• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and for the first time Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Univers News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -
  • SamuraiX

    by Published on April 16th, 2008 15:51

    Here is a brand new shiny port of OpenBOR now running on PS3 Linux by your's truly!!!

    Just in case you guys don't know what OpenBOR is... Its very custimizable engine that is used for recreating old school side-scrolling bashers. Streets of Rage, Final FIght and so on... The original creators of the BOR engine can be found here: http://www.senileteam.com and the official OpenBOR site is http://www.lavalit.com (my site).

    So here are the steps to get it running:

    Grab the source here: svn co https://openbor.svn.sourceforge.net/svnroot/openbor
    Required Libs prior to compilation: libSDL, libSDL_gfx, LibSDL_mixer, LibSDL_image, zlib and libpng.
    Automated Building type: ./build.sh
    Manual Building type:
    source environ.sh 4
    make BUILD_LINUX=1


    Automated
    If you have used the automated process then under releases directory you will have a LINUX folder, Go to my site (http://www.lavalit.com - registration required) and download a few mods aka pak files and place them in the Paks folder.

    Manual
    If you did not use the automated build system then create the following directories along side of the executable (case sensitive):
    Paks, Logs, Saves, ScreenShots

    Place the xbox/data/menu.pak into the Paks directory and the mods you downloaded from my site (http://www.lavalit.com - registration required) also into the Paks directory.

    Note: Make sure all the directories have 777 for permissions.

    Now you are ready for some good old school bashing! ...
    by Published on January 10th, 2008 21:15



    This update includes mostly bug fixes and new features for modders. However, as of today the developer know as UTunnels from LavaLit has made significant improvements to his script engine that lies within OpenBOR. He was able to cut memory in half for mods that use his script engine. So what does this mean.... His wonderful mod known as Golden Axe is now playable on all platforms including PSP Phat!


    Lastly, for PSP users I've created a new PRX (Based off CrazyC's 3.71 exception logic over at ps2dev.org, Thank You for sharing your source!) called exception.prx to report critical bugs that crash the PSP. When this happens please report the log file to my website asap so it can get resolved quickly. Though I haven't seen an exception in almost 1 year..... one never knows when it could happen


    Instructions:

    Just copy the respective OpenBOR folder for you platform and then insert your mods under the Paks directory.

    For PSP users 3.71 m33-4 is the minimum requirement and must be installed in the GAME directory. ...
    by Published on December 9th, 2007 22:46




    This version consists mostly in merging uTunnels own changes from his local version of OpenBOR. We should be 100% compatible with his wonderfull Golden Axe Mod!

    Also uTunnels had introduced a filter library that was only partially working. 4 out of the 7 filters were broken and I fixed the rest of them. I'm think in the future we will enable MMX logic to help the framerate when using Filters in Windows version. The nice thing about the filters is that its written in complete 'C' and can be ported over to any environment such as dreamcast, psp and so on.....

    However, i will not exhaust you all with the details. I will only highlight the new cool features.

    Engine Bug Fixes:
    --> Logs error when samples are missing and ignores them when trying to play missing samples.
    --> We now safely exit the engine when running out of memory. Check your log files for details.

    Engine Updates:
    -->PSP Users, Modules/ctrlhook.prx is now required for Both Slim and Fat models. Modules/dvemgr.prx is only required for Slim. Delete your settings.sav file for PSP.
    -->New PSP commands:
    Home + Start restart OpenBOR.
    Home only now acts like escape key in windows.
    All Buttons are reprogrammable: Vol+, Vol-, Note, Screen and Hold switch.


    Plus many more other changes. However, the goal of this message is for people to try out The first completed mod that uses the OpenBOR script engine!.


    Make no mistake this mod is fantastic and requires a PSP Slim as it uses more than 20 MBytes for initilization/in-game play also this mod uses the full resolution of 480x272 and you can grab it over at my site. www.lavalit.com ...
    by Published on November 18th, 2007 17:33




    This release is mostly targeted against PSP SLim users but also benefit normal PSP Fat users as well.


