DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Ian Micheal
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Reload and free cache on redream cd emulator 36 sec
https://streamable.com/nbf8vr
Reload and free on Real dc hardware cdr 1m 46.
https://streamable.com/7jsa25
How gif movies work on Redream dc emulator smooth
https://streamable.com/3yz86y
How shit they run on cdr on a Real dreamcast
https://streamable.com/cwg5d9
Now look above see what things run like on a real cdr and machine..

working on this prolly ditch sdl all together and png
Png is taking more space the whole of SDL ffs and is super slow and using double memory
https://streamable.com/nbf8vr
Reload and free on Real dc hardware cdr 1m 46.
https://streamable.com/7jsa25
How gif movies work on Redream dc emulator smooth
https://streamable.com/3yz86y
How shit they run on cdr on a Real dreamcast
https://streamable.com/cwg5d9
Now look above see what things run like on a real cdr and machine..

working on this prolly ditch sdl all together and png
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mrneo240: Well you don't need all of libpng
[10:48 AM]mrneo240: Also it's a reference implementation
[10:48 AM]mrneo240: And it probably isn't built in a way it can easily be segmented by the linker so not surprising
[10:49 AM]mrneo240: Something like stb_image is more appropriate
[10:49 AM]mrneo240: Or even not using png since you can't even display png image data as is
[11:48 AM]kazade: Yeah my advice is to avoid png
[11:48 AM]kazade: It's ridiculously slow and memory consuming to load
- Ian Micheal
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- Posts: 6290
- Location: USA
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
What you did on your logo and use wave file works not using ogg or bor music format.. does not slow apirl saying dreamcast only..erifpiR wrote:Are good news? I will wait for an available version to test!
¿Son buenas noticias? ¡Esperaré una versión disponible para probarlo!
No idea what you did to the bin i released you use with eternal champions as it loads almost anything.. debug still my version of kos and release date..
- Ian Micheal
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- Posts: 6290
- Location: USA
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Pc openbor ram use only goes up used ramerifpiR wrote:Are good news? I will wait for an available version to test!
¿Son buenas noticias? ¡Esperaré una versión disponible para probarlo!
Code: Select all
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 6582272 Bytes
debug:nativeWidth, nativeHeight, bpp, Hz 1280, 720, 24, 59
OpenBoR v3.0 Build , Compile Date: Mar 17 2015
Game Selected: ./Paks/BOR.PAK
FileCaching System Init...... Disabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 320x240 (Mode: 0, Depth: 8 Bit)
Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 Done!
Timer init................... Done!
Initialize Sound..............
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'Cyclops' from data/chars/cyclops/cyclops.txt
Cacheing 'Psylocke' from data/chars/psylocke/psylocke.txt
Cacheing 'Wolverine' from data/chars/wolvy/wolvy.txt
Cacheing 'Rogue' from data/chars/rogue/rogue.txt
Cacheing 'Gambit' from data/chars/gambit/gambit.txt
Cacheing 'power' from data/chars/misc/power.txt
Cacheing 'Soul' from data/chars/misc/Soul.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'Mind' from data/chars/misc/Mind.txt
Cacheing 'Reality' from data/chars/misc/Reality.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'Fire' from data/chars/misc/fire.txt
Cacheing 'Box' from data/chars/misc/box.txt
Cacheing 'Crate' from data/chars/misc/crate.txt
