Bor Beta 1


Things I've noticed in BoR beta4:

- opening music: missing
- cannot save gamma or volume settings
- cannot switch characters at continue, forced to use the same character all the way through
- "Frame skip" effect becomes more pronounced in later levels but not consistantly worse
- Music and playability are great! (what, you expected it to all be bad news?)

My GP32:
original firmware
166 OC-able
FLU
using original BoR.pak file with full sound
 
Whats bor running at? You could add OC options. (According to that battrey benchmark think, SMC access is faster at higher MhZ...) :)
 
Whats bor running at?

133Mhz

You could add OC options.

Could do. Don't have much room though, but could go upto 166mhz.

is there any chance of a save/load feature?

For the options? Yes.

opening music: missing

For some reason, everything screws up if I try and stream two things from the smc at once. So if it's streaming a full screen animation, you can't have music as well.

cannot save gamma or volume settings

Will be in a later beta.

cannot switch characters at continue, forced to use the same character all the way through

Once you select your character, all the other characters are unloaded from memory to make more room for the level, so there's only one character to select from. This is normal, and I can't really do anything about it.

"Frame skip" effect becomes more pronounced in later levels but not consistantly worse

If it takes too long to draw a frame and misses it's update, it will wait until the next update. This is because the new sprite code uses less memory, but at the code of more processor power required. Sometimes, it just doesn't have the power to render everything quickly enough, so the frame is dropped.
 
polywaffle posted on Apr 18 2004 at 03:49 AM said:
for the people having the bad free errors, u put the paklist.txt in gpmm\bordata not gpmm\ (well it worked for me anyway). And squidge, is there any chance of a save/load feature?
my paklist.txt is in the correct folder, I ensured that there was an <enter> after the last line as required. The pak choice comes up fine and I can choose BOR.PAK which works, but castlevania doesn't.

polywaffle are you saying that castlevania works for you?
 
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Squidge, any chance of trying for a different sprite engine to free up memory, but retain the original smoothness of beta 3? Or are you sticking with this one?
 
squidge, try village of rage (page 4 or 5 of news zone gp32x board) mod.
it became unplayable ... im really looking forward to a new sprite engine.

BTW, what about adding mod music support?
then we could use the ripped music pak files (you said in bor there about 40mb of music), select some small mod files from our smc and play them in the game B)
saves alot of space!
 
Squidge posted on Apr 18 2004 at 03:59 AM said:
opening music: missing

For some reason, everything screws up if I try and stream two things from the smc at once. So if it's streaming a full screen animation, you can't have music as well.
I can understand the streaming issue, not enough immediate power to pull two things from the card at one time but would it be possible to delay the streaming of that song untill after the animation plays?
 
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Yes, it's possible, I just thought it didn't really matter that much. The only real place your going to have it is on the title screen and people don't normally stay long on that screen.
 
Now that i've got it working, let me just say that it's the best one yet. :)

I don't mind the frameskip issue at all. The entire game works and i'm about to try out a few mods, so very nice work.

This seriously does put commercial games to shame. I would've VERY happily paid money for this port. :)
 
:lol:

I'm serious though.

I'm currently looking for a job, so if I get a decent cash flow coming in i'd quite happily donate through paypal or something.
 
Great work!
But i stick with beta 3... beta 4 is too "choppy" for me... :ph34r:
Maybe you can do a beta3 with pak/speed selector?
Is this final version?
Anyway great job! THX!

PD: I'n beta 4 my Vor Mod plays horrible... ¿why?
 
I'll download VOR, but in the meantime I'm working on some new sprite routines in ARM ASM. Hopefully be able to get memory + speed :)
 
Well, ARM ASM isn't that hard to do and can be very highly optimised. It's the design & thinking process before hand that's the complex part! (and anyone who thinks they can write arm asm without a design is a complete nutta :)
 
Nice one Squidge...

Not usually into fighters - but this is <cool>... Another one to show friends, along with DOOM and GPCinema...

Even worth (accidentally ~:() deleting Castaway, and all my stuff from SMC (<doh> was trying to delete one file - didn't notice the focus was on the folder tree not the file </doh>).

Is there a central location for Mods etc...

Argon0
 
Twinbee posted on Apr 18 2004 at 11:31 PM said:
:lol:

I'm serious though.

I'm currently looking for a job, so if I get a decent cash flow coming in i'd quite happily donate through paypal or something.
If you get a NGPC emu working and a good framerate with save states i would donate £10, we need more GP32 devlopers and im sure than others like me are willing to support the good ones.
 
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