LavaLit
OpenBoR => Engine Center => Topic started by: SX on December 25, 2009, 03:40:46 am
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All Platforms Released with SecurePAK Support - Build 2603
New Console: Wii by SX
- Wiimote, Nunchuk, Classic and Gamecube Controller Supported
- Rumble Support for Wiimote and Gamecube Controllers
- Up to 4 Player Support
- Horizontal/Vertical Wiimote Recognition
- Graphic Filters: HQ2X, LQ2X, TV Scanline and much more (though some need fixing)
- Only SDL Video is used the rest of the IO Handling is done natively
- Menu Preview System and Audio player are disabled. (SDHC is very slow)
- File Caching supported for Quick Realtime data loading
- USB Mode Not supported, Must be run from SDHC Card
- For now must use hardcoded path (sd:/apps/OpenBOR)
- Not tested hence 99% sure widescreen mode does not work
- Now I'm off to enjoy Christmas, then get back to Dreamcast, my gift to you a!!
New Console: Dingoo by Shin-NiL
- File Caching supported for Quick Realtime data loading
Fixes:
- SX: Dreamcast Booting Fixed. Reminder bor.pak is hardcoded.
To All:
Feel free to post any specific data about your port, fixes, changes, etc...
All Platforms Released with SecurePAK Support - Build 2605
Fixes:
- SX: Menu Pak loading fixed on all platforms.
All Platforms Released Build 2613
Fixes:
- SX: Wii is now mixing at 48Khz instead of 44.1Khz.
- SX: Nunchuck analog control can now be enabled in Control options menu. Configurable, as it could be setup as a 2nd set of directional movement or simulate button presses if disabled.
All Platforms Released Build 2615
Fixes:
- SX: Fixed Wii Controls.
- SX: Fixed OpenBOR's usejoy command for all platforms.
- SX: Updated Dingoo's toolchain and libSDL_image.a provided by Shin-NiL.
OpenBOR 3.0 Build 2637
Platforms: Windows, Linux, Wii, Dingoo
Fixes:
- Plombo: Biker support is finally fixed! Now you can play more mods correctly on Wii and Dingoo, including the original Beats of Rage.
- Plombo: Fix for loading mods from the data folder under Linux.
- Shin-NiL: Added Dingoo specific function to detect correct amount of free RAM.
OpenBOR 3.0 Build 2639
Platforms: Wii, Dingoo
Fixes:
- Plombo: Fixed menu selection issue with the Classic Controller in the Wii port.
- Plombo: Fixed oversensitivity when using the GameCube controller on Wii.
- Plombo: Fixed my Dingoo toolchain; now you can really play mods like the original Beats of Rage correctly on Dingoo!
OpenBOR 3.0 Build 2645
Platforms: Wii, Linux
Fixes:
- Plombo: Fixed (another) menu selection issue with the Classic Controller in the Wii port, as described by NickyP.
- Plombo: Added support for Classic Controller and GameCube controller analog sticks in the Wii port.
- Plombo: Added button mappings on GC and Classic Controller for Attack 3 and 4.
- Plombo: Fixed case-sensitivity issue when loading mods from the data folder on Linux. Expect a Neo Edit Pack release for Linux soon!
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Very cool! Thanks!
I'm away from home for the holidays but I'll definately be using the motion controls!
I'm assuming that they are treated as "buttons" that can be assigned to an action in the options?
Also , is it recognised as just horizontal and vertical or is left , right , up and down movement recognised induvidually?
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not work in Dingoo... this message appears on the screen "segment fault" ... :'(
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Dreamcast booting fixed? Does that mean that the Dreamcast now supports 16/32 bit?
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Very cool! Thanks!
I'm away from home for the holidays but I'll definately be using the motion controls!
I'm assuming that they are treated as "buttons" that can be assigned to an action in the options?
Also , is it recognised as just horizontal and vertical or is left , right , up and down movement recognised induvidually?
Hmmm, haven't implemented the motion controls, that can be done next. Horizontal/Vertical is based on IR pointing to Screen from that perspective.
not work in Dingoo... this message appears on the screen "segment fault" ... :'(
Hmmm..... the SDK I use is the same as Shin-NiL's. Perhaps he can validate the SVN tree is still ok..... If so then its something to do with securePAK. We will have to wait till he can get back to us.
Dreamcast booting fixed? Does that mean that the Dreamcast now supports 16/32 bit?
No it does not.... just means its working again.
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What a Chrismas present! thanks a lot SX for all the effort you've put on this.
Hate to be annoying but I need to know it: is there a Xbox1 release? It can't be posted here for legal reasons as we already know, just asking if you made it or not.
Cheers.
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No there is not.... for now that is.....
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Is there a chance it can be on a near future?
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No time frame....... Still have other stuff I need to finish up.
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Hmmm, haven't implemented the motion controls, that can be done next. Horizontal/Vertical is based on IR pointing to Screen from that perspective.
Ah. Thanks for clearing that up. :) I had forgotten all about the IR pointing!
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No time frame....... Still have other stuff I need to finish up.
Can I have hope or you're resolved corcening this port?
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My goal is to have every console support OpenBOR 3.0 It will just take time for me to do it.
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Thank you SX, much appreciated.
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I'll be testing that Wii port now. :cheers!: Thank you, SX! Very appreciated, Merry Christmas!
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Thank you SX
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Bug reports coming your way, sir!
-All of the audio, be it music or sound effects, is sped up for some odd reason. ???
-Pressing up in any ingame menu automatically selects the option it highlights.
I'll do more tests soon, thats all I saw for now!
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SX thank you very much and Merry Christmas to everyone on the forum! :cheers!:
I still have problems with booting on the Dreamcast SD card, but I think there must be the 1ST_READ.BIN, if not anything else that I may be ignoring, for now it will review the issue of SD card reader for DC and when I have something clear informs them how to proceed. :deep_thinking:
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Bug reports coming your way, sir!
-All of the audio, be it music or sound effects, is sped up for some odd reason. ???
-Pressing up in any ingame menu automatically selects the option it highlights.
I'll do more tests soon, thats all I saw for now!
Hmm, The audio issue I will need to compare between consoles..... As for the control issue, give me a specific example, because my testing with CrisisEvil2 and A Tale of Vengence showed no issues. How are you holding the controls.....
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You know I appreciate everything you do SX. Thank you and have a great Holiday!
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Bug reports coming your way, sir!
-All of the audio, be it music or sound effects, is sped up for some odd reason. ???
-Pressing up in any ingame menu automatically selects the option it highlights.
I'll do more tests soon, thats all I saw for now!
Hmm, The audio issue I will need to compare between consoles..... As for the control issue, give me a specific example, because my testing with CrisisEvil2 and A Tale of Vengence showed no issues. How are you holding the controls.....
