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

Place for discussing homebrew games, development, new releases and emulation.

Moderators: pcwzrd13, deluxux, VasiliyRS

Poll: What improvement, do you want, to see the most ?

Ported Video FMV cutscenes
20
38%
Scale Rending
9
17%
Change's from new src ported down
24
45%
Total votes: 53

User avatar
Ian Micheal
Developer
Posts: 6005
Contact:

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

Post#391 » Mon Dec 19, 2022 3:50 pm

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 ?

User avatar
k-do
Doom
Posts: 192

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

Post#392 » Mon Dec 19, 2022 8:28 pm

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.

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post#393 » Thu Dec 22, 2022 2:05 am

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:16 am, edited 1 time in total.

User avatar
Ian Micheal
Developer
Posts: 6005
Contact:

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

Post#394 » Thu Dec 22, 2022 2:39 am

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

User avatar
Ian Micheal
Developer
Posts: 6005
Contact:

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

Post#395 » Thu Dec 22, 2022 3:01 am

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
Attachments
bandicam 2022-12-22 02-37-30-770.jpg
dreambor[7.2]vmuicon[LM].rar
(515.25 KiB) Downloaded 83 times
Last edited by Ian Micheal on Thu Dec 22, 2022 1:51 pm, edited 1 time in total.

User avatar
k-do
Doom
Posts: 192

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

Post#396 » Thu Dec 22, 2022 5:39 am

Great!!! thank you Ian...

User avatar
Ian Micheal
Developer
Posts: 6005
Contact:

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

Post#397 » Thu Dec 22, 2022 1:53 pm

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..

User avatar
k-do
Doom
Posts: 192

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

Post#398 » Thu Dec 22, 2022 6:49 pm

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...


User avatar
k-do
Doom
Posts: 192

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

Post#400 » Thu Dec 22, 2022 8:03 pm

Tried from HDD and had the same issue ....iam crazy to see it working with my game...

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