DREAM BEATS OF RAGE 7.2 With VMU ICON RUMBLEPACK AND VMU SAVING
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
replaces sin and cos tabled with small optimized embedded C
https://www.atwillys.de/content/cc/sine ... c/?lang=en
After tables replacement
Before tabled replacement
Using your older all files are gif still for TMNT
TMNT-THSH-REMIXED_V3-75
https://streamable.com/hqgn4i running on new low memory
https://www.atwillys.de/content/cc/sine ... c/?lang=en
After tables replacement
Before tabled replacement
Using your older all files are gif still for TMNT
TMNT-THSH-REMIXED_V3-75
https://streamable.com/hqgn4i running on new low memory
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dblow2.rar
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- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
- Dakangel
- letterbomb
- Posts: 152
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Because is one palette for all characters/panels/layers/background at the same time and the benefits of using 16bits is having separate palletes for each entity or panel.Ian Micheal wrote: 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..
looks better above then AES neogeo or neogeo cd..
You can have alternate colors for everyone and apply alternate pal effects for nice colors transitions.
Alternate pal for background animations "alternating palettes" and not sprites wasting less resources.
65.000 colors is in theory because you will need 253 entities/panels at the same time each with its own 256 color palette for that number without repeating any colour (253 x 256 = 64 768)
pcengine/snes/megadrive/neogeo used to use 16 colors (4bit) palettes for characters and stages and a fixed total number of 256 simultaneous colors to display at once in the screen.
16 entities/ bglayers X 16 colors each = 256 colors at once (16 x 16 = 256)
lastly im not a big beat em up fan, so i use the engine for other kind of games.
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Sadly max 20fps is it for converte that many colours all the time in software .. I get you can use it for other things like that 
If you stick to what they did on megadrive or amiga could get very good look at proper speed.. With more ram then they had and more sprites on screen.. Time it takes to convert is too much cpu power on this machine with out totaly rewrite using the gpu..

If you stick to what they did on megadrive or amiga could get very good look at proper speed.. With more ram then they had and more sprites on screen.. Time it takes to convert is too much cpu power on this machine with out totaly rewrite using the gpu..
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Thanks megavolt now bios reactvation back for dreamshell and sending on bba
skip reactivation if holly already unlocked
https://streamable.com/fp00w2 anyone wanted to to see speed and everything after all my space crunching and sin table replacing
skip reactivation if holly already unlocked
https://streamable.com/fp00w2 anyone wanted to to see speed and everything after all my space crunching and sin table replacing
Code: Select all
OUTPUT:> Total Ram: 16486612 Bytes
OUTPUT:> Free Ram: 7553240 Bytes
OUTPUT:> Used Ram: 8933372 Bytes
OUTPUT:> Total sprites mapped: 1183
OUTPUT:> Level Unloading: 'data/levels/gens/sc1-1.txt'
OUTPUT:> Total Ram: 16486612 Bytes
OUTPUT:> Free Ram: 7475416 Bytes
OUTPUT:> Used Ram: 9011196 Bytes
OUTPUT:> Done.
OUTPUT:> Total Ram: 16486612 Bytes
OUTPUT:> Free Ram: 7475416 Bytes
OUTPUT:> Used Ram: 9011196 Bytes
OUTPUT:> Unload 'Flash' ............done.
OUTPUT:> Unload 'fflash' ............done.
OUTPUT:> Unload 'lflash' ............done.
OUTPUT:> Unload 'splash' ............done.
OUTPUT:> Unload 'leo' ............done.
OUTPUT:> Unload 'Raph' ............done.
OUTPUT:> Unload 'Mikey' ............done.
OUTPUT:> Unload 'Don' ............done.
OUTPUT:> Unload 'po' ............done.
OUTPUT:> Unload 'po2' ............done.
OUTPUT:> Unload 'po3' ............done.
OUTPUT:> Unload 'FootAxe' ............done.
OUTPUT:> Unload 'Footha' ............done.
OUTPUT:> Unload 'footla' ............done.
OUTPUT:> Unload 'footgan' ............done.
OUTPUT:> Unload 'footsw' ............done.
OUTPUT:> Unload 'footbw' ............done.
OUTPUT:> Unload 'Footnu' ............done.
OUTPUT:> Unload 'lanca2' ............done.
OUTPUT:> Unload 'bow2' ............done.
OUTPUT:> Unload 'laser2' ............done.
OUTPUT:> Unload 'tiro' ............done.
OUTPUT:> Unload 'bueiro' ............done.
OUTPUT:> Unload 'buraco' ............done.
OUTPUT:> Unload 'pneu' ............done.
OUTPUT:> Unload 'saco' ............done.
OUTPUT:> Unload 'psho2' ............done.
OUTPUT:> Unload 'fish' ............done.
OUTPUT:> Unload 'prego' ............done.
OUTPUT:> Unload 'tirok' ............done.