I have no problem with the audio on the Dreamcast so far. ;D
But if and found a problem starting the third level in the Angel-0 it finished loading it starts showing the sprites and freezes do not leave anything, :( this sounds like ram issues. In the previous engine loads without problems
This what I'm trying to put the CDRW that I worked on the SD card.
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Hmm, The audio issue I will need to compare between consoles..... As for the control issue, give me a specific example, because my testing with CrisisEvil2 and A Tale of Vengence showed no issues. How are you holding the controls.....
After testing it some more, the control problem seems a bit random. However, I think I know what the problem is: pushing left or right selects an option, so perhaps if a player pushes up/right or up/left, they encounter that problem I came across?
Also, a few more bugs:
-Possibly a change within the engine itself and not necessarily the Wii port, but an entity I have isn't being spawned the way it's supposed to. I think it has to do with the facing command, as I have it set to 0. I'll play it around with it and get back to you. EDIT: Alright, I set it to facing 2 instead and it still doesn't work. It spawns, yes, but it doesn't show on screen... I think this has to do with spawnframe. Was that code changed at all?
-Again, probably a change with the engine but.. enemies that have subject_to_screen 1 aren't supposed to fall out of the sky like in the original BOR, they're supposed to just appear right where they are; they don't now.
-Gamecube controllers don't work at all. BOR doesn't recognize them
-Hitting any option in Config Settings makes the colors of the screen all jumbled up. It's like inverted, but worse.
-"Load from OpenBOR default.cfg" in Config Settings doesn't work UNLESS you do "Return to OpenBOR default settings" first.
-Analog stick on Classic controller doesn't work.
-Moving up in the Pak select menu doesn't work. Nevermind. It's just like the other up problem I ran across.
I'll keep my eyes open for more!
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I confirm that no problem of Ram on DC.
I just compare with the previous 1ST_READ.BIN and it worked without problems but the current is frozen and as mentioned, I leave the Level.txt the level that gives me problems if someone knows something:
# RAIN OF BLOOD
stagenumber 4
type 1 0 0
direction both
cameratype 1
settime 0
notime 1
music data/music/G4.BOR
bossmusic data/music/G2.BOR
noslow 0
blocked 1
noreset 1
setweap 3
#equalairpause 1
loadingbg data/bgs/karen 170 215 130 -200 800 3
allowselect K-xan Alex
spawn1 50 30
spawn2 250 30
load alex?? 1
load alex??? 1
load K-xan??? 1
load K-BS 1
load K-RN 1
load LISTO 1
load shock 1
load RAIN 1
load RAIN2 1
load DEST 1
load SOLD-A 1
load SOLD-B 1
load SOLD-C 1
load BK-SLD 1
load BLK-M 1
load MERC-B 1
load MOSCA-B 1
load F-VEIC 1
load VEICLE 1
load VEIC-BK 1
load VEIC-BK2 1
load DANGER 1
load SLD 1
load MERCED 1
load DOA 1
load neon 1
load M-RIP 1
load IMP-B 1
load LGT2 1
load STEAMER 1
frontpanel data/bgs/STG4/F0
frontpanel data/bgs/STG4/F1
frontpanel data/bgs/STG4/F0
frontpanel data/bgs/STG4/F1
#lol spreadshee xratio zratio xoffset zoffset xspace zspace xrepeat zrepeat trans alpha w-mode amp wl ws move
background data/bgs/STG4/ASF2 2 0.5 -4200 0 0 0 14 1 0 2 0 0 0 0 0
bglayer data/bgs/STG4/A1 0.5 0.5 978 90 0 0 3 1 1 0 0 0 0 0 0
bglayer data/bgs/STG4/RFL 0.6 0.5 730 90 0 0 1 1 1 5 1 1 3 1 0
bglayer data/bgs/STG4/back2 0.5 0.5 0 0 0 0 1 1 1 0 0 0 0 0 0
bglayer data/bgs/STG4/WIN 0.5 0.5 0 0 0 0 1 1 1 1 0 0 0 0 0
bglayer data/bgs/STG1/ASF1 0.50 0.5 0 136 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0.48 0.5 0 141 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0.46 0.5 0 146 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0.44 0.5 0 151 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0.42 0.5 0 156 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF6 0.40 0.5 0 160 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF1 0.38 0.5 0 164 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0.36 0.5 0 169 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0.34 0.5 0 174 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0.32 0.5 0 179 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0.30 0.5 0 184 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF1 0.28 0.5 0 189 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0.26 0.5 0 194 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0.24 0.5 0 199 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0.22 0.5 0 204 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0.20 0.5 0 209 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF1 0.18 0.5 0 214 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0.16 0.5 0 219 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0.14 0.5 0 224 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0.12 0.5 0 229 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0.10 0.5 0 234 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF1 0.12 0.5 0 229 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0.10 0.5 0 234 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0.08 0.5 0 239 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0.06 0.5 0 244 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0.04 0.5 0 249 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF1 0.02 0.5 0 254 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF2 0 0.5 0 259 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF3 0 0.5 0 264 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF4 0 0.5 0 269 0 0 30 1 0 0 0 0 100 0 1
bglayer data/bgs/STG1/ASF5 0 0.5 0 274 0 0 30 1 0 0 0 0 100 0 1
bglayer data/N-Bgs/PST-RF 0.10 0.5 246 223 585 0 3 1 1 5 1 1 15 1 0
bglayer data/N-Bgs/PST-RF 0.10 0.5 2596 223 585 0 3 1 1 5 1 1 15 1 0
bglayer data/Bgs/STG4/E-RF 0.00 0.0 0 271 0 0 10 1 1 6 1 1 15 1 0
bglayer data/Bgs/STG4/E-RF 0.00 0.0 2788 271 0 0 10 1 1 6 1 1 15 1 0
bglayer data/Bgs/STG4/E-RF2 0.03 0.0 1593 254 0 0 1 1 1 6 1 1 15 1 0
bglayer data/Bgs/STG4/E-RF3 0.03 0.0 2634 254 0 0 1 1 1 6 1 1 15 1 0