    Requirements
    --> Firmware 3.71 M33-3

    New Features
    --> Additional 32 MBytes. (Slim Only)
    --> TV-Out Support with Overscan control. (Slim Only)
    --> One Eboot for both fat and slim versions.
    --> Module folder is not necessary for fat users.
    --> Enhanced memory management since my last release.

    Bug Fixes
    --> Too many to list

    Also
    I would like to personally thank Moonlight for his continued support in the PSP community!

    Lastly, feel free to visit my site: http://www.LavaLit.com for all you openbor needs. We carry every mod in existence for BOR/OpenBOR.

    Download and Give Feedback Via Comments ...
    by Published on December 6th, 2006 19:46

    New version of the BeatEm UP Engine for the PSP/DC/DOS/WIN.

    Updates

    There have been quite a few additions in features. But only if you are a modder. However, PSP and DC users will appreciate one of the new features I've implemented and that is....

    Sprite Database Management Modders tend to reuse sprites such as walking, running, etc... over and over and instead of allocating space for every sprite I now reuse the original sprite and its ID. So what does this mean to you then gamer....

    2MBytes of RAM has been saved on mods like Final Fight Appocolypse 2nd and Battle Toads. However, a huge mod like A Tale Of Vengence we are saving 8MBytes of memory.

    Lastly, alot of bug fixes have been done. If you find a bug then please post it at http://www.borgeneration.com/ where you can also find the weekly updates to the engine and all the mods you can handle.

    -SamuraiX ...
    by Published on December 6th, 2006 19:46

    New version of the BeatEm UP Engine for the PSP/DC/DOS/WIN.

    Updates

    There have been quite a few additions in features. But only if you are a modder. However, PSP and DC users will appreciate one of the new features I've implemented and that is....

    Sprite Database Management Modders tend to reuse sprites such as walking, running, etc... over and over and instead of allocating space for every sprite I now reuse the original sprite and its ID. So what does this mean to you then gamer....

    2MBytes of RAM has been saved on mods like Final Fight Appocolypse 2nd and Battle Toads. However, a huge mod like A Tale Of Vengence we are saving 8MBytes of memory.

    Lastly, alot of bug fixes have been done. If you find a bug then please post it at http://www.borgeneration.com/ where you can also find the weekly updates to the engine and all the mods you can handle.

    -SamuraiX

    Upgrade to new build as of 12-09-2006 Huge bug was uncovered by NovaKane and is now fixed. For more details look at my direct response to NovaKane.

    Download and Give Feedback Via Comments ...
    by Published on October 13th, 2006 16:33

    New version of the BeatEm UP Engine for the PSP

    Updates

    ---> 2.71SE-A Compatible.
    ---> Preview of paks in menu.
    ---> Extra 4MBytes of OS space now utilized! (Thank You TyRaNiD over at pspdev.org !!!)
    ---> New Save System which now has slots for each difficulty mode. Old saves are no longer compatible!
    ---> LogFile system has been upgraded. If a mod doesn't run just check it at /Logs/OpenBorLog.txt

    The 4MBytes of OS space was from suspend/sleep mode which I do not support in OpenBoR and gets released back to OS when exiting the engine.

    And finally... as usual alot of bug fixes

    As I have not finished adding new features to the official OpenBoR engine to make it v2.0050 I felt All of you PSP users would benefit with the extra memory.

    So mods like X-Men (require more memory) should now have no problems with the extra memory.

    Please redownload to v029. Minor bug fix from v028.
    Download and Give Feedback Via Comments ...
    by Published on August 28th, 2006 02:07


    By SamuraiX

    New Official Release of the fighting game Beats of Rage which is also known as OpenBor. Heres whats new:

    New Features Created By SamuraiX:

    New variables are used in levels.txt

    completebg 1 Shows complete.gif for stage complete.
    pscore x,y,x,y,x,y This controls placement for players name, dash, score.
    p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
    scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
    cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
    lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
    tscore x,y,x,y,x,y This controls placement for Total Score, #, #.

    I've implemented Hardware Acceleration on the SDL Version. So things should look better and smoother in full screen mode.

    Removed times completed from settings.sav! Since we support it also in the game saves there was no need to have in settings.sav. This way people can't cheat with other mods. Alot of BUG FIXES from v48!!!!

