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

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:22 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:DreamBOR 7.1 MOD. (TEST 3)

https://multiup.org/0521e09f9f2acef8ae0071571e504c04
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'
Yes the mod has PNG files so will crash with Error loading background (PIXEL_8) file 'data/bgs/

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:DreamBOR 7.1 MOD. (TEST 4)

https://multiup.org/7b2ee3229fffd6f5bad9ce8ee7405886
Very nice work on this I like it :) :D :D :D :D
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
redream 2022-11-15 17-26-46-936.jpg
Ultra memory use
redream 2022-11-15 17-27-32-414.jpg

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:22 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:DreamBOR 7.1 MOD. (TEST 5)

https://multiup.org/b5166371d34e14592125f1e22742dda4

Code: Select all

[INFO]  SH4     Unable to load file 'data/sprites/time'

[INFO]  SH4     openbor.c:28628: borShutdown: Assertion `status == 0' 
Ultra cant load this file above course it's png..
Attachments
time.png
time.png (543 Bytes) Viewed 1858 times

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:22 am, edited 1 time in total.

erifpiR
lithium
Posts: 43

‪‫‬‭‮ 

Post by erifpiR »

‪‫‬‭‮ 
Last edited by erifpiR on Sun Jan 01, 2023 2:33 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: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
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..

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 :)

User avatar
Dakangel
letterbomb
Posts: 152

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

Post by Dakangel »

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
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.

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

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 »

Dakangel wrote:
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
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.

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
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..

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..

  • Similar Topics
    Replies
    Views
    Last post