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Author Topic: Beats Of Rage  (Read 1445 times)

SlyBeast

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Beats Of Rage
« Reply #60 on: March 05, 2007, 08:23:00 AM »

QUOTE(SumolX @ Mar 1 2007, 02:47 PM) *

Fair enough!   (IMG:style_emoticons/default/cool.gif)
As soon as my chip comes in.... xbox will be my top priority!


Chip?  No softmod?
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Nemo1985X

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« Reply #61 on: March 07, 2007, 03:06:00 AM »

QUOTE(SlyBeast @ Mar 5 2007, 08:54 AM) *

Chip?  No softmod?


Might be a 1.6!  (IMG:style_emoticons/default/blink.gif)
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Kanyero

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« Reply #62 on: March 07, 2007, 03:36:00 AM »

QUOTE(Nemo1985X @ Mar 7 2007, 10:37 AM) *

Might be a 1.6!  (IMG:style_emoticons/default/blink.gif)



I have a 1.6 with softmod...
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SlyBeast

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« Reply #63 on: March 07, 2007, 02:44:00 PM »

QUOTE(Kanyero @ Mar 7 2007, 05:07 AM) *

I have a 1.6 with softmod...


As do I.

This post has been edited by SlyBeast: Mar 7 2007, 10:45 PM
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SumolX

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« Reply #64 on: March 15, 2007, 10:35:00 AM »

No.... I have a 1.0  and the reason I wanted a modchip was for the debug bios linking for development.  Probably can be done other ways but i wanted the easy route if there is such a thing.

But to be back on topic....


On my private branch I have everything running smoothly!  I did notice there was a few bugs that no-one had reported.... shame on you my fellow bor modders!  Like Intro, Scenes and some Cinematics are not being played properly.  Well I am investigating those issues.  Plus  I have finally merged the game library and it is now a shared source with the rest of the other platforms.  Trying to keep things as clean and portable as I can.  This will also make it easier to reproduce issues on other platforms as well.

Its been a tough road cleaning up OpenBoR on all platforms!  I still have to cleanup the XBoX platorm as there is soooooooooooooo much unecessary code and soooooooo much optimizations can still be done!!!!!  


Lastly, yesturday i was playing Final Fight Appocolypse 2nd -Ed.  and my question is that one of the mods that crash during in-game play as i made it to the to second level without any issues.  If so..... it would seem all the code clean up and bug fixing by uTunnels and myself are starting to pay off as we by accidently might of fixed this bug......(IMG:style_emoticons/default/smile.gif)

This post has been edited by SumolX: Mar 15 2007, 05:37 PM
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BonusJz

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« Reply #65 on: March 15, 2007, 03:37:00 PM »

Great - I waiting for release to see this optimization  love.gif
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robot3

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« Reply #66 on: March 15, 2007, 05:58:00 PM »

as always, keep up the great work with the newer xbox version
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SumolX

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« Reply #67 on: March 23, 2007, 10:29:00 PM »

QUOTE(BonusJz @ Mar 15 2007, 05:08 PM) *

Great - I waiting for release to see this optimization  (IMG:style_emoticons/default/love.gif)



There will be an official release this weekend that will contain all platforms!  Having the modchip/debug bios payed off as the in-game crashing is fixed!  Rock Stable!  Oh and fixed a few other bugs too.... and it seemed that some mods were running close to out of memory.  So now xbox uses sprite flipping technique that I ported from my PSP work.  

Now I have been busy with GP2X but now it is running stable, optimized and without issues.  Oh and I forgot to mention I ported over the SDL/Windows version to Linux and compiled it under RedHat in like < then 2 Minutes the port was up and running perfectly if there are any Linux users here.


Geeze I've ported/supporting way to many platforms....lol

PSP, Windows, Linux, Gp2x, Dreamcast, XBoX and Dos


Well stay tuned... for the release.

This post has been edited by SumolX: Mar 24 2007, 05:30 AM
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robot3

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« Reply #68 on: March 24, 2007, 08:50:00 AM »

And once again THANK YOU!! See you back over on lavalit
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SumolX

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« Reply #69 on: March 27, 2007, 09:01:00 AM »

Well there was no release this weekend.... But there is a bright side to not having a release......  I rewrote the Controller I/O code for XBoX.  Originally it was in pretty piss poor shape and I will leave it at that....   So I stripped it down back to the root XBoX calls and rewrote the damn thing and what do we have now.......

Full 4 Player support with Left Analog/D-Pad directional and 12 Button Configurable Support!  Oh and every controller will display its port "Joy 1 - Joy 4" when configuring so you don't get confused.

So.... this also fixed the intro and other startup issues.  I'd have to say the xbox port is starting to come along now but is still in the darkages compared to my ports (especially my golden nugget psp port).  But now that i've modded my xbox...  It will get there.... since i did spend money for a chip..... lol

Next step is to look into the audio/video code and probably rewrite those as well.

So its going to take a while.... as I would like to strip each I/O function back to its root because just looking at the code....  its just screaming for help!  So much unnecessary code for no reason...........



