DREAM BEATS OF RAGE 6.2 with Pc menu

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

Moderator: VasiliyRS

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

Ported Video FMV cutscenes
9
31%
Scale Rending
5
17%
Change's from new src ported down
15
52%
Total votes: 29

User avatar
Dakangel
lithium
Posts: 38

Re: New Updated Openbor engine Game's posted

Post#31 » Tue Jun 25, 2019 10:24 pm

I remember that webm consume a lot of cpu processing and cause trouble on dreamcast, maybe Ian video formats are a better option, unless im wrong.

@Ian Openbor music is loaded on the fly no affecting ram like sound files or graphics.
On a side question, can you help me to improve the snes4all emulator? i pretend to update it but not have toolchain to compile it, if you can help me.... thanks in advance.

@Ripfire can you share in a zip, rar ,7zip file those thankfully preserved source trees for all to investigate?

User avatar
Ian Micheal
Developer
Posts: 2042
Contact:

Re: New Updated Openbor engine Game's posted

Post#32 » Wed Jun 26, 2019 12:40 am

Yes i meant, the sound's and sprites, I was trying to write a example, as you would have to do an assest's check on each new part of the game , and unload it by hand. I dont think 4111 has this command.. Also using the pc version same 4111. using debug, you can see it using more and more ram with each level loaded. Like i said that's how this engine work's reading the code. You need a flag to unload sprite's and sound's on each model.. Now i was told 4111 has this flag to unload after each level. I dont see any doc's on what that flag is. i cant find any one using it on bor mod's on pc version. Every mod i try on the pc version act's the same as the dc. it's not releasing any assest or ram loading each level. check it on pc debug logs..

Snes4all need's the sdl i asked for in the forum. then i could compile it.

I cant hard, force in the code to unload or flush ram the engine,check's and protect's file's . If i hard code it almost no game's work. File's are loaded in a virtual cache. Now i have got the dc version loading data/ not pak's from the cd. this maybe useful.

Check 4111 pc debug turned on , it acts the same as the dc version

User avatar
Dakangel
lithium
Posts: 38

Re: New Updated Openbor engine Game's posted

Post#33 » Wed Jun 26, 2019 1:38 am

Is because it was implemented recently on OpenBOR v3.0 Build 6412, take a look:

written by msmalik681 on August 29, 2018, 08:52:56 AM

Added my first function to openbor. We already had loadmodel to load a cached model into memory but now I have added unload_model to remove a model from memory.

example usage: unload_model("model_name");

Be careful using these as you could end up using more memory if you are loading models more then once. From my tests this can not unload the first player model from memory.


In their forums, on engine releases are the links (im permabanned there so i cant add a direct link); they added a lot of functions throught the years and builds.

I cant find an emuforge clone repository ,i only found this who has a repository with 16 branches for sdl DreamcastSDK

I found this video codec, maybe can help in the future Dreamroq and the creator notes who did in 2011 Roq on dreamcast

User avatar
Ian Micheal
Developer
Posts: 2042
Contact:

Re: New Updated Openbor engine Game's posted

Post#34 » Wed Jun 26, 2019 9:49 am

Dakangel wrote:Is because it was implemented recently on OpenBOR v3.0 Build 6412, take a look:

written by msmalik681 on August 29, 2018, 08:52:56 AM

Added my first function to openbor. We already had loadmodel to load a cached model into memory but now I have added unload_model to remove a model from memory.

example usage: unload_model("model_name");

Be careful using these as you could end up using more memory if you are loading models more then once. From my tests this can not unload the first player model from memory.


In their forums, on engine releases are the links (im permabanned there so i cant add a direct link); they added a lot of functions throught the years and builds.

I cant find an emuforge clone repository ,i only found this who has a repository with 16 branches for sdl DreamcastSDK

I found this video codec, maybe can help in the future Dreamroq and the creator notes who did in 2011 Roq on dreamcast


Thank you for digging for all those. Roq lib i can compile but it never work's for me i get a black screen.. Log show's it's running and playing the file. It was using and older kos then i'm ..

