DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Ian Micheal
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
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 ?
If only normal is working are you using png or ogg ?
- k-do
- BFG-10K
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- Dreamcast Games you play Online: Quake 3 Arena
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
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.
- Ian Micheal
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
wonderful workerifpiR wrote:NEW DREAMBOR LOADER (V3) FOR FINAL FIGHT APOCALYPSE: 2ND EDITION [FINAL VERSION]EXAMPLE:
DATA/MODELS.TXTDATA/SCRIPTS/LOADER.CCode: Select all
load loader data/scripts/loader.c
DATA/SCRIPTS/DREAMBOR.CCode: 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/RIPFIRE.CCode: Select all
#import "data/scripts/ripfire.c" #import "data/scripts/keyall.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.CMore information in README.TXTCode: 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); } }
Download:
https://multiup.org/06f4745674875fbbcfd1e2ab82072852

New version now with vmu icon customize bmp
- Ian Micheal
- Developer
- Posts: 6291
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
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
dont use this on cdr right now only gdemu
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dreambor[7.2]vmuicon[LM].rar
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Last edited by Ian Micheal on Thu Dec 22, 2022 1:51 pm, edited 1 time in total.
- Ian Micheal
- Developer
- Posts: 6291
- Location: USA
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Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
This should work on Dreamshell unscramble the bin .. This is not for use on cdr only gdemu version.. Forgot to say that..k-do wrote:Great!!! thank you Ian...
After 25 i can sort out the problems..This was using new dma read mode prolly why it cant work on serial port..
- k-do
- BFG-10K
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- Dreamcast Games you play Online: Quake 3 Arena
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
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...
- Ian Micheal
- Developer
- Posts: 6291
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
dma read dont work on serial port.. this is dma read
- 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
Tried from HDD and had the same issue ....iam crazy to see it working with my game...
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