OUTPUT:> Unload 'mao' ............done.
OUTPUT:> Unload 'buraco3' ............done.
OUTPUT:> Unload 'fade_in' ............done.
OUTPUT:> Unload 'foot1' ............done.
OUTPUT:> Unload 'hole' ............done.
OUTPUT:> Unload 'Mouser2' ............done.
OUTPUT:> Unload 'Mouser01' ............done.
OUTPUT:> Unload 'Mouser02' ............done.
OUTPUT:> Unload 'Mouser03' ............done.
OUTPUT:> Unload 'Mouser04' ............done.
OUTPUT:> Unload 'Mouser05' ............done.
OUTPUT:> Unload 'Mouser06' ............done.
OUTPUT:> Unload 'Mouser07' ............done.
OUTPUT:> Unload 'Robot' ............done.
OUTPUT:> Unload 'Robot2' ............done.
OUTPUT:> Loading sprites.............. Done!
OUTPUT:> Loading level order.......... Done!
OUTPUT:> Loading model constants...... Done!
OUTPUT:> Loading script settings...... Done!
OUTPUT:> Loading scripts.............. Done!
OUTPUT:> Loading models...............
OUTPUT:> Cacheing 'Flash' from data/chars/misc/flash.txt
OUTPUT:> Cacheing 'cFlash' from data/chars/misc/cflash.txt
OUTPUT:> Cacheing 'fFlash' from data/chars/misc/fflash.txt
OUTPUT:> Cacheing 'lflash' from data/chars/robot/lflash.txt
OUTPUT:> Cacheing 'splash' from data/chars/misc/agua/splash.txt
OUTPUT:> Cacheing 'leo' from data/chars/leo/leo.txt
OUTPUT:> Cacheing 'raph' from data/chars/raph/raph.txt
OUTPUT:> Cacheing 'mikey' from data/chars/mikey/mikey.txt
OUTPUT:> Cacheing 'don' from data/chars/don/don.txt
OUTPUT:> Cacheing 'ripfire' from data/chars/ripfire/ripfire.txt
OUTPUT:> Cacheing 'leo1' from data/chars/leo/leo1.txt
OUTPUT:> Cacheing 'raph1' from data/chars/raph/raph1.txt
OUTPUT:> Cacheing 'mikey1' from data/chars/mikey/mikey1.txt
OUTPUT:> Cacheing 'don1' from data/chars/don/don1.txt
OUTPUT:> Cacheing 'delay' from data/scripts/delay.txt
OUTPUT:> Cacheing 'victory1' from data/scripts/victory1.txt
OUTPUT:> Cacheing 'victory2' from data/scripts/victory2.txt
OUTPUT:> Cacheing 'victory3' from data/scripts/victory3.txt
OUTPUT:> Cacheing 'victory4' from data/scripts/victory4.txt
OUTPUT:> Cacheing 'po' from data/chars/misc/po.txt
OUTPUT:> Cacheing 'po2' from data/chars/misc/po2.txt
OUTPUT:> Cacheing 'po3' from data/chars/misc/po3.txt
OUTPUT:> Cacheing 'foo1' from data/bgs/remix/sc1-3/foo1.txt
OUTPUT:> Cacheing 'foo2' from data/bgs/remix/sc1-3/foo2.txt
OUTPUT:> Cacheing 'foo3' from data/bgs/remix/sc1-3/foo3.txt
OUTPUT:> Cacheing 'hydr' from data/chars/misc/hydr/hydr.txt
OUTPUT:> Cacheing 'hydr2' from data/chars/misc/hydr/hydr2.txt
OUTPUT:> Cacheing 'hydrsh' from data/chars/misc/hydr/hydrsh.txt
OUTPUT:> Cacheing 'luz' from data/chars/armas/luz.txt
OUTPUT:> Cacheing 'steam' from data/chars/misc/steam.txt
OUTPUT:> Cacheing 'steamer' from data/chars/misc/steamer.txt
OUTPUT:> Cacheing 'mul' from data/chars/misc/povo/mul.txt
OUTPUT:> Cacheing 'boy' from data/chars/misc/povo/boy.txt
OUTPUT:> Cacheing 'anao' from data/chars/misc/anao/anao.txt
OUTPUT:> Cacheing 'anao2' from data/chars/misc/anao/anao2.txt
OUTPUT:> Cacheing 'peixe' from data/chars/misc/peixe/peixe.txt
OUTPUT:> Cacheing 'peixe1' from data/chars/misc/peixe/peixe1.txt
OUTPUT:> Cacheing 'peixe2' from data/chars/misc/peixe/peixe2.txt
OUTPUT:> Cacheing 'ghost' from data/chars/misc/ghost/ghost.txt
OUTPUT:> Cacheing 'boo' from data/chars/misc/boo/boo.txt
