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
Png files cause ultra to crash.. But it's nice seeing this game running fullspeed on normal..
Seems to be a background file causing an error
Code: Select all
INFO] SH4 ********** An Error Occurred **********
[INFO] SH4 * Shutting Down *
[INFO] SH4
[INFO] SH4 Error loading background (PIXEL_8) file 'data/bgs/loading'Total Ram: 16487316 Bytes
[INFO] SH4 Free Ram: 13611928 Bytes
[INFO] SH4 Used Ram: 2875388 Bytes
[INFO] SH4
[INFO] SH4 vmufs_file_write: not enough space for file. Need 1 blocks, have 0
[INFO] SH4 Release level data........... Done!
[INFO] SH4 Release graphics data........ Done!
[INFO] SH4 Release game data............
[INFO] SH4
[INFO] SH4
[INFO] SH4 Release game data............ Done!
[INFO] SH4 Release timer................ Done!
[INFO] SH4 Release input hardware....... Done!
[INFO] SH4 Release sound system......... Done!
[INFO] SH4 Release FileCaching System... Done!
[INFO] SH4
[INFO] SH4 **************** Done *****************
[INFO] SH4
[INFO] SH4 Error loading background (PIXEL_8) file 'data/bgs/loading'openbor.c:28628: borShutdown: Assertion `status == 0'
- Ian Micheal
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Very nice work on this I like it





Your Menu.bin for ultra and super needs to be in data folder for it to return i think you just forgot to put it on this one..
Normal memory use Ultra memory use
- Ian Micheal
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Code: Select all
[INFO] SH4 Unable to load file 'data/sprites/time'
[INFO] SH4 openbor.c:28628: borShutdown: Assertion `status == 0'
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- time.png (543 Bytes) Viewed 1858 times
- Ian Micheal
- Developer
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Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
Yes vmu support does work but need compression and to be able to select each game and not how it is.. Same with rumble pack they need to be more config-able..erifpiR wrote:In my humble opinion and the tests I have done I have reached this conclusion, For engine optimization should eliminate the following support:
- .pcx & .bmp image (There are no games that use this type of format)
- Puru Ruru Rumble Jump Pack (I do not see it useful but has no way to configure it)
- VMU State (It occupies a lot of blocks in the VMU and does not work correctly the saved)
- Hard Reset (I don't see him very useful, since every time a new game ends, you have to wait for the 1st data load. Life is short and I don't have time to wait...)
Of course, this is just a recommendation, In the end you will know what is better for the Dreambor. regards
En mi humilde opinion y las pruebas que he realizado he llegado a esta conclusión, para mayor optimizacion del motor deberia eliminar los siguiente soporte:
- Imagenes .pcx & .bmp (No existe juegos que utilicen este tipo de formato)
- Vibrador sexual del control (No lo veo util sino no tiene forma de configurarlo)
- Guardado en VMU (Ocupa mucho bloques en el vmu y no funciona correctamente el guardado)
- Re-inicio involuntario (No le veo de mucha utilidad, ya que cada vez que termine una nueva partida hay que esperar la 1era carga de datos. La vida es corta y no tengo tiempo para esperar...)
Por supuesto, esto son solo una recomendación, al final usted sabrá lo que es mejor para el DreamBOR. salu2
PCX and BMP support use no space or use any libs that link so removing them would say save almost nothing..
I do have an idea of using pak file container to store music and gif for movies only that would fix streaming on a cdr./
Thank you for your testing

- Dakangel
- letterbomb
- Posts: 152
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
The engine already is a lot optimized by Ian, but the script language has memory leaks and that's confirmed by Plombo years ago and because of that it's needed to optimize much more the games that use heavy scription for the most basic and idiotic functions.erifpiR wrote:In my humble opinion and the tests I have done I have reached this conclusion, For engine optimization should eliminate the following support:
- .pcx & .bmp image (There are no games that use this type of format)
- Puru Ruru Rumble Jump Pack (I do not see it useful but has no way to configure it)
- VMU State (It occupies a lot of blocks in the VMU and does not work correctly the saved)
- Hard Reset (I don't see him very useful, since every time a new game ends, you have to wait for the 1st data load. Life is short and I don't have time to wait...)
Of course, this is just a recommendation, In the end you will know what is better for the Dreambor. regards
pcx was used a lot in the mugen comunity, at least was for many years but bmp is more raw kind of format, just as pcm wave for audio.
i ignore how work the engine reloading but already are mostly for cacheing the resources.
vmu and purupuru are part of the dreamcast maple bus so they haven't any impact on the engine itself, aside of provide forcefeedback and save functions.
Rumble acts more by the force of the attacks , high number of damage more vibration it provide.
Im with you with the buggy save file ,even you can not save more than one game / configuration in the same vmu
- Ian Micheal
- Developer
- Posts: 6290
- Location: USA
- Contact:
Re: DREAM BEATS OF RAGE 7.1 With RUMBLEPACK AND VMU SAVING
I have malloc trace lib there seems to be no memory leaks in scripting but 4kb it will not free very strange unaligned read unhandled.. More a error then leak..Dakangel wrote:The engine already is a lot optimized by Ian, but the script language has memory leaks and that's confirmed by Plombo years ago and because of that it's needed to optimize much more the games that use heavy scription for the most basic and idiotic functions.erifpiR wrote:In my humble opinion and the tests I have done I have reached this conclusion, For engine optimization should eliminate the following support:
- .pcx & .bmp image (There are no games that use this type of format)
- Puru Ruru Rumble Jump Pack (I do not see it useful but has no way to configure it)
- VMU State (It occupies a lot of blocks in the VMU and does not work correctly the saved)
- Hard Reset (I don't see him very useful, since every time a new game ends, you have to wait for the 1st data load. Life is short and I don't have time to wait...)
Of course, this is just a recommendation, In the end you will know what is better for the Dreambor. regards
pcx was used a lot in the mugen comunity, at least was for many years but bmp is more raw kind of format, just as pcm wave for audio.
i ignore how work the engine reloading but already are mostly for cacheing the resources.
vmu and purupuru are part of the dreamcast maple bus so they haven't any impact on the engine itself, aside of provide forcefeedback and save functions.
Rumble acts more by the force of the attacks , high number of damage more vibration it provide.
Im with you with the buggy save file ,even you can not save more than one game / configuration in the same vmu
Saving works but is basic i added it fast it works like the pc version so direct save to the vmu like it would of saved to the HDD.. I plan on making this lot better and lcd icons custom bmp for every game..
Using trace malloc today it seems clean at this point flush reload = the exact amount each time .. I dont Intend to leave it like this just for me on debug all these are just me testing and sharing.. As i go

Idea would be if i could store and load pak file for just the intro and scenes but the rest off the disk from data. This would make gif movies play smooth.. possible just have to rework the code to do..
And see then if freeing the whole pak format with just the scene and music and gif movies and reloading would be possible and the game still load.. I think it's possible..
Other wise load the data only from sd card on serial etc have music etc stream from bor on the cdr /data from the sd card..
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