DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Dakangel
- letterbomb
- Posts: 152
Re: New Updated Openbor engine Game's posted
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?
@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?
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: New Updated Openbor engine Game's posted
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
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
- Dakangel
- letterbomb
- Posts: 152
Re: New Updated Openbor engine Game's posted
Is because it was implemented recently on OpenBOR v3.0 Build 6412, take a look:
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
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.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.
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
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: New Updated Openbor engine Game's posted
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 ..Dakangel wrote:Is because it was implemented recently on OpenBOR v3.0 Build 6412, take a look:
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.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.
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
-
- minority
- Posts: 68
- Dreamcast Games you play Online: no one
Re: New Updated Openbor engine Game's posted
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!
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!
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: New Updated Openbor engine Game's posted
Thank you RipfireRipfire 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...


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
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: New Updated Openbor engine Game's posted
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
================================================================================================================================== 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 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,
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
================================================================================================================================== 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 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,
- megavolt85
- Developer
- Posts: 2159
Re: New Updated Openbor engine Game's posted
Ian Micheal i'm look you use DMA_READ
it is fair for PIO, for DMA replace to
Code: Select all
#define GDROM_READBUFFER_P2 ((char*)((((int)gdrom_readbuffer)|0xA000001F)+1))
Code: Select all
#define GDROM_READBUFFER_P2 ((char*)(((((int)gdrom_readbuffer)|0x1F)+1)&0x0FFFFFFF))
-
- Similar Topics
- Replies
- Views
- Last post