I know it works people playing it and show the vmu icon on tmnt collection along with my self.. all it is you need a vmu normal inserted..erifpiR wrote:I'll check, but when I made this crack I base myself on v7.1 (Normal) and remove all the additions from the original binary
Verificare, pero cuando hice este crack me base a la v7.1 (Normal) y retire todo los añadidos del binario original
DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
Only need this on root unpack and insert a vmu and it works been tested by 1000's lol Version in tmnt collection is only for short demos it uses to much ram using pak files only for small demos etc i needed it to load etc fast if you put a file 0000.000 it will be pushed to where it should be on a cdr be the fastest file to load on the disk..
But i did not have time to change the whole engine to 0000.000 to load data and all the games text files as well..
But i did not have time to change the whole engine to 0000.000 to load data and all the games text files as well..
- Attachments
-
Imr.rar
- (220 Bytes) Downloaded 119 times
- Dakangel
- letterbomb
- Posts: 152
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
Just ban him, he doesnt did anything more than a couple of Ian ' s dreambor hacked Versions.
Nothing important really.
Nothing important really.
- Dreamkazt
- blackout!
- Posts: 144
- Location: AguasCalientes, México
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
I think this video and link was deleted, I upload it in this link (the download is in the head of the title)GatorCountry wrote:GD, I missed Ripfire again. That ol' boy's a slippery one I tell yas.
Ima find you rip, and when I do I'll get those links son. I know yer reading. You can't help yerself. Rascally as hell ya're.
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
I have no idea why he constantly erasing items before leaving and doing various things. The user, not I, is responsible for adapting these games to dc in this work-in-progress project. Each game is simply a hack of an original PC game. I would like to see an original game created for DC.
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
Yeah that's a good start for sure.. Also make sure all levels load no memory free is possible .. What i mean is totaly memory must fit all levels at once..GatorCountry wrote:Ian Micheal wrote:I have no idea why he constantly erasing items before leaving and doing various things. The user, not I, is responsible for adapting these games to dc in this work-in-progress project. Each game is simply a hack of an original PC game. I would like to see an original game created for DC.
Just looking around a bit at how do-able that is for someone who doesn't know too much about how BOR works it looks like one would use the OpenBOR tutorials to learn how to make the games and simply keep in mind Dreamcast limitations?
.BOR audio instead of .WAV
GIF instead of PNG
256 colors for the whole game
Tiled backgrounds instead of full image backgrounds
But everything else would be do as the OpenBOR tutorials tell you?
For example, say I was to commit to a Knuckle game and wanted levels to be a bit more platformer than usual beat'em up levels. I would learn how to make those levels in OpenBOR tutorials, how collision, enemy movement, so on, works in OpenBOR tutorials and making sure it is Dreamcast ready would be more in making sure the assets meet Dreamcast limitations?
Last question, is there anything else I have not discovered that separates a Dreamcast BOR from PC BOR? Those four things, tiles, 256 palette, gifs, and bors is the full extent of what I have discovered.
- Dreamkazt
- blackout!
- Posts: 144
- Location: AguasCalientes, México
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
@GatorCountry
Tutorial for Sega DreamCast:
https://dcemulation.org/?title=OpenBORManual
Openbor Games Optimization:
https://www.youtube.com/watch?v=-2lrA8-sZM4
Ripfire Sprites v2.01 for DreamBOR:
https://mega.nz/folder/U2Il1T5Q#aj1Ybbs9y3cpzbSMnmZ8Qy
Minimizing memory usage from script:
https://www.chronocrash.com/forum/threa ... ript.2726/
Tutorial for Sega DreamCast:
https://dcemulation.org/?title=OpenBORManual
Openbor Games Optimization:
https://www.youtube.com/watch?v=-2lrA8-sZM4
Ripfire Sprites v2.01 for DreamBOR:
https://mega.nz/folder/U2Il1T5Q#aj1Ybbs9y3cpzbSMnmZ8Qy
Minimizing memory usage from script:
https://www.chronocrash.com/forum/threa ... ript.2726/
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
after using the script above you go from directive ensures that the script is only compiled and stored in memory once, instead of 113 times. And that's all! No further changes are needed. Just this one change brings the memory usage of Double Dragon Reloaded down from 118.6 MB to 52.5 MB, according to the Windows system monitor.Dreamkazt wrote:@GatorCountry
Tutorial for Sega DreamCast:
https://dcemulation.org/?title=OpenBORManual
Openbor Games Optimization:
https://www.youtube.com/watch?v=-2lrA8-sZM4
Ripfire Sprites v2.01 for DreamBOR:
https://mega.nz/folder/U2Il1T5Q#aj1Ybbs9y3cpzbSMnmZ8Qy
Minimizing memory usage from script:
https://www.chronocrash.com/forum/threa ... ript.2726/
Which on DC you have 13mb to give you an example..
The script engine is very, very bad at using memory. A compiled script takes far more memory than its source code. This i know and it never free's once compiled ..
- 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
Iam making a original BOR - DREAM BOR for Dreamcast, soon i'll show you the results so far. Btw i'll need some help Ian, i will PM you talk about it ok.Ian Micheal wrote:I have no idea why he constantly erasing items before leaving and doing various things. The user, not I, is responsible for adapting these games to dc in this work-in-progress project. Each game is simply a hack of an original PC game. I would like to see an original game created for DC.

- Attachments
-
- bor - 0020.png (19.1 KiB) Viewed 4064 times
-
- bor - 0016.png (16.98 KiB) Viewed 4064 times
-
- bor - 0015.png (19.19 KiB) Viewed 4064 times
Last edited by k-do on Sat Jan 07, 2023 11:14 pm, edited 1 time in total.
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
Yes i be happy to taylor the engine to things you need..k-do wrote:Iam making a original BOR - DREAM BOR for Dreamcast, soon i'll show you the results so far. Btw i'll need some help Ian, i will PM you talk about it ok.Ian Micheal wrote:I have no idea why he constantly erasing items before leaving and doing various things. The user, not I, is responsible for adapting these games to dc in this work-in-progress project. Each game is simply a hack of an original PC game. I would like to see an original game created for DC.
-
- Similar Topics
- Replies
- Views
- Last post