Page 30 of 50

‪‫‬‭‮ 

Posted: Sat Nov 12, 2022 11:09 am
by erifpiR
‪‫‬‭‮ 

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

Posted: Sat Nov 12, 2022 1:24 pm
by Ian Micheal
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..

:roll:

working on this prolly ditch sdl all together and png
bandicam_2022-11-12_09-32-05-149.jpg

Code: Select all

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
Png is taking more space the whole of SDL ffs and is super slow and using double memory

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

Posted: Sat Nov 12, 2022 2:19 pm
by Ian Micheal
erifpiR wrote:Are good news? I will wait for an available version to test!

¿Son buenas noticias? ¡Esperaré una versión disponible para probarlo!
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..

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..

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

Posted: Sat Nov 12, 2022 4:06 pm
by Ian Micheal
erifpiR wrote:Are good news? I will wait for an available version to test!

¿Son buenas noticias? ¡Esperaré una versión disponible para probarlo!
Pc openbor ram use only goes up used ram

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

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

Posted: Sat Nov 12, 2022 8:39 pm
by Ian Micheal
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

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
NEW

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
old
old.jpg
new Yeah down to bytes saved now lol.. ditching SDL next..
redream 2022-11-12 20-49-38-630.jpg
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
db.rar
(426.82 KiB) Downloaded 89 times
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..

‪‫‬‭‮ 

Posted: Sat Nov 12, 2022 9:16 pm
by erifpiR
‪‫‬‭‮ 

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

Posted: Sat Nov 12, 2022 9:55 pm
by Ian Micheal
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.
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 ..

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

Posted: Sat Nov 12, 2022 10:25 pm
by Dakangel
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 ..
So for now there are 3 new variations of the last 7.1 dreambor:
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°!!!!

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

Posted: Sat Nov 12, 2022 10:31 pm
by Ian Micheal
Dakangel wrote:
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 ..
So for now there are 3 new variations of the last 7.1 dreambor:
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°!!!!
i would use gif not pcx i have never tested as long as it's not png or ogg should have no problem..

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..

‪‫‬‭‮ 

Posted: Sun Nov 13, 2022 12:23 am
by erifpiR
‪‫‬‭‮