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Old 06 January 2018, 02:41   #221
grelbfarlk
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Quote:
Originally Posted by trixster View Post
Great work so far grelbfarlk! Interesting updates!
Nothing useful produced yet. I mean we already have better Doom, Snes, Genesis (if this next compile works) versions. It's all the new stuff which I've not had much luck with yet that I'm hoping for.

Further things that aren't useful, Jaguar Core compiled and it runs at about 1fps. In addition to it really wanting OpenGL support, it appears to be running at 32bpp color then converting down to 16bpp, which certainly doesn't help.

Even less useful, 3DO emulator core built, as soon as I figure out what format to put the files in I'll test that.
Still haven't figured out this timing issue.

Mame2003 core built too, at least this is one that should be easy to test which will probably not be fast enough to be useful as well.
Not useable but if the main timing issue ever gets fixed I could see it being playable. Here it is running Xmen vs Street Fighter and Street Fighter 3.
Ignore the CPU usage bar, it's more like 60% when actually "playing", taking the screenshot screws it up.



Last edited by grelbfarlk; 08 January 2018 at 03:56.
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Old 08 January 2018, 05:04   #222
grelbfarlk
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This thread:
http://eab.abime.net/showthread.php?t=88658
Reminded me I had this thing laying around. Untested, modplug and libtremor are not included since I haven't built them yet. Somebody try this and see if it works, if it does you owe me $40.

It does apparently work.
-no sound during intro animation
+in-game sound works
+joystick works with 4 buttons on controller
+2x Scaler works

I guess I'll have to add the missing stuff.
Missing stuff added, new version uploaded.

Last edited by grelbfarlk; 21 January 2018 at 03:21.
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Old 14 January 2018, 03:56   #223
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New version built with Altivec, with interesting results.

Not very interesting. But now it's so fast I can't control the menu to launch a game, some stuff like SNES and MAME2003 look to be much faster but now sound has turned into bleeps and burps. And without sound as a reference I don't really know how fast it is running.

Last edited by grelbfarlk; 15 January 2018 at 05:47.
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Old 21 January 2018, 03:23   #224
grelbfarlk
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"Finished" version of Reminiscence attached.

+Amiga Mod music works
+Joystick works
--scaler=0 has no scaling
--scaler=2 works ok, other scaler options cause sound in transitions to sound skip or buzz-it's not too bad with this setting.
+Super fancy Icon

With all this price has gone up to $41.

Attachment removed since it's up on Aminet and no one paid.

Last edited by grelbfarlk; Yesterday at 05:11.
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Old 21 January 2018, 10:23   #225
Hedeon
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Less fancy icon for readme is of the wrong type (tool instead of project).

Mod music seems off in fullscreen mode.
Using the keyboard in the menus (arrows) sometimes randomly selects stuff. Like enter was pressed..
How to select items in the menu with the joystick?
How to select something from the inventory?

Maybe I'm stupid, but more info could be put in the readme about this kind of stuff.

Nice job so far!

Last edited by Hedeon; 21 January 2018 at 10:42.
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Old 21 January 2018, 16:51   #226
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In-game hotkeys :

Arrow Keys move Conrad
Enter use the current inventory object
Shift talk / use / run / shoot
Escape display the options
Backspace display the inventory

Joy1 draw weapon
Joy2 shoot/run
Joy4 Inventory
Start will use the current item
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Old 21 January 2018, 18:34   #227
Hedeon
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Enter does not work for inventory items. I cannot use the holo cube for example.
So one button joysticks are out? hmm That would explain I cannot choose anything in the menu with my joystick.
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Old 21 January 2018, 18:50   #228
grelbfarlk
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Weird, keyboard works here, backspace to open inventory, backspace again to select your item, then hit enter to use it. Sometimes you might need to hold enter long enough for the action to complete.

Also --savedir=save (make a directory named save first). Forgot to do this in the archive.