Alexislight
lithium
Posts: 36

Re: New Updated Openbor engine Game's posted

Post#35 » Wed Jun 26, 2019 2:29 pm

hey man! thank you for the hard work.
With the version that you uploaded my Mod run in DC, not like version 37xx i was using and that in DC not boot.
You version run with more fps, in sprites and animated gif.
only one problem (reset) when press "back" in option menu--->video mode (i think)

Can you add optimization for mode 640 x 480 16 bit?

thanks again, man! you rocks!

Ripfire
stalker
Posts: 290

.

Post#36 » Wed Jun 26, 2019 9:06 pm

.
Last edited by Ripfire on Mon Feb 10, 2020 7:56 pm, edited 1 time in total.

User avatar
Ian Micheal
Developer
Posts: 2042
Contact:

Re: New Updated Openbor engine Game's posted

Post#37 » Wed Jun 26, 2019 9:31 pm

Ripfire wrote:Greetings, I leave part of the src files as promised, I hope I can help you in something. ;)

Openbor 2.XXX (Source Code)

I take the opportunity to announce the new version (3.01) of TMNT with great improvements... :twisted:


Thank you Ripfire :) I will be looking forward to your New TMNT :)

Here is a new beta with some file loading cache change's for speed..

https://drive.google.com/open?id=1iJTUM ... GevILp8aB0

Change's to cache list type's to use less memory . Also should be more stable

User avatar
Ian Micheal
Developer
Posts: 2042
Contact:

Re: New Updated Openbor engine Game's posted

Post#38 » Fri Jun 28, 2019 5:01 pm

Hi , new beta 3

You must have cd === root data folder video.txt force's cache off use's less memory, many more game's now load
Engine is now hacked to load forced video mode's hardcoded in video.c that work with video.txt

cd/ openbor.bin , Ip.bin bor.pak /data/video.txt

Beta 3 https://drive.google.com/open?id=1TqrMW ... jspD2OQMgf

640x480 forced full screen
==================================================================================================================================
video.txt
(46 Bytes) Downloaded 64 times
Add to cd/data/video.txt 320x240x16bit = 640x480 on some mod's
https://drive.google.com/open?id=1ZUsGH ... pRoVuYAveM

HI res Black Border 480x240 widescreen
=============================================================================================================================== Hires version
video.txt
(46 Bytes) Downloaded 68 times
Hi RES cd/data/video.txt 480x240 All Modes with Black Bars menu's and title will be small
https://drive.google.com/open?id=1TqrMW ... jspD2OQMgf
===============================================================================================================================
\

Thanks to IVAN GR.. with out his help testing this would not even work, aand Ripfire, dakangel

Thank's to
Hayden most of all

Black Aura ,
toastman,
APE,
OneThirty8,
Christuserloeser,
Warmtoe,
mankrip,wraggster,Moi,
Darc
,Skynet,
Jeeba Jabba,
DaMadFiddler,
melancholy,
Nico0020,
ace,
Ender,Butters,
speud,fragger
,GyroVorbis,
Storminator16,
az_bont,
Strapping Scherzo,
Kamjin,curt_grymala,Roofus,I.M. Weasel,LyonHrt,

Ripfire
stalker
Posts: 290

.

Post#39 » Sat Jun 29, 2019 1:37 am

.
Last edited by Ripfire on Mon Feb 10, 2020 7:56 pm, edited 1 time in total.

User avatar
megavolt85
Animated Violence
Posts: 501

Re: New Updated Openbor engine Game's posted

Post#40 » Sat Jun 29, 2019 9:42 am

Ian Micheal i'm look you use DMA_READ

Code: Select all

#define GDROM_READBUFFER_P2 ((char*)((((int)gdrom_readbuffer)|0xA000001F)+1))

it is fair for PIO, for DMA replace to

Code: Select all

#define GDROM_READBUFFER_P2 ((char*)(((((int)gdrom_readbuffer)|0x1F)+1)&0x0FFFFFFF))

  • Similar Topics
    Replies
    Views
    Last post

Return to “New Releases/Homebrew/Emulation”

Who is online

Users browsing this forum: No registered users