    And I've finally implemented GPU support on the PSP. Mods that ran at 40 fps now run at 150+ fps! depending on the mod of course. But none the less the speed increase is Great!

    Big thanks to Jim at pspdev.org for his sugguestions on how to handle data using the GPU! Thank You Jim!


    New Features Created By Fugue:

    Here are explanations of the new features, and how to use them. As always, if anyone has any ideas or suggestions, please let me know so I can work on them.

    Vaulting:
    Thanks goes to CGRemakes for helping fix this feature.
    Here's how it works: Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one without any graphics in it) with a delay of 1 before the VAULT animation begins.
    Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
    I can see why people have wanted it added. As useless as it seems to flip over someone's head midgrab, it sure is a heck of a lot of fun.
    At the moment, all it does is put you behind the opponent. However, adding new moves which are used from the back shouldn't be too hard to do.
    The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
    One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.


    New attack types:
    There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).


    Attack chains:
    You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
    If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like
    atchain 1 2 3 0 0
    ), although it isn't neccessary.
    Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
    Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).


    New jumping animations:
    Two new midair animations, JUMPCANT and JUMPSPECIAL.
    If you assign an MP cost to a Jumping attack, and attempt to use the attack without enough energy, the JUMPCANT animation will play (If it's there, otherwise, nothing will happen). If the player does have a JUMPCANT animation, they will also start falling, as if they had 'tripped' in midair.
    If you press the ...
    by Published on June 13th, 2006 06:39



    Version 1.2 By SamuraiX

    Bug fixes & New Features. Will Only release OpenBOR from now on as the performance is identical to my last release of Beats Of Rage.


    Updates:
    -----> Runs at full 60 fps @ 333 and 48~58 fps @ 222!
    -----> Bug Fix when attacking rider crashed PSP.
    -----> Control bug Fix I introduced during Pause Menu (This will overwrite settings.sav)
    -----> Bug fix Hall Of Fame.
    -----> Use the new filemenu.png as it will be using more inputs.
    -----> All Necessary Directories will now be created automatically.


    New Features:
    -----> Screen Shots will now save under PSP/Photo directory with Name of Mod.
    -----> New Frames Per Second Counter under PSP Options.
    -----> New video.txt support for Mod Creaters (Allows Full WideScreen Resolution (480x272))
    -----> Modders instructions for full screen support: http://www.borgeneration.com/forum/viewtopic.php?t=7


    Future Releases:
    - Wireless 2 Player support (Currently In progress)
    - Update OpenBOR to latest version (2.0046)


    Usage:
    - Images Directory and filemenu.png are necessary for BOR. Place them in the same directory as eboot.
    - Beats Of Rage Sites I hang out: http://senileteam.com/ http://openbor.net/ http://www.borgeneration.com/ http://borrevolution.vg-network.com/
    - Download and save mods in 'Paks' Directory.
    - Startup Game and select the *.pak file you want to play and Press 'X'. ...
    by Published on April 5th, 2006 05:52



    Version 1.1 By SamuraiX

    Mostly Bug fixes in this release, code optimizations and 1 small new feature. Lastly opening up the source for anyone who would like to add onto BOR/OpenBOR. While I am still working on the Wifi 2 Player, Feel free to implement GPU support as I am very new at video manipulation. Lastly, The update to the Game Save will currupt the old game saves. Delete them or finish your game then upgrade. Well this was a much needed break enjoy this small update.

    Updates:
    -----> Images will now save as PNG instead of PCX.
    -----> Update to Game Save. It will now save score as well.
    -----> Music now Pauses in Pause Menu.
    -----> Code Optimization removed alot of unnecessary code that the PSP would not use.
    -----> Use the new filemenu.png since I removed Huge font code I was using to generate psp symbols.

    Issues:
    -Sleep Mode is not supported Yet.

    Future Releases:
    -Wireless 2 Player support
    -Video GPU Support

    Usage:
    - Images and Saves directories are necessary for BOR. Place them in the same directory as eboot.
    - Recommended all mods go in 'Paks' dir but shoudn't matter...

    Download and Give Feedback Via Comments ...
    Page 1 of 3 123 LastLast