bglayer data/Bgs/STG4/RFX-LMT 0.00 0.0 0 278 2 0 20 1 1 1 1 1 15 1 0
bglayer data/Bgs/STG4/RFX-LMT 0.00 0.0 2788 278 2 0 20 1 1 1 1 1 15 1 0
bglayer data/Bgs/STG4/RFL 0.65 0.5 0 140 0 0 6 1 1 5 1 1 3 1 0
fglayer data/Bgs/STG4/BCB7 -170 0.06 0 1545 240 0 0 1 1 1 0 0 0 0 0
bglayer data/Bgs/STG4/BCB6 0.05 0 1560 245 0 0 1 1 1 0 0 0 0 0 0
bglayer data/Bgs/STG4/BCB5 0.04 0 1577 248 0 0 1 1 1 0 0 0 0 0 0
bglayer data/Bgs/STG4/BCB4 0.03 0 1592 251 0 0 1 1 1 0 0 0 0 0 0
bglayer data/Bgs/STG4/BCB3 0.02 0 1607 254 0 0 1 1 1 0 0 0 0 0 0
bglayer data/Bgs/STG4/BCB2 0.01 0 1622 257 0 0 1 1 1 0 0 0 0 0 0
bglayer data/Bgs/STG4/BCB1 0.00 0 1637 260 0 0 1 1 1 0 0 0 0 0 0
# {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} #{wavespeed} {bgspeedratio}
fglayer data/N-BGS/PST3 -200 0.49 0.5 1062 -35 357 0 2 1 1 0 0 0 0 0 0
fglayer data/Bgs/STG4/LMTB -180 0.05 0 -40 201 0 0 10 1 1 0 0 0 0 0 0
fglayer data/Bgs/STG4/LMTB -180 0.05 0 2630 201 0 0 10 1 1 0 0 0 0 0 0
fglayer data/N-BGS/PST -165 0.1 0 246 -22 580 0 3 1 1 0 0 0 0 0 0
fglayer data/N-BGS/PST -165 0.1 0 2596 -22 580 0 3 1 1 0 0 0 0 0 0
fglayer data/ALPHA/LIGHT -70 0.2 0 75 -80 270 0 3 1 1 5 0 0 0 0 0
fglayer data/ALPHA/P-L1 -150 0.2 0 75 270 270 0 3 1 1 5 0 0 0 0 0
fglayer data/ALPHA/LIGHT -70 0.2 0 2240 -80 270 0 3 1 1 5 0 0 0 0 0
fglayer data/ALPHA/P-L1 -150 0.2 0 2240 270 270 0 3 1 1 5 0 0 0 0 0
panel data/bgs/STG4/ASF1 data/bgs/STG4/LMT
panel data/bgs/STG4/ASF2 none
order aaaaaaaaaabbbbbbbaaaaaaaaaa
hole -500 350 0 0 450 450 500
light 0 -256
at 0
shadowcolor -2
at 0
shadowalpha 5
at 0
spawn LISTO
coords 330 240
at 0
spawn RAIN2
coords 19 275
at 0
spawn RAIN
coords 50 300
at 0
spawn DEST
coords 330 220
at 0
spawn SOLD-A
coords 350 300
item dark
at 0
spawn BK-SLD
coords 1500 190
at 0
spawn MERC-B
coords 340 250
at 0
spawn MOSCA-B
flip 1
coords 340 190
at 0
spawn BK-SLD
coords -50 190
flip 1
at 0
spawn SOLD-B
coords -50 300
item dark
at 0
spawn SLD
coords 450 300
at 0
spawn VEIC-BK2
coords 340 260
at 20
spawn VEIC-BK
coords 340 250
at 50
spawn IMP-B
coords 340 250
at 350
spawn DOA
coords 340 200
flip 1
at 400
spawn DANGER
coords 0 350
at 700
spawn VEICLE
map 0
flip 1
coords 0 350
at 730
spawn SOLD-C
coords 350 320
item dark
at 1000
spawn DANGER
coords 0 350
at 1300
spawn SLD
coords 450 300
at 1320
spawn MERCED
map 0
flip 1
coords 0 320
at 1330
spawn LGT2
coords 490 290
at 1350
spawn BK-SLD
coords -50 190
flip 1
at 1430
blockade 1000
at 1500
spawn F-VEIC
coords 340 290
map 1
flip 1
at 1500
spawn SOLD-C
coords -50 340
item dark
at 1500
spawn LGT2
coords 415 290
at 1500
spawn LGT2
coords 455 290
flip 0
at 1760
spawn LGT2
coords 380 290
flip 0
at 1760
spawn F-VEIC
coords 340 290
map 3
flip 1
at 1800
spawn STEAMER
coords 400 290
at 2000
spawn BLK-M
coords 350 290
flip 1
at 2000
spawn BK-SLD
coords -100 190
flip 1
at 2080
spawn SOLD-C
coords 350 300
item dark
at 2100
spawn DANGER
coords 0 350
at 2200
spawn MERCED
map 0
flip 1
coords 0 320
at 2200
blockade 2050
at 2250
spawn SLD
coords 450 300
at 2300
spawn M-RIP
coords 355 124 0
flip 0
at 2600
spawn DANGER
coords 0 350
at 2800
spawn VEICLE
map 0
flip 1
coords 0 320
at 2830
spawn NEON
coords 770 200
at 3000
spawn DANGER
coords 0 350
at 3500
spawn MERCED
map 0
flip 1
coords 0 320
at 3530
spawn SOLD-C
coords -50 330
item dark
at 3600
spawn DR-BL
coords 20 350 0
at 3600
spawn LISTO
coords 330 350
at 3999
spawn SHOCK
alias macleod
boss 1
coords 320 300
at 4000
spawn STEAMER
coords 400 321
at 4000
spawn BLK-M
coords 350 320
flip 1
at 4000
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Sumy, are you Santa Claus? ;D
Thanx for the new build!
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New build is up 2605. Fixes Menu pak loading issues that was present on all platforms. Hopefully, this fixed Dingoo exception that was happening.....
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Thanx Santa! Oops sorry I say SX, ;D download to test immediately. :excited:
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Thanks SX for this big release for the whole engine supports!
That's a big UP :)
I just tested the 2605 PC version, and it looks like the sound has a small delay, maybe 1/2sec delay.
I tested it on few mods and still have the same lately delay.
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It may be possible! :doh!: I still have the same problem and not to do.
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It may be possible! :doh!: I still have the same problem and not to do.
You are saying that its running out of memory?
Do you have a broadband adapter or dev serial cable? If you do use dcload 1.0.4 and try to see what the error is on the debug screen.
Otherwise send me a link to the mod and I can test it for you.
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New Windows version crashes upon hitting "Start Game" of any mod. Log file says nothing about it.
Haven't tried the updated Wii port, yet.
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New Windows version crashes upon hitting "Start Game" of any mod. Log file says nothing about it.
Works fine my end.
-Hitting any option in Config Settings makes the colors of the screen all jumbled up. It's like inverted, but worse.
Sounds like the video isn't being re-initialised properly.
-"Load from OpenBOR default.cfg" in Config Settings doesn't work UNLESS you do "Return to OpenBOR default settings" first.
default.cfg will be loaded on startup if pakname.cfg is not present so using "load from default.cfg" would indeed have no effect. "Return to openbor defaults" (which is different to default.cfg) would do a "factory restore" , resetting the options , allowing you to then reload default.cfg.
-Analog stick on Classic controller doesn't work.
Yeah , I couldn't get the analogue on the nunchuck to work , either.
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not work in Dingoo... this message appears on the screen "segment fault" ... :'(
I still can not identify the cause of the problem for sure, I can only say that it is something with some file sytem routine.
I will check more carefully the latest changes.
