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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Posted: Mon Dec 19, 2022 3:50 pm
by Ian Micheal
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 ?

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Posted: Mon Dec 19, 2022 8:28 pm
by k-do
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.

‪‫‬‭‮ 

Posted: Thu Dec 22, 2022 2:05 am
by erifpiR
‪‫‬‭‮ 

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 2:39 am
by Ian Micheal
erifpiR wrote:
NEW DREAMBOR LOADER (V3) FOR FINAL FIGHT APOCALYPSE: 2ND EDITION [FINAL VERSION]
EXAMPLE:

DATA/MODELS.TXT

Code: Select all

load 	loader	  data/scripts/loader.c
DATA/SCRIPTS/LOADER.C

Code: 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/DREAMBOR.C

Code: Select all

#import "data/scripts/ripfire.c"
#import "data/scripts/keyall.c"
DATA/SCRIPTS/RIPFIRE.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.C

Code: 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);
	}
}
More information in README.TXT

Download:
https://multiup.org/06f4745674875fbbcfd1e2ab82072852
wonderful work :)

New version now with vmu icon customize bmp
bandicam 2022-12-22 02-37-30-770.jpg

Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 3:01 am
by Ian Micheal
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

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 5:39 am
by k-do
Great!!! thank you Ian...

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 1:53 pm
by Ian Micheal
k-do wrote:Great!!! thank you Ian...
This should work on Dreamshell unscramble the bin .. This is not for use on cdr only gdemu version.. Forgot to say that..

After 25 i can sort out the problems..This was using new dma read mode prolly why it cant work on serial port..

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 6:49 pm
by k-do
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...

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 7:41 pm
by Ian Micheal
dma read dont work on serial port.. this is dma read

Re: DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING

Posted: Thu Dec 22, 2022 8:03 pm
by k-do
Tried from HDD and had the same issue ....iam crazy to see it working with my game...