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

User avatar
Ian Micheal
Developer
Posts: 6290
Location: USA
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING

Post by Ian Micheal »

replaces sin and cos tabled with small optimized embedded C
https://www.atwillys.de/content/cc/sine ... c/?lang=en
After tables replacement
redream 2022-11-13 10-08-30-899.jpg


Before tabled replacement
redream 2022-11-12 20-22-21-342.jpg

Using your older all files are gif still for TMNT
TMNT-THSH-REMIXED_V3-75
https://streamable.com/hqgn4i running on new low memory
Attachments
dblow2.rar
(426.38 KiB) Downloaded 59 times


User avatar
Dakangel
letterbomb
Posts: 152

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

Post by Dakangel »

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..
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.
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.

User avatar
Ian Micheal
Developer
Posts: 6290
Location: USA
Contact:

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

Post by Ian Micheal »

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..

User avatar
Ian Micheal
Developer
Posts: 6290
Location: USA
Contact:

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

Post by Ian Micheal »

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

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'
Attachments
dblowbiosre.rar
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rocksscotty
lithium
Posts: 42
Dreamcast Games you play Online: none now used to phantasy star online

Re: DREAM BEATS OF RAGE 6.8 VMU SAVING

Post by rocksscotty »

Ian Micheal wrote:
marchegiano wrote:
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
Huh?

Maybe I've a little cognitive dissonance going on here. Are you telling me it is no longer necessary to convert palettes?
It is but it supports the other you see the last official dreamcast openbor did not support them at all..

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
was the super karate kid ever finished? I would love to play it?

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:25 am, edited 1 time in total.

User avatar
Ian Micheal
Developer
Posts: 6290
Location: USA
Contact:

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

Post by Ian Micheal »

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. ;)
Ian Micheal wrote:Tmnt remix mini
ending and crang fight and [[ripfire char[[[[
https://streamable.com/rv1ivc
UUPPPSSSSS, I thought I had eliminated it, I only add it as test in battle mode. :shock:

AAHHHRRR, creía que lo había eliminado, solo lo añadi como prueba en modo de batalla. :shock:
I do what i can since official team dumped all Dreamcast support np ripfire..

User avatar
ChristinaDreamcustDC
letterbomb
Posts: 145

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

Post by ChristinaDreamcustDC »

Your work to the engine is very much appreciated, Ian.

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:25 am, edited 1 time in total.

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