed mode and a separate window with the log file if it is executed from /data/ (without bor.pak) ?

Thats a little harder todo, but let me see what I can come up with.  We could always release a debug version, that has a dos window for logging and it will not use the openborlog.txt along side with the release version.



What do you think ? Would that be possible ?





[/quote]

Offline kungpow12345

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Re: Sailor Moon R Plus
« Reply #22 on: April 14, 2008, 06:07:47 pm »
I have not tried SMR+ with the latest version of OpenBoR, but I think fairy train reported that it doesn't work anymore, while it did with 2.0051-v2.1407.

I plan to update SMR Plus in at least a month or two to get it ready for Otakon 2008. I'll make sure to fix the colormagic value in the lifebar.txt or I could just take it out since I don't use it in SMR Plus.

...yeah, I always wondered why the sounds didn't load either. I thought it was something to do with the formatting of the file.

Offline Mr.Q®

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Re: Sailor Moon R Plus
« Reply #23 on: April 14, 2008, 09:18:46 pm »
Since version 2.0042 (thats how far back i can go back looking at the source)  these were the only and still are the supported values for lifebar code:

blackbox
whitebox
color300
color25
color50
color100
color200
color400
color500


So if you guys put other values besides those, they were ignored.  Like I said, the only change that has happened is now we log unknown commands, unlike before.  If you where to try an old mod that had used more invalid commands on an older build and then on a new build you would not see a difference in the lifebar colors, but now the log file reporting these errors aka invalid/unknown commands.


So, these are modder errors, not engine errors.

Well how would you explain my WIP getting more colors than the ones specified in the lifebar.txt after going over 500? Trust me, if I don't use those values, I get new colors for the loading bar. :eek:
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline NickyP

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Re: Sailor Moon R Plus
« Reply #24 on: April 15, 2008, 03:45:59 pm »
I played it with my brother on DC and it ended after first level  :'( Truly heartbreaking, seeing that the cutscenes were longer than gameplay and I just wasted a purple CD! What version of BOR should I burn this with? No real straight answers so far...

But kungpow, I must know: how the hell did you get the voices?! At first I figured maybe you got them from an episode/movie, but then I realized that they're saying the japanese names of the characters, not the english ones (like the normal dubbing). And then there's even the japanese voices, but where'd the "PWUS!" come from? I know they said "Seiwa Mooon Ah" in the SNES version.

If I didn't know better kungpow, I'd say you hired the original voices for this mod lol You gotta tell me, it's bugging me so bad!!  ;D

Offline kungpow12345

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Re: Sailor Moon R Plus
« Reply #25 on: April 15, 2008, 04:29:43 pm »
I played it with my brother on DC and it ended after first level  :'( Truly heartbreaking, seeing that the cutscenes were longer than gameplay and I just wasted a purple CD! What version of BOR should I burn this with? No real straight answers so far...

But kungpow, I must know: how the hell did you get the voices?! At first I figured maybe you got them from an episode/movie, but then I realized that they're saying the japanese names of the characters, not the english ones (like the normal dubbing). And then there's even the japanese voices, but where'd the "PWUS!" come from? I know they said "Seiwa Mooon Ah" in the SNES version.

If I didn't know better kungpow, I'd say you hired the original voices for this mod lol You gotta tell me, it's bugging me so bad!!  ;D

I built my version of SMR with 2.0051 (2.0052 should also be compatible) but it was a 2 CD Build (it was intentional for story purposes and was trying to protect myself from a possible RAM limitation I encountered earlier in the build process but it was corrected prior to release.). The links on the 1st page of this topic should work for you.

CE tried to recompile it for the latest build of BoR but it had the new button config (which I still hate atm). I'm waiting on OX to write some script for me so I can get the old button config back for when I re-release Sailor Moon R Plus in the next month or so.

Also, about the voice actors/actresses, they are fan voiced. Yes, that's right, all of them are fan voiced. I even lend my voice talents for Mamoru/Tuxedo Kamen. I also lend my voice talents for all but one Shitennou and Metallia in Sailor Moon Plus. The "Seiwa Mooon Ah" is the only piece of audio that I recorded from an episode. I even use some of the sound effects used in the anime so SMR Plus is very authentic to the show. The bulk of my time on that mod was on the cutscenes alone.
« Last Edit: April 15, 2008, 04:33:02 pm by kungpow12345 »

Offline NickyP

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Re: Sailor Moon R Plus
« Reply #26 on: April 15, 2008, 04:45:12 pm »
Also, about the voice actors/actresses, they are fan voiced. Yes, that's right, all of them are fan voiced. I even lend my voice talents for Mamoru/Tuxedo Kamen. I also lend my voice talents for all but one Shitennou and Metallia in Sailor Moon Plus. The "Seiwa Mooon Ah" is the only piece of audio that I recorded from an episode. I even use some of the sound effects used in the anime so SMR Plus is very authentic to the show. The bulk of my time on that mod was on the cutscenes alone.

 :wow!: Jumpin jehosifat, kungpow! Maybe it's because I haven't seen the show in so long, but I swear they sound just like the originals! Those are some damn good fans! Well, I suppose I'll wait for a month or so for you to re-release it.

.... I wish I had a mic for my laptop. I'd so do the voices for NnDD... cutscenes and all. Poopy.  :dunce:

 



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