My microsd has been corrupted, so disregard the previous message...
I just recompiled the project from latest SVN version and everything runs ok.
Maybe is something with SPK support...
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Right now my source is a mess... With all my Wii Changes....
But I found out why audio is speed up. Wii audio hardware is 48Khz not 44KHz so I need to up sample bor's audio to match what wii is expecting.
I forgot to add analog support to Knun-Chuck..... Will add it, Need to look at why Gamecube controller is not working.
Found out that using SDL, does not allow me to run off usb hard drives, but I now have that working also with NTFS support but this will require me to write the video driver and menu for Wii now. Seems I'm forced to remove SDL...... its a good thing.
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New Windows version crashes upon hitting "Start Game" of any mod. Log file says nothing about it.
Works fine my end.
Are you sure you're using 2603, OX? I extracted it right out of the .rar to my desktop, put 3 different paks in it, and got the same results: crash after hitting Start Game. :eek:
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I'm always on the very latest release........ It's one of the perks! ;)
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SX,
I confirm that everything is ok with the code from SVN. I recompiled and tested several mods and all worked perfectly. Unfortunately, I think it's really a side effect of Secure Pak support :teary_eyed:
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Bug report coming your way! I played RoD: BE just fine on the Wii port, but remember my problem earlier? It occurs with only one packfile: the original Beats of Rage. When OpenBOR tries to load it, it returns to the Homebrew Channel like I described before. Here's the log:
OpenBoR v3.0 Build 2602, Compile Date: Dec 25 2009
Game Selected: sd:/apps/OpenBOR/Paks/BOR.PAK
FileCaching System Init...... invalid pak header pointer
********** An Error Occurred **********
* Shutting Down *
Total Ram: 75497471 Bytes
Free Ram: 65732639 Bytes
Used Ram: 9764832 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............
Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!
**************** Done *****************
FileCaching System failed to Initialize!
By the way, everything else seems to work great. :cheers!:
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New build is up 2613. Fixes wii audio and added analog Nunchuck movement. Refer to initial post for more details and build.
Also this release is NOT a securepak release, I would like to know if my build of Dingoo is fine. Please report back.
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Also this release is NOT a securepak release, I would like to know if my build of Dingoo is fine. Please report back.
Unfortunately still getting the segfault. Which Linux distribution are you using to build the application? I don't know if it makes a difference, but I'm using Ubuntu Desktop 9.10 (32-bit) to run the toolchain.
You can try downloading a clean installation of the booboo's toolchain and just replace the SDL_image library recompiled with support for XPM images.
Booboo's toolchain: http://dingoo-linux.googlecode.com/files/dingux_toolchain_20091022.tar.bz2 (http://dingoo-linux.googlecode.com/files/dingux_toolchain_20091022.tar.bz2)
Thanks for your effort, SX.
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USB Mode Not supported, Must be run from SDHC Card
What's a SDHC card, and can it be found in a place like gamestop or some other retail store with a gaming department?
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A SDHC card is a microSD (other formats available I believe) that supports sizes bigger then 4GB. I believe they can go upwards to 32GB. So basically just a bigger file size. Correct me if I am wrong.
Ikonz101
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Tried Wii build 2613. The sound working again is great, but controller support is a mess! When trying to configure controls, Player2's up is right, down left, left 2, right 1, and so on and so forth. I tried this with standard Wii-mote tilted to the side, and with Classic controller. I haven't tried Player3 or 4 yet but just by looking at them I can see they're also screwed up... for example, by default Player3's Up is set to Player1's A.
EDIT: I meant 2613. Sorry.
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Why this update dont contains the XBOX version? I cant find the V3 of OpenBOR for XBOX that runs correctly with the sound and other MODS that V2 Build xxx cant run
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Tried Wii build 2613. The sound working again is great, but controller support is a mess! When trying to configure controls, Player2's up is right, down left, left 2, right 1, and so on and so forth. I tried this with standard Wii-mote tilted to the side, and with Classic controller. I haven't tried Player3 or 4 yet but just by looking at them I can see they're also screwed up... for example, by default Player3's Up is set to Player1's A.
EDIT: I meant 2613. Sorry.
make sure you deleted all your saves prior to using the new build
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Alright, testing again then.
EDIT: Nope. Even with EVERYTHING in the Saves folder deleted, it does the same thing.
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Your right... i had a typo in my enum.....lol I will post a new build with the fix.
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Ok new build is up 2615. Refer to initial post for more details (All platform release but mostly targeted against Wii platform).
PS.
Could Dingoo users please provide feedback if my release now runs after updating the toolchain and libSDL_image.a
Thanks,
Shin-NiL for the link on the toolchain, hopefully that fixes it.
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Testing!
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A SDHC card is a microSD (other formats available I believe) that supports sizes bigger then 4GB. I believe they can go upwards to 32GB. So basically just a bigger file size. Correct me if I am wrong.
Ikonz101
OK, cool, but about getting it, I could find one in like game stop or Wal-mart right?
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SDHC cards are just SD cards with more than 2gb of memory, DJ. You can find em pretty much anywhere they sell SD cards. Best Buy had a special a week ago that sold 6 gb ones for cheap... dunno if that was a regional thing or not though.
Anyways. I tested 2615. Controller support is fine, I didn't test analog on Nunchuck because I hate that thing honestly lol. I just found a few more engine-related issues though: Biker type enemies don't move and just stay at the edge of the screen, and the rain animation in Dragons of Rage doesn't appear onscreen at all, despite it being spawned.
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Ok new build is up 2615. Refer to initial post for more details (All platform release but mostly targeted against Wii platform).
PS.
Could Dingoo users please provide feedback if my release now runs after updating the toolchain and libSDL_image.a
Thanks,
Shin-NiL for the link on the toolchain, hopefully that fixes it.
Hello SX, now everything worked as expected, build 2615 works just fine on my Dingoo :cheers!:
Finally we can expect an official Dingoo release with securepak support.
Good work!
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Something about if the Angel-0 runs well now?
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DH, I dont think this has much to do with the Dreamcast at the moment.
I believe SX is currently working on it, but this topic is for a different build.
Angel-0 probably dosent run well yet. Give it a little more time.
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DH, I dont think this has much to do with the Dreamcast at the moment.
I believe SX is currently working on it, but this topic is for a different build.
Angel-0 probably dosent run well yet. Give it a little more time.
That it is. What happens is that I need to see is if I have to fix this compatibility in the game or if the current engine problem (The game itself runs but gives an error that is not shown in previous engines), but might ask to try it in NickyP wii to find out. NickyP you say? if you're game sent you the link, would be good to know if Wii or other platforms also gives this error.
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Ok new build is up 2615. Refer to initial post for more details (All platform release but mostly targeted against Wii platform).
PS.
Could Dingoo users please provide feedback if my release now runs after updating the toolchain and libSDL_image.a
Thanks,
Shin-NiL for the link on the toolchain, hopefully that fixes it.