Not Sure if I will release an Official Build today or within the next few days....  But if you would like to try it out and get a copy you know where to reach me.

This post has been edited by SumolX: Mar 27 2007, 04:02 PM
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bdizzle3481

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« Reply #70 on: March 27, 2007, 10:24:00 AM »

Excellent work!!!!!!  Might we get some rumble support also???
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SumolX

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« Reply #71 on: March 27, 2007, 11:36:00 AM »

I was thinking of that.... why not... The dreamcast has it!  So should the xbox version!
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bdizzle3481

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« Reply #72 on: March 27, 2007, 04:00:00 PM »

beerchug.gif
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Nemo1985X

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« Reply #73 on: March 28, 2007, 03:06:00 PM »

Great news, Sumol'!  happy.gif
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SumolX

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« Reply #74 on: March 28, 2007, 11:38:00 PM »

Official Release v2.0691 is now out!  Just so you know please delete your old settings.sav since the redesign of the controller interface.  Oh and you are no longer limited to any hardcoded path...   But use all the included files in the distribution!




Here are the release notes from my site over at lavalit.com



Ladies and Gentlemen may i Introduce you to Official Release v2.0691

Please note that if you do repost this information on another site... do not change the contents of this post!  And also do link back to my site so that new comers can find more information about OpenBoR.

Well without further hesitation......

By SX:

1.  Dynamic Animation Frame Memory Manager (No more Frame Limits and Also reduces memory by HALF!!!)
2.  Memory utilizations in system options menu (shows how much memory is being utilized by your mod)
3.  Controller I/O interface redesigned for PSP (Thinking of wifi mulitplayer next on the list).
4.  XBoX now uses Sprite Flip Technique.
5.  XBoX now supports 4 Player Control.
6.  XBoX now stablilzed, no more random crashing!
7.  XBoX hardcoded paths removed default.xbe anywhere with the included folders!
8.  GP2X now RUNS!
9.  GP2X now uses Sprite Flip Technique.
10. GP2X now uses Filecaching for faster file loading.
11. GP2X now uses open2x dev environment.
12. GP2X now uses SDL Hardware acceleration
13. Unified Libraries for all platforms!
14. New LINUX platform Identical to Windows version took me a whole 2 minutes to port it!  

However the Linux platform is not included at the moment until i get to work since its the only place were i have a linux machine available..... But don't tell anybody.....


Delete settings.sav for both PSP and XBoX due to new controller layout!

New or Updated Commands

knife and playshotno can now both be used together!


Character's text file under command anim.

quakeframe:
--positive means old style quake.
--negative value means new style extreme quake.


Next 2 go under levels.txt

timeicon - is used as the lower layer for the countdown of the timer.  That means while the digits are counting down they are on top of this icon.  You modders can now draw a nice little box with the word time or something of the sorts instead of the default white box.

timeicon  path/to/icon.cfg  x y

bgicon - is used as the lowest layer.  That means its used for masking or whatever technique you choose.  Player(s) or Enemy(s) status will be placed over bgicon.

bgicon  path/to/icon.cfg  x y






By uTunnels:

1.  Script Engine!
2.  Free Command system removed since we have script engine!

New or Updated Commands

blockade as a spawn entry command refer to link:
http://www.lavalit.com/forum/index.php?top...3.msg265#msg265

blockade {position}
at {position}
It works in a direction-both level, set the left most edge.


And scrollz command:

scrollz {min} {max}
at {position}
This command sets min and max z autoscroll position, only works in direction-both/left/right levels.



Indivigual Palettes per level.
I've made some dynamic palette in each level.

That is, you can set up to 40 palettes in each level using command palette.

palette {path_to_a_act_file}
palette {path_to_a_act_file}
palette {path_to_a_act_file}
palette {path_to_a_act_file}
......

Similar to panels, they are indexed, 1st is 1, 2nd is 2, ...etc

You can use setpalette command as a spawn entry, that is

setpalette {index}
at {position}

set index to 0 will change back to normal palette.

I planned to add this command in frames, but I'd leave it to see if it can be easily done by scripting. If so, i think you can made some background effects by changing default palette in mid-level.


Bug Fixes:

1.  Enemies cant throw stars
2.  Unsummonframe kill the summoner.
3.  Enemies can run between walls even if there\'s no gap between them.
Adjust enemies/npcs\' speed while chasing, now they use normal speed.
New command maxwallheight {int} in levels.txt. Now players wont spawn onto a wall that is higher than that. It is default to 1000.
Hard checking for player spawn, so they won\'t spawn into holes even if the holes overlap.
4.  Bug Fixes to Attack functions.
5.  Air special is back!




By Tails:

1.  GP2X now uses mmuhack.
2.  nograb 2 on player to prevent him to grab any enemies or player.
3.  I will try to repair blockratio code(is the one that is doing the problem on block).
4.  Add all Darkbor features.
5.  Repaired weapons code, now it dont cut animation anymore.



If I'm missing anything my fellow dev's let me know so i can update this post.




You can grab OpenBoR-v2.0691.rar in the Engine Section from the Download Center!






This post has been edited by SumolX: Mar 29 2007, 06:40 AM
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