Cacheing 'Trash' from data/chars/misc/trash.txt
Cacheing 'Table' from data/chars/misc/table.txt
Cacheing 'Fence' from data/chars/misc/fence.txt
Cacheing 'Drum' from data/chars/misc/drum.txt
Cacheing 'mill' from data/chars/misc/mill.txt
Cacheing 'BLACKIE' from data/chars/black/Blackie.txt
Cacheing 'Psylock' from data/chars/psylocke/psylock.txt
Cacheing 'onslt' from data/chars/onslt/onslt.txt
Cacheing 'polaris' from data/chars/polaris/polaris.txt
Cacheing 'havoc' from data/chars/havoc/havoc.txt
Cacheing 'deadpool' from data/chars/deadpool/deadpool.txt
Cacheing 'mystiqe' from data/chars/mystiqe/mystiqe.txt
Cacheing 'Magneto' from data/chars/Magneto/Magneto.txt
Cacheing 'Pyro' from data/chars/Pyro/Pyro.txt
Cacheing 'omega' from data/chars/omega/omega.txt
Cacheing 'Silver' from data/chars/Silver/Silver.txt
Cacheing 'Spiral' from data/chars/Spiral/Spiral.txt
Cacheing 'nimrod2' from data/chars/nimrod2/nimrod2.txt
Cacheing 'Jugger' from data/chars/Jugger/Jugger.txt
Cacheing 'Saber' from data/chars/Saber/Saber.txt
Cacheing 'space' from data/chars/misc/space.txt
Cacheing 'Knife' from data/chars/misc/knife.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'Steam' from data/chars/misc/steam.txt
Cacheing 'Steamer' from data/chars/misc/steamer.txt
Loading 'Flash' from data/chars/misc/flash.txt
Loading 'Cyclops' from data/chars/cyclops/cyclops.txt
Loading 'psylocke' from data/chars/psylocke/psylocke.txt
Loading 'Wolverine' from data/chars/wolvy/wolvy.txt
sound_load_sample can't load sample from file 'data/chars/rogue/fierce.wav'!
Loading 'rogue' from data/chars/rogue/rogue.txt
Loading 'Gambit' from data/chars/gambit/gambit.txt
Loading models............... Done!
Object engine init........... Done!
Input init...................
1 joystick(s) found!
XInput Controller #1 - 6 axes, 15 buttons, 0 hat(s)
Done!
Create blending tables....... Done!
Save settings so far........ Done!
Level Loading: 'data/levels/4aeasy.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 29286400 Bytes
WARNING: data/levels/4aeasy.txt tries to load a nonnumeric value at background, where a number is expected!
erroneus string: none
Loading '1up' from data/chars/misc/1up.txt
Loading 'Knife' from data/chars/misc/knife.txt
Loading 'Silver' from data/chars/Silver/Silver.txt
Loading 'Spiral' from data/chars/Spiral/Spiral.txt
Loading 'Crate' from data/chars/misc/crate.txt
Loading 'power' from data/chars/misc/power.txt
Loading 'nimrod2' from data/chars/nimrod2/nimrod2.txt
Loading 'omega' from data/chars/omega/omega.txt
Loading 'Polaris' from data/chars/polaris/polaris.txt
Loading 'havoc' from data/chars/havoc/havoc.txt
Loading 'deadpool' from data/chars/deadpool/deadpool.txt
Loading 'Mind' from data/chars/misc/Mind.txt
Loading 'Reality' from data/chars/misc/Reality.txt
Level Loaded: 'data/levels/4aeasy.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 32997376 Bytes
Total sprites mapped: 1087
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Lowest memory start up off support gone png support gone {should never be using png here} uses double the memory and zlib to decode using 2 buffers 500kb file =almost 2mb in system memory ..
OLD
NEW
old
new Yeah down to bytes saved now lol.. ditching SDL next..
low memory of the above.. almost 4mb shaved off the old one
856kb bin db ..NO png support no ogg support.. gif.pcx,bmp only no api needed baked in in.. Bor music only
Warning no png support it will crash loading any png file.. every file has to be a gif no ogg music bin = not scrambled so rename it 1st_read.bin to use for Dreamshell sd iso.. or place in old release..
Remember the game must have no png or ogg.. still vmu saving and rumble.. they take no memory there always there in kos..