OUTPUT:> Cacheing 'transp' from data/chars/rockst/transp.txt
OUTPUT:> Cacheing 'bat' from data/chars/misc/bat/bat.txt
OUTPUT:> Cacheing 'bat2' from data/chars/misc/bat/bat2.txt
OUTPUT:> Cacheing 'aranha' from data/chars/misc/aranha/aranha.txt
OUTPUT:> Cacheing 'bosf' from data/chars/misc/bosf/bosf.txt
OUTPUT:> Cacheing 'bosf1' from data/chars/misc/bosf/bosf1.txt
OUTPUT:> Cacheing 'bosf2' from data/chars/misc/bosf/bosf2.txt
OUTPUT:> Cacheing 'bosf3' from data/chars/misc/bosf/bosf3.txt
OUTPUT:> Cacheing 'bosf3' from data/chars/misc/bosf/bosf3.txt
OUTPUT:> Cacheing 'vict' from data/chars/misc/bosf/vict.txt
OUTPUT:> Cacheing 'tech_lights' from data/bgs/battle/vs2/tech_lights.txt
OUTPUT:> Cacheing 'tech_spheres' from data/bgs/battle/vs2/tech_spheres.txt
OUTPUT:> Cacheing 'tech_portal' from data/bgs/battle/vs2/tech_portal.txt
OUTPUT:> Cacheing 'bax' from data/chars/baxter/bax.txt
OUTPUT:> Cacheing 'beb' from data/chars/bebop/beb.txt
OUTPUT:> Cacheing 'rip' from data/chars/destru/rip.txt
OUTPUT:> Cacheing 'kra' from data/chars/krang/kra.txt
OUTPUT:> Cacheing 'let' from data/chars/letherhd/let.txt
OUTPUT:> Cacheing 'duo' from data/chars/rahzar/duo.txt
OUTPUT:> Cacheing 'roc' from data/chars/rockst/roc.txt
OUTPUT:> Cacheing 'sla' from data/chars/slash/sla.txt
OUTPUT:> Cacheing 'tat' from data/chars/tatsu/tat.txt
OUTPUT:> Cacheing 'h-s0' from data/chars/destructor/h-s0.txt
OUTPUT:> Cacheing 'k-a0' from data/chars/krang/k-a0.txt
OUTPUT:> Cacheing 'k-b0' from data/chars/krang/k-b0.txt
OUTPUT:> Cacheing 'l-a0' from data/chars/letherhd/l-a0.txt
OUTPUT:> Cacheing 'l-b0' from data/chars/letherhd/l-b0.txt
OUTPUT:> Cacheing 'r-a0' from data/chars/rockst/r-a0.txt
OUTPUT:> Cacheing 'r-b0' from data/chars/rockst/r-b0.txt
OUTPUT:> Cacheing 's-a0' from data/chars/stockman/s-a0.txt
OUTPUT:> Cacheing 's-b0' from data/chars/stockman/s-b0.txt
OUTPUT:> Cacheing 't-a0' from data/chars/tatsu/t-a0.txt
OUTPUT:> Cacheing 't-b0' from data/chars/tatsu/t-b0.txt
OUTPUT:> Cacheing 'foot' from data/chars/foot/foot.txt
OUTPUT:> Cacheing 'foot1' from data/chars/foot/foot1.txt
OUTPUT:> Cacheing 'footaxe' from data/chars/foot/footaxe.txt
OUTPUT:> Cacheing 'footha' from data/chars/foot/footha.txt
OUTPUT:> Cacheing 'footla' from data/chars/foot/footla.txt
OUTPUT:> Cacheing 'foot2' from data/chars/foot/foot2.txt
OUTPUT:> Cacheing 'foot3' from data/chars/foot/foot3.txt
OUTPUT:> Cacheing 'footgan' from data/chars/foot/footgan.txt
OUTPUT:> Cacheing 'foot4' from data/chars/foot/foot4.txt
OUTPUT:> Cacheing 'footsw' from data/chars/foot/footsw.txt
OUTPUT:> Cacheing 'foot5' from data/chars/foot/foot5.txt
OUTPUT:> Cacheing 'footbw' from data/chars/foot/footbw.txt
OUTPUT:> Cacheing 'foot6' from data/chars/foot/foot6.txt
OUTPUT:> Cacheing 'footnu' from data/chars/foot/footnu.txt
OUTPUT:> Cacheing 'mouser01' from data/chars/mouser/mouser01.txt
OUTPUT:> Cacheing 'mouser02' from data/chars/mouser/mouser02.txt
OUTPUT:> Cacheing 'mouser03' from data/chars/mouser/mouser03.txt
OUTPUT:> Cacheing 'mouser04' from data/chars/mouser/mouser04.txt
OUTPUT:> Cacheing 'mouser05' from data/chars/mouser/mouser05.txt
OUTPUT:> Cacheing 'mouser06' from data/chars/mouser/mouser06.txt
OUTPUT:> Cacheing 'mouser07' from data/chars/mouser/mouser07.txt
OUTPUT:> Cacheing 'mouser2' from data/chars/mouser/mouser2.txt