Hello SX, now everything worked as expected, build 2615 works just fine on my Dingoo :cheers!:
Finally we can expect an official Dingoo release with securepak support.
Good work!
Yes, it works, but you tested the mods TMNT-RSB and Castlevania Legacy of Dracula? With Openbor v0.2 TMNT works, but with the 2615 version, the game loads and closes ... Castlevania is very slow ... :bored:
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Yes, it works, but you tested the mods TMNT-RSB and Castlevania Legacy of Dracula? With Openbor v0.2 TMNT works, but with the 2615 version, the game loads and closes ... Castlevania is very slow ... :bored:
I have not tested these two mods. In version 0.2 the file caching system was turned off, thereby prolonging too much the loading time.
I'll check out these mods as soon as possible.
Edit: where can I get the TMNT-RSB?
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Yes, it works, but you tested the mods TMNT-RSB and Castlevania Legacy of Dracula? With Openbor v0.2 TMNT works, but with the 2615 version, the game loads and closes ... Castlevania is very slow ... :bored:
I have not tested these two mods. In version 0.2 the file caching system was turned off, thereby prolonging too much the loading time.
I'll check out these mods as soon as possible.
Edit: where can I get the TMNT-RSB?
you get here: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
POde baixar aqui: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
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Yes, it works, but you tested the mods TMNT-RSB and Castlevania Legacy of Dracula? With Openbor v0.2 TMNT works, but with the 2615 version, the game loads and closes ... Castlevania is very slow ... :bored:
I have not tested these two mods. In version 0.2 the file caching system was turned off, thereby prolonging too much the loading time.
I'll check out these mods as soon as possible.
Edit: where can I get the TMNT-RSB?
you get here: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
POde baixar aqui: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
Thanks for the link kmilloz!
I tested the TMNT-RSB, but it did not work even in version 0.2 (without filecaching) on my Dingoo. The speed issue in Castlevania LOD also occurs in some stages of "Ryuko no Ken Nekketsu", perhaps Dingoo did not have enough memory to run well some more sophisticated mods :(
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Yes, it works, but you tested the mods TMNT-RSB and Castlevania Legacy of Dracula? With Openbor v0.2 TMNT works, but with the 2615 version, the game loads and closes ... Castlevania is very slow ... :bored:
I have not tested these two mods. In version 0.2 the file caching system was turned off, thereby prolonging too much the loading time.
I'll check out these mods as soon as possible.
Edit: where can I get the TMNT-RSB?
you get here: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
POde baixar aqui: http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html (http://letitbit.net/download/6109.67239cdc1c6b808e3727ad126/teenage_mutant_ninja_turtles___red_sky_battle.rar.html)
Thanks for the link kmilloz!
I tested the TMNT-RSB, but it did not work even in version 0.2 (without filecaching) on my Dingoo. The speed issue in Castlevania LOD also occurs in some stages of "Ryuko no Ken Nekketsu", perhaps Dingoo did not have enough memory to run well some more sophisticated mods :(
ok, thanks for test.
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http://lavalit.com:8080/index.php/topic,332.390.html (http://lavalit.com:8080/index.php/topic,332.390.html)
Is the last bug addressed in this version?
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I'm having the same problems on Wii as NickyP, especially the menu selection problem: pressing up chooses the option above the current instead of (not milliseconds after, but instead of) selecting it. Also, classic controller support is a mess.
EDIT: And I just noticed the SecurePAK builds are gone. I need one for SecurePAK support on Linux...
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Since I don't own a classic controller, please explain to me in great detail what is wrong. As far wiimote issues, i will remove the auto horizontal/vertical checks based on ir facing sensor. This will clean things up. Just to prove that is the problem, block the ir on the wiimote, then see if you still have problems.
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Ok I have interesting news regarding OPENBOR running on my SD card on the Dreamcast, the matter is that this definitely this runs smoothly on the SD card except for one detail, the reason that when I started to try this mod on my DC, the DC LOADER showed loading 1ST_READ.BIN and then was reset was simply because the OPENBOR loaded from the SD card not find the BOR.PAK and looking at the GD-ROM drive and this clearly had no PAK file, whether now did an experiment, i load the DC Loader and then removing the disc and replace it with another disc with a BOR.PAK and then booting the OPENBOR from the SD card and the result was as I imagined , run smoothly. :deep_thinking:
Maybe it's possible to implement any command or txt to change the path the openbor read GD-ROM to the SD directory.
Well, I clarified that I go to sleep that is already dawning and I have to work in a few more hours... :power_nap:
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Since I don't own a classic controller, please explain to me in great detail what is wrong.
The controller support itself is fine, but the default button mappings are for the Wiimote and cause havoc when you try to control it with a Classic Controller. It works fine once you go to the Controls menu and change thing up, but that's far from an easy task with the messed up controls that are enabled by default for the Classic Controller.
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Since I don't own a classic controller, please explain to me in great detail what is wrong.
The controller support itself is fine, but the default button mappings are for the Wiimote and cause havoc when you try to control it with a Classic Controller. It works fine once you go to the Controls menu and change thing up, but that's far from an easy task with the messed up controls that are enabled by default for the Classic Controller.
Ahhh I understand what you mean...... I know how I can fix it without causing a conflict between both remotes...... Next Build will contain the fix, or wait until I update controls.c/h in svn then update your view.
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New devbuild for Wii - OpenBOR Devbuild 2629!
Fixes by SX:
- Fixed a bizarre problem in which the engine complained about OpenBorLog.txt not being found.
- Fixed Classic Controller support.
Fixes by Plombo:
- Made the default Classic Controller controls a lot less awkward.
- Fixed the menu selection bug on the Wiimote where pressing "up" would select the option above instead of highlighting it. (This bug still exists for the Classic Controller.)
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Hi
I'm very sad ... :(
I'm the first who speak here of made an WII version of OPENBOR ... and tell it were a very good idea too :D
But i never say to do it before xbox ... :(
SX say it make XBOX version after DREAMCAST ... and now there is an WII and an DINGOO versions without an XBOX version :(
Snif ... :(
Do you will to made it one day ?
We stand by it to play last mods ...
Thanks
Bye
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Lol, you're the third person to demand an Xbox version in the last 48 hours. The Wii port took SX less than a month, and the Dingoo port was done by Shin-NiL, not SX. Why does everyone want an Xbox port of 3.0 all of a sudden? >:(
SX will port OpenBOR 3.0 to the Xbox when he is finished porting it to the Dreamcast, since there is more demand for the Dreamcast port.
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Laugh out loud, I know right?! Not for nothing, but Im surprised the Wii got done and Dingoo befor the Dreamcast considering the DC has been in the works now since ??? Im really not sure? The dreamcast hit some snags and the project seemed dead for a while now. The fact is, he is working very hard to get all the systems done.
The XBox will be soon to follow, but you must wait, Like I have been for the Dreamcast!
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The difference is the Wii was a collaboration, SX had help with it before he worked on it-
*Edit*
and also the fact that your working with less hardware with the Dreamcast- like getting blood from the stone.
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The difference is the Wii was a collaboration, SX had help with it before he worked on it-
That is in correct the Wii port, I wrote from scratch. This port has nothing to do with KungPow's port or anyone else's work.
Its kind of funny, the wii port was a side effect from trying to learn how to use devkitpro toolchains.
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No kidding! I hadn't realized that at all. Did you get anything from those previous attempts?
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No kidding! I hadn't realized that at all. Did you get anything from those previous attempts?
No, that was my 1 and only attempt and I wasn't really trying either, it was just a really good toolchain that had great SDL support and the more I dived deeper the more I saw room for ripping out SDL. Naturally in a weeks time it became its own port.
Yes, it took roughly about a week to port it and optimize it. Still I want to rip out the SDL video portion and implement usb/ntfs support (which I already have a local copy up and running on my usb hard drive.).
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Not really what I meant, but great work none the less SX.
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LoL... What do you mean then?
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What I mean is, I get that you coded it, I was asking if you learned anything about how to go about it better from Kungpow's attempts. But perhaps I should have been more specific.
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The Wii port that Kungpow made was based off linux and required the user to run OpenBOR on top of Gekko Linux Kernel on top of Wii. Thats alot of layers and alot of unecessary complicated paths to use and not very optimized, what I wrote was completely different and is write down to the bare metal using devkitpro.
Also, I never received the Gekko source portion that was required to build his port, the only thing he gave me was the files that basically labeled the controller on how it was to be displayed in OpenBOR's control options menu.
That being said I'm not putting down his accomplishment. Its just my port has nothing to do with his and I was not able to reference what he had done because I did not have the complete source for it.
And to be honest I never put that much thought into the Wii until I got one and as you can see when I own the console, I can crank out a optimized port rather quickly like what I did for my PSP port.
Lastly, When it comes to porting or writing code in general, I like to learn things from scratch, its just more full-filling that way (at least for me it is). Its fun always re-inventing the wheel.....lol
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Then it's all the more an incredible accomplishment. I can't even imagine coding, it's grueling unforgiving work. At least with art you can mess up & say you did it on purpose.
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The most embarrassing port I've made is the PS3. Just for the fact I have to run on top of Ubuntu Linux and there is no toolchain at the moment that will give you access to the bare metal. Hence I have to work with what I have, and I wish I never spent more than 5 minutes on it because its just terrible and unstable due to running a full blown OS with only 128 MBytes of ram dedicated to it that is 100% in use by the OS.
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I know what you mean, I feel like sometimes I wish I could have a total do-over with some things, it's why I strive so hard with each thing I work on- Ideally I want it to be the last time I work on it! I think eventually what with Sony's consoles being so popular you'll have a better solution present itself, or so I would imagine.
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Well look at that! I just learned something!!! And knowledge is power!!! :cheers!:
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I don't wanna sound like an A$$, but this requires some attention, since it makes some 3p-4p mods useless: http://lavalit.com:8080/index.php/topic,332.msg56114.html#msg56114 (http://lavalit.com:8080/index.php/topic,332.msg56114.html#msg56114)
Thanks for all of these ports!
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You should check out the port of OpenBOR v3 for the Wiz. It needs SecurePAK support. I'd love to be able to play Night Slashers X on my Wiz.
Here's a link to that version of OpenBOr if you're interested in updating it to support SecurePAK files.
http://www.gp32x.com/board/index.php?/topic/50984-openbor-beats-of-rage/ (http://www.gp32x.com/board/index.php?/topic/50984-openbor-beats-of-rage/)
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You should check out the port of OpenBOR v3 for the Wiz. It needs SecurePAK support. I'd love to be able to play Night Slashers X on my Wiz.
In like 3 months it won't be secure anymore, though. :eek: How does that work, anyways? Does the pak unsecure itself, or does SX or DC just upload a normal pak of it?
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It won't unsecure itself. When it is exactly a year old, we'll take down the current copy and upload an unlocked version.
DC
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Well, a year is a long time to wait for playability on the Wiz...lol.
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It won't unsecure itself. When it is exactly a year old, we'll take down the current copy and upload an unlocked version.
DC
I figured. Though it'd be cool, a spk that automatically converts itself to a pak on a certain date wouldn't be useful; you could just change the calendar on your PC to circumvent that.
Well, a year is a long time to wait for playability on the Wiz...lol.
Well, look on the bright side man: even if Wiz never gets SecurePak support, you will play it 3 months from now. So really, you'll play it one way or another.
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Well, look on the bright side man: even if Wiz never gets SecurePak support, you will play it 3 months from now. So really, you'll play it one way or another.
Ok, I see what you're saying now. I didn't notice at first the creation date of the game. Sorry about that. I'm sort of new to the OpenBOR scene, but I love the games. Anyway, support for .spk files on Wiz would still be handy if SX decides to allow future games to use the SecurePak feature.
As for Night Slashers X, I can at least play it on my PC for now. I just like being able to sit on the couch while I play games. ;D
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thanks for adding wii support. someone should post something at wiibrew.org as I had no idea SX already had a fully working wii port going.
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thanks for adding wii support. someone should post something at wiibrew.org as I had no idea SX already had a fully working wii port going.
I was thinking of doing that myself, but I didn't know how. And I didn't want to be given credit for the release by mistake, either. :eek:
I'd like to say though SX, biker type enemies are still broken. They spawn but don't move.
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Aren't they broken on all the other ports, too?
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I've done a couple of hours of testing with older versions and found that it was Subversion revision 2457 that made bikers stop working. They work perfectly in 2456, and they're broken like they are now in 2457. (All testing was done using the Windows version of OpenBOR.)
This should make it easier to fix the bug now. :cheers!:
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Well, aside from the Wii port, every version of BOR I use and test my mods with is 3.2397. It was thanks to the Wii port that I discovered the broken bikers.. among other things. The rain and fire in Dragons of Rage, for example, doesn't spawn.. but it did in 2397.
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Update!
I've fixed the biker issue in the latest SVN, so it should be fixed in all future releases of the engine. :cheers!:
DC, if you're reading this, could you make sure I didn't break idle(#)? My fix was within your common_idle_anim function.
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New devbuild: 2637! This fixes biker support, so mods such as the original Beats of Rage should now be fully playable on Wii and Dingoo. :cheers!:
Get it from the first post!
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....
Plombo, please move your devbuild information and attachment to the original post. This is how we catalog, and why developers have the ability to edit posts.
DC
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Okay, but the original post wasn't by me, so I can't edit it. Where do I put it, then?
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As a developer, you should be able to edit any post.
DC
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Well, I don't see a "modify" button on any posts but my own. See attached screenshot.
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The permissions were changed for some reason. I've just re-enabled developers ability to modify posts.
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My fault...... I was cleaning up some of the member permissions a while back because we had some inconsistencies, and I missed that option for developers.
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Okay, it's been moved to the first post.
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Hello Plombo, thanks for repairing the bikers issue.
I would like to know which toolchain you used for Dingoo, because I got a segfault when trying to run it. I just recompiled in my machine from SVN revision 2637 and works fine. The first SX compilation for this platform had the same problem.
Thank you very much.
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Hello Plombo, thanks for repairing the bikers issue.
I would like to know which toolchain you used for Dingoo, because I got a segfault when trying to run it. I just recompiled in my machine from SVN revision 2637 and works fine. The first SX compilation for this platform had the same problem.
Thank you very much.
I used the one from this post (http://lavalit.com:8080/index.php/topic,4013.msg56709.html#msg56709).
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I used the one from this post (http://lavalit.com:8080/index.php/topic,4013.msg56709.html#msg56709).
Did you replaced the toolchain's SDL_image library by the provided in the same post (attached)?
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No, I didn't notice that before. I'll do that for future builds, thanks for pointing it out.
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I have noticed that the latest version for the GP2X (Build 2615) does not seem to work correctly, below are the issues I have encountered so far:-
OpenBOR v3.0 Build SecurePAK Edition 2615 - OpenBOR automatically closes when trying to load any game within the selection menu screen; :(
OpenBOR v3.0 Build SecurePAK Edition 2397 - When loading OpenBOR from the GP2X, it freezes before it gets to the game selection menu (Screen stays black); :oops:
OpenBOR v3.0 Build SecurePAK Edition 2322 - Works correctly. :)
Hope this is enough information to go by and I do not mind in doing testing for the GP2X. Looking forward to playing on the next build. ;D
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Excuse me for bein ignorant but which one works for DC with the SecurePak? I been tryin some of them but I'm usin too many cd's!! :tired:
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bump!! ;D
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New devbuild: 2639. This fixes a bunch of Wii control issues with the Classic Controller and GameCube controller, including the GC controller oversensitivity issue.
Also, I think I've fixed my Dingoo toolchain, so now Dingoo users should be able to put my biker fix to good use.
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Excuse me for bein ignorant but which one works for DC with the SecurePak? I been tryin some of them but I'm usin too many cd's!! :tired:
None of them work all that well yet if I'm not mistaken; the Dreamcast port isn't finished yet. Someone correct me if I'm wrong.
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Excuse me for bein ignorant but which one works for DC with the SecurePak? I been tryin some of them but I'm usin too many cd's!! :tired:
Right now the DC version only works if you burn it with one mod, and it has to be named bor.pak. Did you do that?
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No I didn't. So if I do it like that for like the NightSlashersX mod it should work?
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It should. I think NightSlashers is a spk though, right? Either way it has to be named bor.
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Ill try it and see then.
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Also, I think I've fixed my Dingoo toolchain, so now Dingoo users should be able to put my biker fix to good use.
Thanks Plombo, now the Dingoo version works as expected :cheers!:
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hi everyone... :)
am very interesting about wii openBor games, is this true that how to play openbor game have to use sdhc card only?
i used 2gb sd card & its not working... :(
i really2 want to play final fight series openbor game, am a big fans.. thanks to everyone & i have to appology for my bad bad english. :-[
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hi everyone... :)
am very interesting about wii openBor games, is this true that how to play openbor game have to use sdhc card only?
i used 2gb sd card & its not working... :(
i really2 want to play final fight series openbor game, am a big fans.. thanks to everyone & i have to appology for my bad bad english. :-[
Did it leave behind an OpenBorLog.txt in the apps/OpenBOR/Logs folder? If it did, please post it here.
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Did it leave behind an OpenBorLog.txt in the apps/OpenBOR/Logs folder? If it did, please post it here.
logs folder?
ya there's a notepad:
OpenBoR v3.0 Build , Compile Date: Jan 14 2010
Game Selected: sd:/apps/OpenBOR/Paks/Final Fight Apocalypse - 1st Edition.pak
FileCaching System Init...... 3145792 Bytes
Initilize Video.............. 320x240 (Mode: 0, Depth: 8 Bit)
Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initilize Sound..............
did i made a mistake? cause it just freeze
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When did it freeze? Did the mod load and then freeze, did it freeze when loading, or did it freeze on the PAK selection menu?
I'm playing from a normal, non-SDHC card and it works fine. But I haven't tested that mod yet. Does it work on the Windows version?
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I know I posted about this before, but there was never a response about it and this problem still exists. When you turn the sound volume done past sixty on PC, the sounds start to give off a real static effect, it's been doing that since ever. It wouldn't be a problem if the volume that controls all the sound channels in BOR worked, but it has no effect either. I just wanna know if anyone has noticed this and is there any plan to fix it.
X)
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it start freeze after i press load the openbor application from homebrew channel, i did try from my pc & its works fine..
is it need another ios or something to play this openbor games on my wii?
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ooh it works now :cheers!:
and i can play this cool final fight from my wii... really thanks Plombo for your help.. ;D
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I just updated OpenBOR's WiiBrew page (http://wiibrew.org/wiki/OpenBOR) with info about the new official Wii port.
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Nicely done Plombo!
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Trying to make sure it isn't just me but I'm getting a delay with music/sound in this build. It's easiest to notice with regular attack chains since it sounds like the sfx happens a half second after you connect with a punch.
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Exactly which build and platform are you referring to?
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In Wii port 2639 there's a problem with using the Classic controller in the pak menu. Down is mapped to left on the dpad... :eek:
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In Wii port 2639 there's a problem with using the Classic controller in the pak menu. Down is mapped to left on the dpad... :eek:
I never noticed that, but I don't doubt it's true. :) There's a new devbuild I'll be posting within an hour or two that doesn't have that problem.
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Devbuild 2645 has been released with more changes, especially on Wii! As always, you can get it from the first post.
EDIT: One hour later, and still zero downloads... :'(
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Any chances of a newer version for the Wiz to be released soon?
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Pickle136, the GP2X Wiz porter, will have to answer that one; I don't think he's been around recently.
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Actually, fett42, please try the attached build and tell me whether or not it works.
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I have a wiz, ill go to try today this build and tell you something too :)
Edit: dont run, i can see "Loading" screen for aplication when i try to run openbor.gpe, then i go back to the wiz menu, and log directory are empty :(
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Actually, fett42, please try the attached build and tell me whether or not it works.
As Saint Antuan said, it sends you back to the main menu when launching openbor.gpe. Thank you for trying though.
I included a couple a files that I noticed weren't with your build. These were used with the Wiz version by Pickle. I go to the Wiz forum that Pickle frequents. I asked once before about a possible update of openbor for the Wiz there, but I didn't get a reply on it.
