WIP Super ThunderCats: The Lost Eye of Thundera -BOR on DC

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dubcity
Resident Evil
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Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

DreamBOR wrote:
dubcity wrote:
cool. look forward to seeing it.
I leave you a video dessertainment about the project. I'm sorry I had a problem with the video capture, but the game goes over 60 fps.
Image
Te dejo un video desmostracion sobre el proyecto. Lo siento tuve problema con la capturadora video, pero el juego va sobre los 60 fps.
Looks good dreambor.

You said you did not change anything but your version skips the opening introduction scenes like shown here in this youtube video. the first 2:45 minutes of this video.

https://youtu.be/rcbshyD7WaU

This is the script for the intro.txt - 2 music .bor files + 6 motion files + title screen. This all originally equals 60mb. This is what I am trying to optimize or change to fit. Your intro doesn't have any of this.

Code: Select all

#	music		[path] [loop]		# BOR file to play
#	animation	[path] [x] [y]		# GIF animation to play
#	silence					# Stop music

music		data/scenes/intro1.BOR
animation	data/scenes/intro1.gif 0 0
animation	data/scenes/intro2.gif 0 0
animation	data/scenes/intro3.gif 0 0
animation	data/scenes/intro4.gif 0 0
music		data/scenes/title.BOR
animation	data/scenes/ingame1.gif 0 0
animation	data/scenes/ingame2.gif 0 0
animation	data/scenes/title.gif 0 0
silence
Are you moving this content to different section of the game?

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Dakangel
letterbomb
Posts: 152

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by Dakangel »

DreamBOR wrote: Remember, Krauser I think 2 versions, one for Windows-PC and the other for the PSP version, I use this last because the scrips were deleted and the media content is optimized.

Recuerda, Krauser creo 2 versiones, uno para PC-Windows y el Otro para la version de PSP, yo utilize este ultimo porque se elimino los scrips y se optimizo el contenido media.
Interesting version choice.
dubcity wrote: This is the script for the intro.txt (2 music .bor, 6 motion files, title screen)
This all originally equals 60mb, is what I am trying to optimize or change to fit

Code: Select all

 music		data/scenes/intro1.BOR
animation	data/scenes/intro1.gif 0 0
animation	data/scenes/intro2.gif 0 0
animation	data/scenes/intro3.gif 0 0
animation	data/scenes/intro4.gif 0 0
music		data/scenes/title.BOR
animation	data/scenes/ingame1.gif 0 0
animation	data/scenes/ingame2.gif 0 0
animation	data/scenes/title.gif 0 0
silence
You have various options to do it:

1.- A heavy optimization of the gifs palette colors to the minimum acceptable.
2.- Reducing the gifs resolution to half maintaining the original colors.
3.- Droping one every three frames from the animations maintaining the colors and resolution.
4.- A mix of the above for a maximum size reduction, sacrificing colors, resolution and frames.

I remember that the scenes played during the game are fly loaded when they are between stages only ocuping the size at the moment;
different from the ones spawned as objects which are loaded while you are playing.

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Ian Micheal
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Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by Ian Micheal »

If you invoke 16 bit pal in the video.txt you get maxim of 15 fps on hardware

example colourdepth 16bit

colourdepth 8bit = 60fps if optimized

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dubcity
Resident Evil
Posts: 1753

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

DreamBOR wrote: Remember, Krauser I think 2 versions, one for Windows-PC and the other for the PSP version, I use this last because the scrips were deleted and the media content is optimized.

Recuerda, Krauser creo 2 versiones, uno para PC-Windows y el Otro para la version de PSP, yo utilize este ultimo porque se elimino los scrips y se optimizo el contenido media.
I'm using PC version. PSP version links were dead on Krauser blog. There are OG Xbox and Wii versions too based on blog posts.

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Ian Micheal
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Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by Ian Micheal »

If it's just intro at start could always use my new Xvid player loader to load a skip-able xvid fmv of the intro that works fullspeed on hardware if thats wanted now not talking the slow ROQ

Just take a capture of the game intro running on pc openbor and i can converted it for the game to load skipp-able it load right to the menu fast of the game

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dubcity
Resident Evil
Posts: 1753

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

Dakangel wrote: You have various options to do it:

1.- A heavy optimization of the gifs palette colors to the minimum acceptable.
2.- Reducing the gifs resolution to half maintaining the original colors.
3.- Droping one every three frames from the animations maintaining the colors and resolution.
4.- A mix of the above for a maximum size reduction, sacrificing colors, resolution and frames.

I remember that the scenes played during the game are fly loaded when they are between stages only ocuping the size at the moment;
different from the ones spawned as objects which are loaded while you are playing.
All gifs are 320x240. I've chosen to drop every fourth frame. The resulting gif played faster. So I've slowed the speed of the resulting gif down to 60 percent playback to make it look very close to the original.

Here is intro1.gif (original) 2.68mb
Image

Here is intro1.gif (my optimized version) 2.02mb
Image

I have not tried to change or reduce the palette yet. I believe it is already 8 bit.

For the script I've taken out ingame1 and ingame2 since they are just gameplay clips. removing those got rid of 42mb. The intro1-4 clips are the story stuff. the remaing gifs and bor files equal 12.2mb.

Code: Select all

 music      data/scenes/intro1.BOR
animation   data/scenes/intro1.gif 0 0
animation   data/scenes/intro2.gif 0 0
animation   data/scenes/intro3.gif 0 0
animation   data/scenes/intro4.gif 0 0
music      data/scenes/title.BOR
animation   data/scenes/title.gif 0 0
silence
Last edited by dubcity on Sat Oct 09, 2021 7:01 am, edited 1 time in total.

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dubcity
Resident Evil
Posts: 1753

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

Ian Micheal wrote:If you invoke 16 bit pal in the video.txt you get maxim of 15 fps on hardware

example colourdepth 16bit

colourdepth 8bit = 60fps if optimized
I have video set to 8bit colourdepth and 320x240 resolution. Openbor manual says that pal.act files were used on older mods to have 8bit palette. 16 bit and 32 bit palette mods don't require this file.

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dubcity
Resident Evil
Posts: 1753

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

Ian Micheal wrote:If it's just intro at start could always use my new Xvid player loader to load a skip-able xvid fmv of the intro that works fullspeed on hardware if thats wanted now not talking the slow ROQ

Just take a capture of the game intro running on pc openbor and i can converted it for the game to load skipp-able it load right to the menu fast of the game
This is brilliant. If all else fails I will definitely do this.

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marchegiano
Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

That's SO interesting because I was actually thinking of doing ET myself once I got Tcats all sorted.

Super cool choice. Eternal Champions had a neat art style and color choices. I used to get my butt handed to me on the CD version of the original so much but I still loved playing it.

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marchegiano
Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.

Just want to make sure the code itself is fine. I'm pretty sure I have to try my cuts again or something else art related because that tend to be the case for me but to make absolutely sure can one of you verify that if I have panels correct this order would be fine

order abcdcdcccdcdccdccfcghijccjccjkjlfcfmgccggccggccggccgccgh

Of course I know youse can't tell me my sequence for me but if the panels are correct and the sequence is correct there should be nothing wrong with that line right? Could it be too long?

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