Page 40 of 50
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
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
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...