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Trying to make sure it isn't just me but I'm getting a delay with music/sound in this build. It's easiest to notice with regular attack chains since it sounds like the sfx happens a half second after you connect with a punch.
Yes, same here. It happens with every SFX including the ones in menu.
I'm downloading latest build, see if it's still there.
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Actually, fett42, please try the attached build and tell me whether or not it works.
As Saint Antuan said, it sends you back to the main menu when launching openbor.gpe. Thank you for trying though.
I included a couple a files that I noticed weren't with your build. These were used with the Wiz version by Pickle. I go to the Wiz forum that Pickle frequents. I asked once before about a possible update of openbor for the Wiz there, but I didn't get a reply on it.
Thanks, fett42! I'll take a look at that SDL_gfx library and try recompiling.
Trying to make sure it isn't just me but I'm getting a delay with music/sound in this build. It's easiest to notice with regular attack chains since it sounds like the sfx happens a half second after you connect with a punch.
Yes, same here. It happens with every SFX including the ones in menu.
I'm downloading latest build, see if it's still there.
I assume you're both using the Wii version?
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No, just the windows. I don't have Wii.
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The last few builds don't have Windows versions because all of the changes since 2615 have been specific to Wii, Linux, or Dingoo. I'm not seeing the problem on the latest Wii build though...I'll test on Windows and Linux and get back to you.
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Exactly which build and platform are you referring to?
Windows Build 2637
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Now that is strange. Just by editing Wii and Linux-specific code between 2615 and now, it would seem that I accidentally broke something with sound effects...and then accidentally fixed it. ??? For now, you can use the soon-to-be-attached executable, which fixes the issue.
EDIT: Well, it wasn't "soon", but the fixed executable is now attached. Sorry about the DLLs; I can't seem to get rid of them.
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Keep it up Plombo, your efforts are very appreciated :)
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Thank you!
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Yes. I don't voice it out as much as I should but thank you very much for your help on the Wii port!
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Here is the new updated version of OpenBOR for the Wiz, that is if those interested haven't already seen this post by Pickle over at the GP32X forums.
The new OpenBOR for the Wiz should be at the top of this page:
http://www.gp32x.com/board/index.php?/topic/50984-openbor-beats-of-rage/page__st__26 (http://www.gp32x.com/board/index.php?/topic/50984-openbor-beats-of-rage/page__st__26)
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He's also commited his changes to the OpenBOR Subversion repository this time, so future builds of OpenBOR will most likely support the Wiz.
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I think this would be right place to ask about secure pak-ing.
Say, I have a mod released with secure pak. Then the mod is going to be updated. Now, could the updated mod be using secure pak, again? or secure pak is only once?
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I don't see why not. I mean, it only makes sense to do it like that.
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I agree with NickyP. The securepak purpose is to secure the mod contents from rabid leeching so there's no sense on packaging this way only once.
Cheers.
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It's pretty simple:
So long as a module meets the requirements for secure packing, we will be glad to secure it. This means any module, whether it's brand new, 50 years old, or an update.
The hard part is meeting those requirements. There is no module in existence as yet that does.
DC
*Edit:* I just wrote up a Securepak FAQ (http://lavalit.com:8080/index.php/topic,4216.msg59635/topicseen.html#new). Hopefully it can clear some things up.
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I really appreciated this FAQ Damon, it's very detailed.
Now I have a questions about.
I'm using a font on my mod which is 100% free so, technically, is there a need to ask for permission on this case or should I have to change the font?
Cheers.
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If the material is free use and you can prove that, then it's no problem.
DC
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http://www.dafont.com/Laffayette-Comic-Pro.font (http://www.dafont.com/Laffayette-Comic-Pro.font)
Here it is. There is named as Free and there's not restrictions on the download or use (you don't even need to register)
Cheers.
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Humm I have a question..... When I play spk mods.....maybe I have to use this program....... How can I run spk mods with this tools ???
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The same way you run PAK mods. Put the SPK in the Paks folder. If it's still not working, you're not using a SecurePAK build. You can know if you're using a SecurePAK build because it displays the text "SecurePAK Edition" in the menu.
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it displays the text "SecurePAK Edition" in the menu.
that text which you said is display on here?
(http://img816.imageshack.us/img816/3586/openbor.gif)
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Nope. Get one of the daily snapshots at the top-right corner of the website. They're all SecurePAK-enabled.
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Wow!!! When I run spk mods with tools you said, spk mods work very well!!! Thank you!!! Plombo!!! ;D
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Hey, there. I'm running Linux Ubuntu 11.04. I had been running 10.10, but when I tried to update, my computer crashed and lost all my files/programs/libraries/drivers. :'( :teary_eyed: Before the crash, I had the Linux Build of OpenBOR working just fine. Now, in 11.04, when I try to play, it doesn't do anything. Currently, running the Windows version under Wine works better. Any help would be greatly appreciated. What libraries/drivers do I need to run OpenBOR?
EDIT: OKay, it's working now. The version I was trying to use was different than my old one. I was trying to use the 3.0 2615 version, which didn't include a 64 bit version. I downloaded the 3.0 3310 and it worked fine.
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Ok, probably an unrelated an noobish question...but I'm not ashamed to say I'm still a noob to all this.
Is there any tool available to extract the contents of an spk like sprites, sounds and such?
Thanks in advance.
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Ok, probably an unrelated an noobish question...but I'm not ashamed to say I'm still a noob to all this.
Is there any tool available to extract the contents of an spk like sprites, sounds and such?
Thanks in advance.
No. The idea behind SecurePAK is to prevent people from extracting it.
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Nope. Get one of the daily snapshots at the top-right corner of the website. They're all SecurePAK-enabled.
Current release (OpenBOR v3.0 Build 3388) is not SecurePAK-enabled or it's me doing something wrong with .spk mods?
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All recent releases are SecurePAK compatible. If there is a problem with secured Paks, it's an engine bug or user error. What is happening exactly?
DC
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I'm on Windows 7 x64 OS. I have OpenBOR v3.0 Build 3388 for Windows. When i put .spk files in to /Packs folder, OpenBOR say "No Mods In Pack Folder!" instead of list of mods.
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Odd, I have nothing off the top of my head. I also use Win 7 *64, I'll have to download a secured module and give it a try with the newest engine to see what happens. Anyone one else have this problem?
DC
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I have not incorporated SecurePAK in the last few builds. I will fix this sometime during the week.
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I have not incorporated SecurePAK in the last few builds. I will fix this sometime during the week.
Ack, I stand corrected. I thought you had set up the auto build to compile with SecurePAK support. My bad. :dunce:
DC
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Your exe closes automatically after the nag screen.
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Nice!~~~I hope can play it with android system.
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thanks 4 the excellent work……
btw,why not update the OpenBOR for symbian?I really enjoy the time playing the BORs on my phone