OUTPUT:> Cacheing 'mouser3' from data/chars/mouser/mouser3.txt
OUTPUT:> Cacheing 'mouser31' from data/chars/mouser/mouser31.txt
OUTPUT:> Cacheing 'mouser32' from data/chars/mouser/mouser32.txt
OUTPUT:> Cacheing 'mouser33' from data/chars/mouser/mouser33.txt
OUTPUT:> Cacheing 'mouser34' from data/chars/mouser/mouser34.txt
OUTPUT:> Cacheing 'mouser35' from data/chars/mouser/mouser35.txt
OUTPUT:> Cacheing 'mouser36' from data/chars/mouser/mouser36.txt
OUTPUT:> Cacheing 'mouser37' from data/chars/mouser/mouser37.txt
OUTPUT:> Cacheing 'robot' from data/chars/robot/robot.txt
OUTPUT:> Cacheing 'robot2' from data/chars/robot/robot2.txt
OUTPUT:> Cacheing 'footsk' from data/chars/foot/foot1/footsk.txt
OUTPUT:> Cacheing 'footb' from data/chars/foot/footb.txt
OUTPUT:> Cacheing 'footbue' from data/chars/foot/footbue.txt
OUTPUT:> Cacheing 'footgra' from data/chars/foot/footgra.txt
OUTPUT:> Cacheing 'footpor' from data/chars/foot/footpor.txt
OUTPUT:> Cacheing 'footpor2' from data/chars/foot/footpor2.txt
OUTPUT:> Cacheing 'footpor3' from data/chars/foot/footpor3.txt
OUTPUT:> Cacheing 'footpor4' from data/chars/foot/footpor4.txt
OUTPUT:> Cacheing 'footpor5' from data/chars/foot/footpor5.txt
OUTPUT:> Cacheing 'footesc' from data/chars/foot/footesc.txt
OUTPUT:> Cacheing 'footsen' from data/chars/foot/footsen.txt
OUTPUT:> Cacheing 'footcer' from data/chars/foot/footcer.txt
OUTPUT:> Cacheing 'footked' from data/chars/foot/footked.txt
OUTPUT:> Cacheing 'footcor' from data/chars/foot/footcor.txt
OUTPUT:> Cacheing 'mouser4' from data/chars/mouser/mouser4.txt
OUTPUT:> Cacheing 'mouser41' from data/chars/mouser/mouser41.txt
OUTPUT:> Cacheing 'mouser42' from data/chars/mouser/mouser42.txt
OUTPUT:> Cacheing 'mouser43' from data/chars/mouser/mouser43.txt
OUTPUT:> Cacheing 'mouser44' from data/chars/mouser/mouser44.txt
OUTPUT:> Cacheing 'mouser45' from data/chars/mouser/mouser45.txt
OUTPUT:> Cacheing 'mouser46' from data/chars/mouser/mouser46.txt
OUTPUT:> Cacheing 'mouser47' from data/chars/mouser/mouser47.txt
OUTPUT:> Cacheing 'cementman' from data/chars/cementman/cementman.txt
OUTPUT:> Cacheing 'poca' from data/chars/misc/agua/poca.txt
OUTPUT:> Cacheing 'poca2' from data/chars/misc/agua/poca2.txt
OUTPUT:> Cacheing 'footpei' from data/chars/foot/footpei.txt
OUTPUT:> Cacheing 'footufo' from data/chars/foot/footufo/footufo.txt
OUTPUT:> Cacheing 'stone' from data/chars/stone/stone.txt
OUTPUT:> Cacheing 'mouel01' from data/chars/mouser/mouel01.txt
OUTPUT:> Cacheing 'mouel02' from data/chars/mouser/mouel02.txt
OUTPUT:> Cacheing 'mouel03' from data/chars/mouser/mouel03.txt
OUTPUT:> Cacheing 'mouel04' from data/chars/mouser/mouel04.txt
OUTPUT:> Cacheing 'mouel05' from data/chars/mouser/mouel05.txt
OUTPUT:> Cacheing 'mouel06' from data/chars/mouser/mouel06.txt
OUTPUT:> Cacheing 'mouel07' from data/chars/mouser/mouel07.txt
OUTPUT:> Cacheing 'clone' from data/chars/destru/clone.txt
OUTPUT:> Cacheing 'heli2' from data/chars/heli/heli2.txt
OUTPUT:> Cacheing 'heli' from data/chars/heli/heli.txt
OUTPUT:> Cacheing 'hshtfl' from data/chars/heli/hshtfl.txt
OUTPUT:> Cacheing 'hbomb' from data/chars/heli/hbomb.txt
OUTPUT:> Cacheing 'hbomb2' from data/chars/heli/hbomb2.txt
OUTPUT:> Cacheing 'wybufl' from data/chars/misc/wybu/wybufl.txt
OUTPUT:> Cacheing 'wybu' from data/chars/misc/wybu/wybu.txt
