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

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

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

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

Post by Ian Micheal »

rjbr wrote:post the downloads of games compatible with retrodream v3 hd sata, for me to download and play, DREAMBOR
I dont have dreamshell and ide so no way for me to test and if i make it like above it will not work on cdr or gdemu..

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Dakangel
letterbomb
Posts: 152

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

Post by Dakangel »

Ian Micheal wrote:lower memory this load even more larger things
What's the difference between the lowmemory and the superlow memory versions?
I hope it doesn't mean the loss of the 16 and 32 bit color modes because I really liked that feature even if the games lose some fps using it.

Btw i really hope you can add the Tiled and Aseprite libraries to this engine sometime in the future to expand the functionality to create more extraordinary things without any sacrifice on performance.

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

Post by Ian Micheal »

Dakangel wrote:
Ian Micheal wrote:lower memory this load even more larger things
What's the difference between the lowmemory and the superlow memory versions?
I hope it doesn't mean the loss of the 16 and 32 bit color modes because I really liked that feature even if the games lose some fps using it.

Btw i really hope you can add the Tiled and Aseprite libraries to this engine sometime in the future to expand the functionality to create more extraordinary things without any sacrifice on performance.
Now they will always be there just not use-able for me course you can use them !!
Dreambor low mem Eternal champions
8bit pal looks fantastic done right

This game dont even start on normal DB

Normal on this game DB

Code: Select all

Loading 'shadmax' from data/chars/shadow/shadow/Shadmax.txt
Loading 'Flash' from data/chars/misc/flash/flash.txt
Loading 'Block' from data/chars/misc/block/block.txt
Requested sbrk_base 0x8d002000, was 0x8cfef000, diff 77824
kernel panic: out of memory; about to run over kernel stack
arch: aborting the system
Low memory

Code: Select all

Loading 'arrow2' from data/chars/misc/shadow/arrow2/arrow2.txt
Loading 'arrow3' from data/chars/misc/shadow/arrow3/arrow3.txt
Loading 'exp1' from data/chars/misc/exp1/exp1.txt
Loading 'smoke1' from data/chars/misc/smoke1/smoke1.txt
Loading 'rel5' from data/bgs/shadow/st22/rel5.txt

Loading models...............   Done!
Object engine init...........   Done!
Input init...................   Done!
Create blending tables.......   Done!
Save settings so far........    Done!
SO what's the change it works :)

check below
https://streamable.com/8ufpiv

Yeah megadrive has less colours people need to understand that's only 16 colour 8bit pal has 256 lol
can change the 8 bit pal on the fly per stage
Attachments
db super low7.1.rar
(689.3 KiB) Downloaded 114 times

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

Post by Ian Micheal »

Proper update is coming this was asked for POC wip You be able to chose which version when it boots etc.. :) so no wasted cdrs

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

Post by Dreamkazt »

@Ian Micheal That game is new, because I have the GBATEMP game and it is different :|
screenshot0.jpg
screenshot1.jpg
screenshot2.jpg
screenshot3.jpg
screenshot4.jpg

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

Post by Ian Micheal »

Dreamkazt wrote:@Ian Micheal That game is new, because I have the GBATEMP game and it is different :|

screenshot0.jpg screenshot1.jpg screenshot2.jpg screenshot3.jpg screenshot4.jpg
Yes i have new stuff lol or not released lol i have every game ripfire has ever released and more lol

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Anneris
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‪‫‬‭‮  

Post by Anneris »

‪‫‬‭‮  
Last edited by Anneris on Mon Jan 02, 2023 12:13 am, edited 1 time in total.
Image

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

Post by Ian Micheal »

Anneris wrote:
Ian Micheal wrote:I will be adding custom vmu icons for the proper release :) You can change your self..
:shock: :shock: :shock: :shock: how? tutorial, please... :o
Ian Micheal wrote:check below
https://streamable.com/8ufpiv
Image
https://gamesdb.launchbox-app.com/games/images/150565
You cant yet till the new release.. sadly time got away from me today ..48x32 bmp image you can make custom for each game and really make them complete..

all ogg music support will be removed for good it bloats the bin and takes memory off the dc port and slows fps .. Bor music format only from now on..

can lose up to 10 fps not converting music to bor music format so now ogg support is completely removed from now on in the next version since people dont listen :x

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Dakangel
letterbomb
Posts: 152

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

Post by Dakangel »

Ian Micheal wrote: 48x32 bmp image you can make custom for each game and really make them complete..

all ogg music support will be removed for good it bloats the bin and takes memory off the dc port and slows fps .. Bor music format only from now on..
Nice nice, vmu game icon for a complete Dreamcast experience! and using only the Bor format for music Is a good desition.

Btw in the snes and Megadrive the use of palletes Is different because they can display a fixed total number of colors at the same Time but each sprite can use their own palette (16 colors 4bit) from that fixed table.

In Openbor 8bit means an unique global palette for everything and that limits things like having the ability for changing colors for multiple characters and enemies at the same Time.

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

Post by Ian Micheal »

erifpiR wrote:
Ian Micheal wrote: all ogg music support will be removed for good it bloats the bin and takes memory off the dc port and slows fps .. Bor music format only from now on..

can lose up to 10 fps not converting music to bor music format so now ogg support is completely removed from now on in the next version since people dont listen :x
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x :evil: :x
Yes it causes framerate dip stutter every few steps :) I dont code for redream my freind lol. Ogg takes 20% sh4 cpu and spikes of 60% cpu plus uses main ram as buffer .. which we have nothing to waste openbor music is easy to convert and has 4% cpu time.. DO the math..

Taken out saving ram and framerate on a real Dreamcast not going to noticed this on redream crap
bandicam 2022-11-06 07-02-22-328.jpg
Ogg api baked in
bandicam 2022-11-06 07-17-53-574.jpg
Yes that's a big saving on Dreamcast over 300kb saved on every game on boot

You should not be using ogg music on Dreamcast in the first place ..

I can stop it loading on every Dreamcast emulator saying this
bandicam_2022-10-24_02-47-35-516 (1).jpg
I'm not coding for dc emulators so people can play these on redream but on a real machine ..

Course not going to lock out all dc emulators no use using formats that make the Dreamcast chug

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