What software to use to create the Dreambor 6.6 iso for Dreamshell? I have no sucess in create the iso ...
The old versions that has 1ST_READ.BIN i had no problem , but the newest that has dreambor.bin
my iso doesnt work for me.
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k-do wrote:What software to use to create the Dreambor 6.6 iso for Dreamshell? I have no sucess in create the iso ...
The old versions that has 1ST_READ.BIN i had no problem , but the newest that has dreambor.bin
my iso doesnt work for me.
k-do wrote:What software to use to create the Dreambor 6.6 iso for Dreamshell? I have no sucess in create the iso ...
The old versions that has 1ST_READ.BIN i had no problem , but the newest that has dreambor.bin
my iso doesnt work for me.
k-do wrote:Thanks Ian, now it works.....great Dreambor update ....thank you!!!
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clearglobalvar()
Clear up all global variants.
Return: none
You can use it when a level starts or ends to save memory.
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load {name} {bi}
Used to load a model whose name is {name} in current level.
{bi} determines if model stays in memory or not after current level ends.
0 = Nothing. The model is left alone (IOW, remains loaded) and loop moves on. This is the default action.
1 = Unload model only. The model is unloaded, but the sprites are not. Pretty pointless unless the model has a lot of script attached to it.
2 = Unload sprites only. The mode remains loaded, but its sprites are removed from memory.
3 = You'll notice there there is no third option, but because bitwise logic is in play, 3 effectively means "1 and 2" - model and sprites are unloaded.
This command is for loading weapons models or other entities which shouldn't be loaded until this command is executed. It's useful for memory usage control.
Don't forget to load {name} with 'know' in models.txt!
Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
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spawn {name} {bi}
{name} is the name of an entity defined in a .txt file which was loaded in MODELS.txt.
{bi} determines if model stays in memory or not after current level ends.
0 = Model stays in memory.
1 = Model is unloaded when current level ends.
{name} will be spawned (created) in current level. Where and with what attributes are determined by the next set of fields.
Dark Hayabusa wrote:Hi Ian! Thank you for your hard work on this. The least I can do on my part is give you a report of what I have found so far:
1.- Indeed there is a slight increase in FPS but there is a significant performance loss when using transparent layers at full screen size (example 320x 240 rain sprites)
2.- There is also a loss of performance when using the perspective or wave effect in the sprites (using these commands you lose up to almost half the FPS)
3.- Using higher resolution apparently it becomes more stable and fluid but you automatically sacrifice about half of the FPS (from 30 FPS to 15 FPS but with less instability) apparently something was gained in the same way.
4.- An error in the "Start Game" menu if you go up from here the engine restarts.
5.- Animated GIFs continue to play relatively slowly, even with a small speed increase.
Outside of this I see that there are enormous possibilities of getting this to work at 640x 480 since I notice less drop in frames than with 320x 240 which is more unstable even using the effects of scaling, waves, alpha, perspective, etc ...
PD: I think the friends of Team Senile must have the answer to the increase in performance at the graphic level since they achieved it with the "Intrepid IZZY" engine that runs at 60 FPS and at a resolution of 640x480.
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