OUTPUT:> Cacheing 'wybu1' from data/chars/misc/wybu/wybu1.txt
OUTPUT:> Cacheing 'wybu2' from data/chars/misc/wybu/wybu2.txt
OUTPUT:> Cacheing 'wybu3' from data/chars/misc/wybu/wybu3.txt
OUTPUT:> Cacheing 'wybua' from data/chars/misc/wybu/wybua.txt
OUTPUT:> Cacheing 'wybub' from data/chars/misc/wybu/wybub.txt
OUTPUT:> Cacheing 'wybuc' from data/chars/misc/wybu/wybuc.txt
OUTPUT:> Cacheing 'axe' from data/chars/armas/axe.txt
OUTPUT:> Cacheing 'hamm' from data/chars/armas/hamm.txt
OUTPUT:> Cacheing 'lanca' from data/chars/armas/lanca.txt
OUTPUT:> Cacheing 'lanca2' from data/chars/armas/lanca2.txt
OUTPUT:> Cacheing 'gan' from data/chars/armas/gan.txt
OUTPUT:> Cacheing 'sword' from data/chars/armas/sword.txt
OUTPUT:> Cacheing 'bow' from data/chars/armas/bow.txt
OUTPUT:> Cacheing 'bow2' from data/chars/armas/bow2.txt
OUTPUT:> Cacheing 'nunch' from data/chars/armas/nunch.txt
OUTPUT:> Cacheing 'laser2' from data/chars/armas/laser2.txt
OUTPUT:> Cacheing 'tiro' from data/chars/armas/tiro.txt
OUTPUT:> Cacheing 'bueiro' from data/chars/armas/bueiro.txt
OUTPUT:> Cacheing 'buraco' from data/chars/armas/buraco.txt
OUTPUT:> Cacheing 'pneu' from data/chars/armas/pneu.txt
OUTPUT:> Cacheing 'vazio' from data/chars/armas/vazio.txt
OUTPUT:> Cacheing 'saco' from data/chars/armas/saco.txt
OUTPUT:> Cacheing 'vazio2' from data/chars/armas/vazio2.txt
OUTPUT:> Cacheing 'psho2' from data/chars/bebop/shot/psho2.txt
OUTPUT:> Cacheing 'pinho' from data/chars/armas/pinho.txt
OUTPUT:> Cacheing 'fish' from data/chars/armas/fish.txt
OUTPUT:> Cacheing 'prego' from data/chars/armas/prego.txt
OUTPUT:> Cacheing 'vazio3' from data/chars/armas/vazio3.txt
OUTPUT:> Cacheing 'pedra' from data/chars/armas/pedra.txt
OUTPUT:> Cacheing 'canhao' from data/chars/armas/canhao.txt
OUTPUT:> Cacheing 'canhao2' from data/chars/armas/canhao2.txt
OUTPUT:> Cacheing 'canhao3' from data/chars/armas/canhao3.txt
OUTPUT:> Cacheing 'shock1' from data/chars/armas/shock1.txt
OUTPUT:> Cacheing 'shock2' from data/chars/armas/shock2.txt
OUTPUT:> Cacheing 'shock3' from data/chars/armas/shock3.txt
OUTPUT:> Cacheing 'shock4' from data/chars/armas/shock4.txt
OUTPUT:> Cacheing 'shock5' from data/chars/armas/shock5.txt
OUTPUT:> Cacheing 'shock6' from data/chars/armas/shock6.txt
OUTPUT:> Cacheing 'shock7' from data/chars/armas/shock7.txt
OUTPUT:> Cacheing 'shock8' from data/chars/armas/shock8.txt
OUTPUT:> Cacheing 'tirok' from data/chars/krang/tirok.txt
OUTPUT:> Cacheing 'mao' from data/chars/destru/mao.txt
OUTPUT:> Cacheing 'raiot' from data/chars/armas/raiot.txt
OUTPUT:> Cacheing 'raiot2' from data/chars/armas/raiot2.txt
OUTPUT:> Cacheing 'raiot3' from data/chars/armas/raiot3.txt
OUTPUT:> Cacheing 'raiot4' from data/chars/armas/raiot4.txt
OUTPUT:> Cacheing 'raiot5' from data/chars/armas/raiot5.txt
OUTPUT:> Cacheing 'raiot6' from data/chars/armas/raiot6.txt
OUTPUT:> Cacheing 'buraco3' from data/chars/armas/buraco3.txt
OUTPUT:> Cacheing 'buraco2' from data/bgs/remix/sc1-3/buraco2.txt
OUTPUT:> Cacheing 'baxter' from data/chars/baxter/baxter.txt
OUTPUT:> Cacheing 'bebop' from data/chars/bebop/bebop.txt
OUTPUT:> Cacheing 'slash' from data/chars/slash/slash.txt
OUTPUT:> Cacheing 'blag' from data/chars/blag/blag.txt
OUTPUT:> Cacheing 'rockst' from data/chars/rockst/rockst.txt
