Re: DREAM BEATS OF RAGE 7.0 With RUMBLEPACK AND VMU SAVING
Posted: Wed Nov 02, 2022 9:07 am
by Dakangel
Ian Micheal wrote:
Only 320x240 etc set res in sdl for dc cant have anything other then 320x240 or 640x480 set the above in video.txt to 8 bit pal above would be 60fps
I did debug and profile 16bit pal is cpu bound using 100% of the sh4 cpu at 15fps sadly ...
Thats a shame, i understand why the only two resolutions but love the 16 bit benefits in games and tolerate the drop in fps because of that.
Ian Micheal wrote:
No optimizing i can do for this other then limit to 256 colour which is what 8bit pal mode does
You would not want the opengl version on dc where talking max 6mb for the whole game..
course panels cant be as big as on pc
Well as i commented earlier, if we use tiled constructed stages instead of full sprited based as panels, layers and bg we can reuse a lot of resources and build gigantic stages that consume nothing more than a mere texture (512x512 as an example), just as how were developed games before and using the dreamcast native tile capabilities.
Using the opengl version even if only leaves less ram available but has a boost performance is the best option, more if you combine with the sh4 math and those tiles libraries (tiled for stages and aseprite for characters)
Ian Micheal wrote:
Dreambor memory saving script by ripfire
Those scripts were created by Msmalik, ripfire just took it and ripfireing things as always.
Re: DREAM BEATS OF RAGE 7.0 With RUMBLEPACK AND VMU SAVING
Posted: Wed Nov 02, 2022 9:54 am
by Ian Micheal
Dakangel wrote:
Ian Micheal wrote:
Only 320x240 etc set res in sdl for dc cant have anything other then 320x240 or 640x480 set the above in video.txt to 8 bit pal above would be 60fps
I did debug and profile 16bit pal is cpu bound using 100% of the sh4 cpu at 15fps sadly ...
Thats a shame, i understand why the only two resolutions but love the 16 bit benefits in games and tolerate the drop in fps because of that.
Ian Micheal wrote:
No optimizing i can do for this other then limit to 256 colour which is what 8bit pal mode does
You would not want the opengl version on dc where talking max 6mb for the whole game..
course panels cant be as big as on pc
Well as i commented earlier, if we use tiled constructed stages instead of full sprited based as panels, layers and bg we can reuse a lot of resources and build gigantic stages that consume nothing more than a mere texture (512x512 as an example), just as how were developed games before and using the dreamcast native tile capabilities.
Using the opengl version even if only leaves less ram available but has a boost performance is the best option, more if you combine with the sh4 math and those tiles libraries (tiled for stages and aseprite for characters)
Ian Micheal wrote:
Dreambor memory saving script by ripfire
Those scripts were created by Msmalik, ripfire just took it and ripfireing things as always.
Yeah if you try the one i just posted it has a lot more ram it can load games none of the others cant something is wrong with my old toolchain going to move to new gcc9.3 and move every thing over..
Re: DREAM BEATS OF RAGE 7.0 With RUMBLEPACK AND VMU SAVING
Posted: Thu Nov 03, 2022 10:03 am
by k-do
Could you please share the Dreambor memory saving script created by Msmalik? Or a mod that use the script.
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Posted: Fri Nov 04, 2022 11:13 am
by Ian Micheal
k-do wrote:Could you please share the Dreambor memory saving script created by Msmalik? Or a mod that use the script.
Here is a new version using it and lowest memory use so far.. check this mod it runs 60fps and looks just as good.. This uses it and also freeing levels with this Dreambor7.1 low memory it will keep going and try to keep it free study this mod and use this new version
This is 8 bit pal but you never know it's drop dead beautiful
256 colours can look just as good as any console from snes to megadrive to Amiga with out it's limits..
Even neogeo but you have to put in the work please watch the video..
New game play twists many moves this is what you can do..
Here is the video of it..
Neon Lightning Force ripfire ultra light
download selboot cdi
Than you ripfire
UPDATE NEW DREAMBOR VERSION low memory 7.1 support vmu saving and rumble pack and is kind to your gdrom ...1 to 2 mins loading time not 10 mins of sawing the trees down..This runs 60fps take about 2 mins to load and does not kill your gdrom lowest memory use Dreambor engine .. THis conversion by Ripfire with new scripts show what can be done with the 256 colour pal.. It looks and plays great.. Lots of special moves not your normal boring game.. 3 chars lots of fun near retail level for free
7.1 supports vmu saving and rumble pack and freeing memory each stage but you have to study this conversion ..
Compiled with gcc9.3 for better code
Unpack to data folder place bor.pak in pakfolder
I will be adding custom vmu icons for the proper release You can change your self..
Not for Dreamshell
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Posted: Fri Nov 04, 2022 12:40 pm
by rjbr
my dreamcast is retrodream v3 hd sata, how do i play these games and setup i never got to play any of them
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Posted: Fri Nov 04, 2022 12:46 pm
by Roz
rjbr wrote:my dreamcast is retrodream v3 hd sata, how do i play these games and setup i never got to play any of them
- Extract files in CDI with GDI Explorer;
- Use this files in new ISO with ISO MAKE;
- Use HEX EDIT in this ISO:
CTRL H (Replace)
Find E4745FA0
Replace with EC745FA0
Replace All
Theses steps works for me in Dreamshell with HD.
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Posted: Fri Nov 04, 2022 2:29 pm
by rjbr
post the downloads of games compatible with retrodream v3 hd sata, for me to download and play, DREAMBOR
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING