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  1. Plombo

    Build number in Openbor

    I'm with Damon here. This is super messy and I don't like it at all. Automated build numbers aren't worth all of that.
  2. Plombo

    FPS is very unstable between 27-60...

    Yeah, it's implemented on PC. It'll be in the next official build.
  3. Plombo

    Complete LOTDD - Now: Ultimate Double Dragon

    If you're asking about alignment of the text in the video options menu, then no. It doesn't look great, but there's no way to change it. There's no way to do that with OpenBOR currently. It would be possible to implement it in the future, but it would add even more complexity to the video code...
  4. Plombo

    Happy 10th birthday to OpenBOR v3.0!

    I'm writing this late enough that for much of the world, the day is already past. But in my time zone, it's still February 27, which makes it the 10th anniversary of the first release of OpenBOR v3.0! I would say "I can't believe it's been 10 years", but honestly, it does feel like it's been...
  5. Plombo

    FPS is very unstable between 27-60...

    Vsync actually isn't implemented on Android yet, though hopefully it will be before the next engine release, since Android is the platform that stands to benefit the most from the reduced energy usage.
  6. Plombo

    FPS is very unstable between 27-60...

    It's partly a limitation in how we measure frames per second. The timer we use to measure frame time has only millisecond precision, which isn't enough to display FPS accurately, so the FPS values displayed by OpenBOR are always a bit jumpy. That said, there may also be something in your game...
  7. Plombo

    Anyone here have a Vita?

    No, it is correct. The Vita port on his GitHub is absolutely based on my work. It's clear from the git history. Maybe he had a port of his own at some point, but the one that people are distributing is based on mine. Though as K4Thos pointed out, it's actually someone else distributing the port...
  8. Plombo

    Anyone here have a Vita?

    If you press the "home" button to suspend the game, then resume it again, the engine just...goes haywire. Crashes, audio cutting out, the engine deciding just deciding to shut down for no apparent reason...it's totally unpredictable. Everything works fine as long as you don't press the home...
  9. Plombo

    Anyone here have a Vita?

    There actually is an official port to Vita in the OpenBOR source tree. There are no released builds of it because of one critical bug that made me hesitant to actually release it. The 3rd party port is just the official port with a few patches applied on top of it (none of which fix the critical...
  10. Plombo

    SpriteBuddy: generate alpha masks that can be used with OpenBOR

    Way back in 2010, I added a command to OpenBOR called alphamask, where you can use an image called an "alpha mask" to give each pixel of a sprite its own alpha/transparency value from 0 to 255. But there was no tool to actually create usable alpha masks, so it hasn't been too useful to most...
  11. Plombo

    Work in progress: higher quality scaling for OpenBOR

    Getting back to this now that I've figured out the details of how it should work. The OpenGL backend will only support high quality scaling, dropping nearest-neighbor and linear filtering, since the high quality filter looks as good or better than those in all cases. The SDL backend will...
  12. Plombo

    Solved Fix this warning

    That's not a script error. It's an error in your text file "data/chars/bd2/bd2.txt". There's an "offset" command in one of your animations where instead of a number, there's the path to a file "data/chars/bd2/fthrow01b.png". Find that command and fix it to fix the error you're getting.
  13. Plombo

    OpenBOR v3.0 Build 4453 (Windows/Wii/PSP)

    Thanks for your input, everyone. In the end, my opinion is that we should keep the remap command. I agree with all of this except the conclusion. It's true that many authors won't switch to the latest engine, but breaking BC more often won't improve that situation. If anything, it will make it...
  14. Plombo

    OpenBOR v3.0 Build 4453 (Windows/Wii/PSP)

    Wow. This is a lot to take in. But the biggest thing, to me, is the news that 8-bit and 16-bit color modes were removed recently. I really should keep up with these things better! Anyway, what this really comes down to is: are we still trying to maintain backwards compatibility at all...
  15. Plombo

    Work in progress: higher quality scaling for OpenBOR

    Not going to add support for any more software filters, sorry. The ones we already have are enough of a pain maintenance- and licensing-wise.
  16. Plombo

    Work in progress: higher quality scaling for OpenBOR

    Hi everyone. Sorry it's been so long since the last update on this. I've gotten hung up on the details of what to do when the filter is set to high quality and the player switches from the OpenGL backend to SDL. Should I implement the new filter in SDL even though the performance will be bad? Or...
  17. Plombo

    Work in progress: higher quality scaling for OpenBOR

    Yeah, the plan is to add the new filter as a third option for the OpenGL backend and use it as the default for full screen, while keeping the other two available. (The SDL backend will still be limited to nearest neighbor and bilinear, at least for the time being.) And that's exactly the reason...
  18. Plombo

    Work in progress: higher quality scaling for OpenBOR

    To explain the concept behind the new scaling filter: it's equivalent to upscaling to a higher resolution than the screen with nearest neighbor, then downscaling with bilinear filtering. So in the example above, it's basically upscaling the 320*240 image to 960*720, then downsampling to the...
  19. Plombo

    Work in progress: higher quality scaling for OpenBOR

    Hey, everyone. For the last few days, I've been working on implementing a better scaling filter to use in OpenBOR. The test image I used to start with was the original Beats of Rage title screen, upscaled to 960*540. That's a scaling factor of 2.25, the same awkward factor you get when running a...
  20. Plombo

    Error compiling on Xubuntu: /bin/sh: 1: /gcc: not found

    Don't use make directly. Instead, run ./build.sh 4 You also don't need to use sudo.
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