OUTPUT:> Cacheing 'rahzar' from data/chars/rahzar/rahzar.txt
OUTPUT:> Cacheing 'tokka' from data/chars/tokka/tokka.txt
OUTPUT:> Cacheing 'krang' from data/chars/krang/krang.txt
OUTPUT:> Cacheing 'luzd' from data/chars/destru/luzd.txt
OUTPUT:> Cacheing 'destru' from data/chars/destru/destru.txt
OUTPUT:> Cacheing 'tw' from data/chars/tatsu/tw.txt
OUTPUT:> Cacheing 'tatsu' from data/chars/tatsu/tatsu.txt
OUTPUT:> Cacheing 'letherhd' from data/chars/letherhd/letherhd.txt
OUTPUT:> Cacheing 'ltknf' from data/chars/letherhd/ltknf.txt
OUTPUT:> Cacheing 'rak' from data/chars/letherhd/rak.txt
OUTPUT:> Cacheing 'wat' from data/chars/letherhd/wat.txt
OUTPUT:> Cacheing 'wat2' from data/chars/letherhd/wat2.txt
OUTPUT:> Cacheing 'wat3' from data/chars/letherhd/wat3.txt
OUTPUT:> Cacheing 'wat4' from data/chars/letherhd/wat4.txt
OUTPUT:> Cacheing 'RatKing' from data/chars/ratking/ratking.txt
OUTPUT:> Cacheing 'rtkng' from data/chars/ratking/rtkng.txt
OUTPUT:> Cacheing 'rtrok2' from data/chars/ratking/rtrok2.txt
OUTPUT:> Cacheing 'stockman' from data/chars/stockman/stockman.txt
OUTPUT:> Cacheing 'debug_mouser' from data/chars/stockman/mouser/debug_mouser.txt
OUTPUT:> Cacheing 'pizza' from data/chars/armas/pizza.txt
OUTPUT:> Cacheing '1up' from data/chars/armas/1up.txt
OUTPUT:> Cacheing 'boom02' from data/chars/misc/boom/boom02.txt
OUTPUT:> Cacheing 'boom02b' from data/chars/misc/boom/boom02b.txt
OUTPUT:> Cacheing 'boom01' from data/chars/misc/boom/boom01.txt
OUTPUT:> Cacheing 'intro_in' from data/chars/misc/intro/intro_in.txt
OUTPUT:> Cacheing 'intro_out' from data/chars/misc/intro/intro_out.txt
OUTPUT:> Cacheing 'intro_s1c' from data/chars/misc/scenes/intro_s1c.txt
OUTPUT:> Cacheing 'intro_s2c' from data/chars/misc/scenes/intro_s2c.txt
OUTPUT:> Cacheing 'intro_s3c' from data/chars/misc/scenes/intro_s3c.txt
OUTPUT:> Cacheing 'intro_s4c' from data/chars/misc/scenes/intro_s4c.txt
OUTPUT:> Cacheing 'intro_s5c' from data/chars/misc/scenes/intro_s5c.txt
OUTPUT:> Cacheing 'fade_in' from data/chars/misc/fade/fade_in.txt
OUTPUT:> Cacheing 'fade_out' from data/chars/misc/fade/fade_out.txt
OUTPUT:> Cacheing 'fade_s1c' from data/chars/misc/scenes/fade_s1c.txt
OUTPUT:> Cacheing 'fade_s2c' from data/chars/misc/scenes/fade_s2c.txt
OUTPUT:> Cacheing 'fade_s3c' from data/chars/misc/scenes/fade_s3c.txt
OUTPUT:> Cacheing 'fade_s4c' from data/chars/misc/scenes/fade_s4c.txt
OUTPUT:> Cacheing 'fade_s5c' from data/chars/misc/scenes/fade_s5c.txt
OUTPUT:> Cacheing 'hole' from data/chars/misc/hole/hole.txt
OUTPUT:> Cacheing 'foo1' from data/bgs/gens/sc1-2/foo1.txt
OUTPUT:> Cacheing 'foo2' from data/bgs/gens/sc1-2/foo2.txt
OUTPUT:> Cacheing 'foo3' from data/bgs/gens/sc1-2/foo3.txt
OUTPUT:> Cacheing 'acbpl01' from data/bgs/gens/sc1-2/acbpl01.txt
OUTPUT:> Cacheing 'acbpl02' from data/bgs/gens/sc1-2/acbpl02.txt
OUTPUT:> Cacheing 'cb01' from data/bgs/gens/sc1-2/cb01.txt
OUTPUT:> Cacheing 'hydrant' from data/chars/misc/hydrant/hydrant.txt
OUTPUT:> Cacheing 'hcap' from data/chars/misc/hydrant/hcap.txt
OUTPUT:> Cacheing 'hcapb' from data/chars/misc/hydrant/hcapb.txt
OUTPUT:> Cacheing 'tdoor' from data/chars/misc/tdoor/tdoor.txt
OUTPUT:> Cacheing 'neve' from data/chars/misc/neve/neve.txt
OUTPUT:> Cacheing 'wfl' from data/chars/misc/wfl/wfl.txt
OUTPUT:> Cacheing 'obs001' from data/chars/misc/obs/obs001.txt