OLD
Code: Select all
] DREAMBOR v6.8 Build IMRBETA 6.8, Compile Date: Nov 21 2021
[INFO] SH4 Total Ram: 16777216 Bytes
[INFO] SH4 Free Ram: 14397444 Bytes
[INFO] SH4 Used Ram: 2379772 Bytes
Code: Select all
[INFO] SH4 DREAMBOR v7.1 Build Lowmem, Compile Date: Nov 12 2022
[INFO] SH4 Total Ram: 16487316 Bytes
[INFO] SH4 Free Ram: 14689176 Bytes
[INFO] SH4 Used Ram: 1798140 Bytes
856kb bin db ..NO png support no ogg support.. gif.pcx,bmp only no api needed baked in in.. Bor music only
Warning no png support it will crash loading any png file.. every file has to be a gif no ogg music bin = not scrambled so rename it 1st_read.bin to use for Dreamshell sd iso.. or place in old release..
Remember the game must have no png or ogg.. still vmu saving and rumble.. they take no memory there always there in kos..
Last edited by Ian Micheal on Sat Nov 12, 2022 9:17 pm, edited 1 time in total.
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
This only for some games like i said no ogg no png it will crash if there is.. When i ditch sdl for video it be smaller use again..erifpiR wrote:Thank you, I will try this new engine reversion ... I will give you my opinion when I perform the tests with my new newly created script.
Gracias, probaré esta nueva reversión del motor ... Te daré mi opinión cuando realice las pruebas con mi nuevo script recién creado.
right now it has when you quit from inside a game full cache flush and reload.. SO if you have say og remix and battle any time you exit it will fully free and reload so no reboot is needed.. Problem as you have seen in the videos this is long time for a cdr user.. Not for gdemu or redream or sd card dreamshell serial port..
It's loading my 4 turtles games to included in TMNT collection on hardware .. Your testing will very ..
- Dakangel
- letterbomb
- Posts: 152
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
So for now there are 3 new variations of the last 7.1 dreambor:Ian Micheal wrote: This only for some games like i said no ogg no png it will crash if there is.. When i ditch sdl for video it be smaller use again..
right now it has when you quit from inside a game full cache flush and reload.. SO if you have say og remix and battle any time you exit it will fully free and reload so no reboot is needed.. Problem as you have seen in the videos this is long time for a cdr user.. Not for gdemu or redream or sd card dreamshell serial port..
It's loading my 4 turtles games to included in TMNT collection on hardware .. Your testing will very ..
7.1 lowmem (new compilation tool)
7.1 super lowmem (above + code optimizations) and
7.1 ultra lowmem (above + no png, no ogg support)
I will try the ultra low memory version with the rescue palooza game and my simple megaman x game; it will be a pain to convert all the png's to pcx but if it is necessary to gain speed and memory it will be done. (still at 16bits)
The cache reread every time you exit the game internally would be useful when used with the save to vmu option, because you could continue the game without restarting the console or exiting to the console menu°!!!!
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
i would use gif not pcx i have never tested as long as it's not png or ogg should have no problem..Dakangel wrote:So for now there are 3 new variations of the last 7.1 dreambor:Ian Micheal wrote: This only for some games like i said no ogg no png it will crash if there is.. When i ditch sdl for video it be smaller use again..
right now it has when you quit from inside a game full cache flush and reload.. SO if you have say og remix and battle any time you exit it will fully free and reload so no reboot is needed.. Problem as you have seen in the videos this is long time for a cdr user.. Not for gdemu or redream or sd card dreamshell serial port..
It's loading my 4 turtles games to included in TMNT collection on hardware .. Your testing will very ..
7.1 lowmem (new compilation tool)
7.1 super lowmem (above + code optimizations) and
7.1 ultra lowmem (above + no png, no ogg support)
I will try the ultra low memory version with the rescue palooza game and my simple megaman x game; it will be a pain to convert all the png's to pcx but if it is necessary to gain speed and memory it will be done. (still at 16bits)
The cache reread every time you exit the game internally would be useful when used with the save to vmu option, because you could continue the game without restarting the console or exiting to the console menu°!!!!
Just tested gif all image in 16 bit pal mode and it works..
You cant get above 20fps using 16bit colour mode .. only 8bit 256colour mode is 60fps..
I dont quite know why you want to use 65.000 colours at once..
the vengence of kyo 8 bit pal you can have many 256 colour pals changle per level..
https://streamable.com/8d8m2h
looks better above then AES neogeo or neogeo cd..
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