Last edited by grelbfarlk; 21 January 2018 at 23:07.
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Old 27 January 2018, 05:13   #229
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Related to my "bounty" for some good WarpOS software in exchange for a Rapture G4, here's a list of the stuff Hedeon (mostly) has produced in the way of backend libs which might make these efforts more possible.
-SDL 1.2.14(with the better 1.2.6 GFX driver)
-SDL mixer
-SDL_image
-SDL_sound
-LibPNG
-LibJPEG
-LibTIFF
-LibOgg
-Libvorbis and enc
-Libmad
-Libmikmod
-Libmodplug
-LibLUA5.0
-Libiconv
-Libfreetype
-Libbz2
-Libz
-Libsmpeg
-Libmgl by Cowcat
-LibFlac
And a large portion of clib2 is integrated into Libcwos

Not to say all of it is 100% bug-free especially anything I touched but we've tested all of it to some extent.
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Old 28 January 2018, 02:24   #230
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Something new for people to test. Alpha 1 of Openbor for WOS.

Gamepad or other controls can be configured in the in-game menu.
Paks *might* still work but even with the smallest pak it was taking at least 10 minutes to load, so you'll want to extract them. With extracted paks it launches really pretty quick.

Also you can knife around with videopc.txt in /yourgamename/data/videopc.txt

Launch extracted pack as:
openbor.wos /nameofyourgame/data/

F10 Quits
Alt-Enter Switches Fullscreen
Enter=Start Game
A=Button 1
S=Button 2
D=Button 3
F=Button 4

Borpak.wos extractor:
Usage: borpak.wos [options] <file.PAK>

-d DIR files folder, default is the current
-b build a PAK from the files folder, default is extraction
-l list files without extracting
-p PAT extract only the files which contain PAT in their name

Packing doesn't seem to work.

Last edited by grelbfarlk; Yesterday at 03:43.
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Old 01 February 2018, 03:42   #231
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New version of OpenBOR, couple little tweaks, instead of mygame/data/ just use mygame/


I'll leave the other one up for a while in case it's actually less buggy than this version.

Tested with Asterix, Battletoads, CrisisEvil, Ghouls and Ghosts remix demo, Rael, Balance of power....

Haven't had much luck with other mods, especially the larger ones, tend to get cannot compile script at some point. Let me know if you find any good ones that work. 32-bit color Mods aren't recommended as our SDL has the wrong 32-bit mode I think.

Last edited by grelbfarlk; Yesterday at 03:43.
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Old 07 February 2018, 01:48   #232
grelbfarlk
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Trying to build Mini Metal Slug has some weird problem.
Now maybe this is silly since we can already run Metal Slug 1 in MAME and it plays just fine but, you know for fun.

Config program launches, set my inputs that's fine.
When trying to load the game however I get checksum errors on some of the data files.
gfx/sprdef.bin: Checksum error (calc: 5aec901e, read: c66870fb)
gfx/sprbuf.bin: Checksum error (calc: 62edae0b, read: ff5b245d)
gfx/sprpal.bin: Checksum error (calc: a4beb85e, read: 91cab553)
SprEndCapture(): malloc failed (gpSprFlipBuf)


Just trying to figure out why it crashes when loading the high scores file.

It works. Joystick direction does not work though.
Joystick works if calibrated first, but it crashes and throws a Sonnet exception anywhere between the first and second launches, but on the second or third launch it runs ok at 640x480 with scanlines. Going straight up to Aminet!

Here it is, I used Huno's datafiles, seems to work fine.
Attached Files
File Type: lha Minislug-wos.lha (482.8 KB, 3 views)

Last edited by grelbfarlk; Yesterday at 03:45.
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Old Yesterday, 03:45   #233
grelbfarlk
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Also slightly changed OpenBOR, max lines increased so perhaps some larger mods might work, though they probably won't.
Attached Files
File Type: lha OpenBOR-WOS.lha (608.6 KB, 4 views)
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