OUTPUT:> Cacheing 'obs002' from data/chars/misc/obs/obs002.txt
OUTPUT:> Cacheing 'obs003' from data/chars/misc/obs/obs003.txt
OUTPUT:> Cacheing 'obs004' from data/chars/misc/obs/obs004.txt
OUTPUT:> Cacheing 'raio' from data/chars/misc/raio/raio.txt
OUTPUT:> Cacheing 'preto' from data/chars/misc/preto/preto.txt
OUTPUT:> Cacheing 'rain' from data/chars/misc/rain/rain.txt
OUTPUT:> Cacheing 'rain2' from data/chars/misc/rain2/rain2.txt
OUTPUT:> Cacheing 'rain3' from data/chars/misc/rain3/rain3.txt
OUTPUT:> Cacheing 'treme' from data/chars/misc/treme/treme.txt
OUTPUT:> Cacheing 'preto14' from data/chars/misc/preto14/preto14.txt
OUTPUT:> Cacheing 'gra' from data/bgs/gens/sc5-1/gra.txt
OUTPUT:> Cacheing 'grb' from data/bgs/gens/sc5-1/grb.txt
OUTPUT:> Cacheing 'grc' from data/bgs/gens/sc5-1/grc.txt
OUTPUT:> Cacheing 'la' from data/bgs/gens/sc5-1/la.txt
OUTPUT:> Cacheing 'pa1' from data/bgs/gens/sc5-1/pa1.txt
OUTPUT:> Cacheing 'pa2' from data/bgs/gens/sc5-1/pa2.txt
OUTPUT:> Cacheing 'pa3' from data/bgs/gens/sc5-1/pa3.txt
OUTPUT:> Cacheing 'pa4' from data/bgs/gens/sc5-1/pa4.txt
OUTPUT:> Cacheing 'pa5' from data/bgs/gens/sc5-1/pa5.txt
OUTPUT:> Cacheing 'pa6' from data/bgs/gens/sc5-1/pa6.txt
OUTPUT:> Cacheing 'pa7' from data/bgs/gens/sc5-1/pa7.txt
OUTPUT:> Cacheing 'porta' from data/bgs/gens/sc5-1/porta.txt
OUTPUT:> Cacheing 'sh' from data/bgs/gens/sc5-1/sh.txt
OUTPUT:> Cacheing 'platf' from data/bgs/gens/sc5-2/platf.txt
OUTPUT:> Cacheing 'pea' from data/bgs/gens/sc5-3/pea.txt
OUTPUT:> Cacheing 'peb' from data/bgs/gens/sc5-3/peb.txt
OUTPUT:> Cacheing 'pec' from data/bgs/gens/sc5-3/pec.txt
OUTPUT:> Cacheing 'ped' from data/bgs/gens/sc5-3/ped.txt
OUTPUT:> Cacheing 'por' from data/bgs/gens/sc5-3/porta/por.txt
OUTPUT:> Cacheing 'por2' from data/bgs/gens/sc5-3/porta/por2.txt
OUTPUT:> Cacheing 'final' from data/bgs/battle/vs3/final.txt
OUTPUT:> Cacheing 'finalmrg' from data/bgs/battle/vs3/finalmrg.txt
OUTPUT:> Cacheing 'versus' from data/chars/misc/versus.txt
OUTPUT:> Cacheing 'welcome' from data/chars/misc/welcome.txt
OUTPUT:> Cacheing 'winner' from data/chars/misc/winner.txt
OUTPUT:> Cacheing 'bonus' from data/chars/misc/bonus.txt
OUTPUT:> Cacheing 'car01' from data/chars/misc/car/car01.txt
OUTPUT:> Cacheing 'car01b' from data/chars/misc/car/car01b.txt
OUTPUT:> Cacheing 'car02' from data/chars/misc/car/car02.txt
OUTPUT:> Cacheing 'car02b' from data/chars/misc/car/car02b.txt
OUTPUT:> Cacheing 'car03' from data/chars/misc/car/car03.txt
OUTPUT:> Cacheing 'car03b' from data/chars/misc/car/car03b.txt
OUTPUT:> Cacheing 'car04' from data/chars/misc/car/car04.txt
OUTPUT:> Cacheing 'car04b' from data/chars/misc/car/car04b.txt
OUTPUT:> Cacheing 'bonust' from data/chars/misc/car/bonust.txt
OUTPUT:> Cacheing 'perfect' from data/chars/misc/car/perfect.txt
OUTPUT:> Loading 'Flash' from data/chars/misc/flash.txt
OUTPUT:> Loading 'fflash' from data/chars/misc/fflash.txt
OUTPUT:> Loading 'lflash' from data/chars/robot/lflash.txt
OUTPUT:> Loading 'splash' from data/chars/misc/agua/splash.txt
OUTPUT:> Loading 'leo' from data/chars/leo/leo.txt
OUTPUT:> Loading 'Raph' from data/chars/raph/raph.txt
OUTPUT:> Loading 'Mikey' from data/chars/mikey/mikey.txt
OUTPUT:> Loading 'Don' from data/chars/don/don.txt
OUTPUT:> Loading 'po' from data/chars/misc/po.txt
