DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Place for discussing homebrew games, development, new releases and emulation.

Poll: What improvement, do you want, to see the most ?

Ported Video FMV cutscenes
20
38%
Scale Rending
9
17%
Change's from new src ported down
24
45%
 
Total votes: 53

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Ian Micheal
Developer
Posts: 6291
Location: USA
Contact:

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Post by Ian Micheal »

depending on version all png and ogg support is gone there useless use too much memory and cpu cycles .. did you check on redream to see debug when it returns to menu it will say the error.. Redream log..

If only normal is working are you using png or ogg ?

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k-do
BFG-10K
Posts: 207
Dreamcast Games you play Online: Quake 3 Arena

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Post by k-do »

I dont use Redream, iam using the sd card and Dreamshell hdd in real hardware to try my mod. Iam using gif files for images and ogg files for music.

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:16 am, edited 1 time in total.

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Ian Micheal
Developer
Posts: 6291
Location: USA
Contact:

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Post by Ian Micheal »

erifpiR wrote:
NEW DREAMBOR LOADER (V3) FOR FINAL FIGHT APOCALYPSE: 2ND EDITION [FINAL VERSION]
EXAMPLE:

DATA/MODELS.TXT

Code: Select all

load 	loader	  data/scripts/loader.c
DATA/SCRIPTS/LOADER.C

Code: Select all

name	loader
health	1
type	player
shadow	0
nomove 	1
palette none
alpha	6

animationscript data/scripts/dreambor.c

anim waiting
	loop	0
	frame	none

anim select
	loop	0
	frame	none

anim idle
	loop	0
	frame	none

anim spawn
	loop 	1
	delay	3
	frame 	 none
	@cmd 	anichange "ani_follow1"
	frame 	 none

anim follow1
	loop	1 1
	delay	1
	@cmd 	loader_check "GUY"
	 delay      1
	 offset     100 250
         frame      data/chars/misc2/int01.gif
	 delay      3
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/misc2/int04.gif
         frame      data/chars/misc2/int01.gif
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/guy/gsel01.gif

anim follow2
	loop	1 1
	delay	1
	@cmd 	loader_check "CODY"
	 delay      1
	 offset     100 250
         frame      data/chars/misc2/int01.gif
	 delay      3
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/misc2/int04.gif
         frame      data/chars/misc2/int01.gif
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/cody/csel01.gif
	
anim follow3
	loop	1 1
	delay	1
	@cmd 	loader_check "HAGGAR"
	 delay      1
	 offset     100 250
         frame      data/chars/misc2/int01.gif
	 delay      3
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/misc2/int04.gif
         frame      data/chars/misc2/int01.gif
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/haggar/hsel01.gif

anim follow4
	loop	1 1
	delay	1
	@cmd 	loader_check "MAKI"
	 delay      1
	 offset     100 250
         frame      data/chars/misc2/int01.gif
	 delay      3
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/misc2/int04.gif
         frame      data/chars/misc2/int01.gif
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/maki/msel01.gif

anim follow5
	loop	1 1
	delay	1
	@cmd 	loader_check "ASTRO"
	 delay      1
	 offset     100 250
         frame      data/chars/misc2/int01.gif
	 delay      3
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/misc2/int04.gif
         frame      data/chars/misc2/int01.gif
         frame      data/chars/misc2/int02.gif
         frame      data/chars/misc2/int03.gif
         frame      data/chars/scorp/ssel01.gif
DATA/SCRIPTS/DREAMBOR.C

Code: Select all

#import "data/scripts/ripfire.c"
#import "data/scripts/keyall.c"
DATA/SCRIPTS/RIPFIRE.C

Code: Select all

#define OBC  openborconstant
#define GLV  getlocalvar
#define GPP  getplayerproperty
#define self GLV("self")

void changeme(char name)
{
		loadmodel(name,3);
		int PIndex = getentityproperty(self,"playerindex");
		changeplayerproperty(PIndex,"name",name);
		changeplayerproperty(PIndex,"lives", GPP(PIndex,"lives")+1);
		damageentity(self, self,999,1,OBC("ATK_NORMAL"));
}

DATA/SCRIPTS/KEYALL.C

Code: Select all

#define OBC  openborconstant
#define GLV  getlocalvar
#define GPP  getplayerproperty
#define self GLV("self")

void oncreate()
{
	getclearcount();
	SGV("list",array(5));
	void list = GGV("list");
	set(list,0,"GUY");
	set(list,1,"CODY");
	set(list,2,"HAGGAR");
	set(list,3,"ASTRO");
	set(list,4,"MAKI");
	int i=0;
	for(i=0;i<size(list);i++)
	{
		SLV(get(list,i),0);
	}
}
More information in README.TXT

Download:
https://multiup.org/06f4745674875fbbcfd1e2ab82072852
wonderful work :)

New version now with vmu icon customize bmp
bandicam 2022-12-22 02-37-30-770.jpg

User avatar
Ian Micheal
Developer
Posts: 6291
Location: USA
Contact:

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Post by Ian Micheal »

7.2 low memory vmu icon bmp display added custom for your games.. No png or ogg support lean as it can be.

dont use this on cdr right now only gdemu
Attachments
bandicam 2022-12-22 02-37-30-770.jpg
dreambor[7.2]vmuicon[LM].rar
(515.25 KiB) Downloaded 129 times
Last edited by Ian Micheal on Thu Dec 22, 2022 1:51 pm, edited 1 time in total.

User avatar
k-do
BFG-10K
Posts: 207
Dreamcast Games you play Online: Quake 3 Arena

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Post by k-do »

Great!!! thank you Ian...

User avatar
Ian Micheal
Developer
Posts: 6291
Location: USA
Contact:

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Post by Ian Micheal »

k-do wrote:Great!!! thank you Ian...
This should work on Dreamshell unscramble the bin .. This is not for use on cdr only gdemu version.. Forgot to say that..

After 25 i can sort out the problems..This was using new dma read mode prolly why it cant work on serial port..

User avatar
k-do
BFG-10K
Posts: 207
Dreamcast Games you play Online: Quake 3 Arena

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Post by k-do »

I have made a unscramble 1ST_READ with binchecker but it doesnt work on Dreamshell. Its looks like sd card keeps trying to load forever, lights blink stop and blink again, over and over but no image on screen...


User avatar
k-do
BFG-10K
Posts: 207
Dreamcast Games you play Online: Quake 3 Arena

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Post by k-do »

Tried from HDD and had the same issue ....iam crazy to see it working with my game...

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