OUTPUT:> Loading 'po2' from data/chars/misc/po2.txt
OUTPUT:> Loading 'po3' from data/chars/misc/po3.txt
OUTPUT:> Loading 'FootAxe' from data/chars/foot/footaxe.txt
OUTPUT:> Loading 'Footha' from data/chars/foot/footha.txt
OUTPUT:> Loading 'footla' from data/chars/foot/footla.txt
OUTPUT:> Loading 'footgan' from data/chars/foot/footgan.txt
OUTPUT:> Loading 'footsw' from data/chars/foot/footsw.txt
OUTPUT:> Loading 'footbw' from data/chars/foot/footbw.txt
OUTPUT:> Loading 'Footnu' from data/chars/foot/footnu.txt
OUTPUT:> Loading 'lanca2' from data/chars/armas/lanca2.txt
OUTPUT:> Loading 'bow2' from data/chars/armas/bow2.txt
OUTPUT:> Loading 'laser2' from data/chars/armas/laser2.txt
OUTPUT:> Loading 'tiro' from data/chars/armas/tiro.txt
OUTPUT:> Loading 'bueiro' from data/chars/armas/bueiro.txt
OUTPUT:> Loading 'buraco' from data/chars/armas/buraco.txt
OUTPUT:> Loading 'pneu' from data/chars/armas/pneu.txt
OUTPUT:> Loading 'saco' from data/chars/armas/saco.txt
OUTPUT:> Loading 'psho2' from data/chars/bebop/shot/psho2.txt
OUTPUT:> Loading 'fish' from data/chars/armas/fish.txt
OUTPUT:> Loading 'prego' from data/chars/armas/prego.txt
OUTPUT:> Loading 'tirok' from data/chars/krang/tirok.txt
OUTPUT:> Loading 'mao' from data/chars/destru/mao.txt
OUTPUT:> Loading 'buraco3' from data/chars/armas/buraco3.txt
OUTPUT:> Loading models............... Done!
OUTPUT:> Can't play music file 'data/music/remix'
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- lithium
- Posts: 42
- Dreamcast Games you play Online: none now used to phantasy star online
Re: DREAM BEATS OF RAGE 6.8 VMU SAVING
was the super karate kid ever finished? I would love to play it?Ian Micheal wrote:It is but it supports the other you see the last official dreamcast openbor did not support them at all..marchegiano wrote:Huh?Ian Micheal wrote:32 bit pal now working fixed menu freeze 16 bit working 8 bit working
demo 32bit pal game working
demo of menu fixed
Tested on hardware
Plainfiles dreambor 6.8 r1 FIX
Maybe I've a little cognitive dissonance going on here. Are you telling me it is no longer necessary to convert palettes?
16 and 32 bit pal run 10 to 15fps so that is why i say dont use them... proper 8bit pal which has more colours then a snes or megadrive is 256 colours runs at 60fps can choose from more then 4096 colours 8bit pal does not mean 8 bit grafix or system for example some retail dreamcast games use 4 bit pal
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
I do what i can since official team dumped all Dreamcast support np ripfire..erifpiR wrote:Excellent job Ian, I never thought that I would improve the engine in such a short time, my congratulations and thanks.
Excelente trabajo Ian, nunca pense que llegaria a mejorar el motor en tan poco tiempo, mis felicitaciones y gracias.
UUPPPSSSSS, I thought I had eliminated it, I only add it as test in battle mode.Ian Micheal wrote:Tmnt remix mini
ending and crang fight and [[ripfire char[[[[
https://streamable.com/rv1ivc![]()
AAHHHRRR, creía que lo había eliminado, solo lo añadi como prueba en modo de batalla.
- ChristinaDreamcustDC
- letterbomb
- Posts: 145
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Your work to the engine is very much appreciated, Ian.
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