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  1. Plombo

    Anyone here have a Vita?

    OpenBOR PSP can't run on Vita, for reasons which were explained to me but I can't remember offhand.
  2. Plombo

    Developing For OpenBOR

    The Apple code you're using is from a standard C library implementation. It has the same precision as any standard C library call. And other C library implementations don't use Taylor series - they use similar approximations. For example, this is the non-assembly atan implementation used in...
  3. Plombo

    Developing For OpenBOR

    One more question about the new math code: where did it come from? From a quick Google search, it seems to be based on Apple's libm implementation. (Edit: I didn't notice you already said it was from Apple.) Which re-raises my earlier question -- if this code comes from a C library...
  4. Plombo

    Developing For OpenBOR

    I'm on r4175 and they're still not there. It works for you because the files exist in your working copy, but they're not in SVN.
  5. Plombo

    Developing For OpenBOR

    Hi White Dragon, You forgot to check in the new files you created in 4173. Also, is there an advantage to using our own implementations of the trig functions over using the ones from the standard C library?
  6. Plombo

    Minimizing memory usage from script

    It's worth mentioning that ChronoScript completely fixes the memory usage issues that OpenBOR's script engine has. It's tempting to try backporting it to OpenBOR. There are some challenges to doing that, but it might be worth it in the long run.
  7. Plombo

    Minimizing memory usage from script

    The script engine is very, very bad at using memory. A compiled script takes far more memory than its source code.
  8. Plombo

    Minimizing memory usage from script

    Ideally, yes, but it's not easy to do for various compatibility reasons.
  9. Plombo

    Minimizing memory usage from script

    Updated with instructions for script types other than animationscript.
  10. Plombo

    Minimizing memory usage from script

    Scripts in OpenBOR use a ton of memory, far more than they should. This is one of the engine's major shortcomings. But there are ways to mitigate this issue. It's common to use the same animationscript for several models in a game. There's nothing inherently wrong with this practice; code reuse...
  11. Plombo

    Anyone here have a Vita?

    The PSP port of OpenBOR had a very long lifespan, so I was wondering: does anyone here (besides me) have a homebrew-capable (firmware 3.60) PlayStation Vita?  Someone contacted me through IRC today asking about a Vita port of OpenBOR. It seems doable from a technical standpoint, but is this...
  12. Plombo

    OpenBOR on MAC

    It sounds like you just need to install a newer version of Subversion? Or you could remove the calls to "svn" from version.sh
  13. Plombo

    OpenBOR on MAC

    SX ported OpenBOR to OS X a long time ago, but there hasn't been a Mac build since he left for the simple reason that neither of the remaining developers uses a Mac, and it isn't easy to cross-compile to OS X.  So I don't know if the port still compiles or works, but the code is still there. If...
  14. Plombo

    Plombo's to-do list

    Getting back to 3DS port progress, I implemented audio today.  I also spent an hour or two playing Beats of Rage on my 3DS until I encountered what turned out to be a bug affecting all platforms. Anyway, OpenBOR is working and fun on 3DS :)
  15. Plombo

    Plombo's to-do list

    When I've had to explain the same thing about 5 different times in the last 5 years - and at least once before to the same person - the polite fluff disappears from my explanation. EDIT: To be clear, that wasn't intended as a dig against Simon. :)
  16. Plombo

    Plombo's to-do list

    Not happening. This accelerated screen fade is the same thing we've been doing on PC and Wii for years; it's separate from the actual renderer.
  17. Plombo

    Plombo's to-do list

    Implemented hardware-accelerated screen fade and fixed RAM display today.  Getting 60 fps with original Beats of Rage modified to run in 16-bit color mode.
  18. Plombo

    Plombo's to-do list

    Hi everyone. I've been working on porting OpenBOR to 3DS again. This isn't a continuation of my work from 2014; I started over from scratch. I have the basics mostly working, with some major exceptions: I haven't done audio yet, though I don't expect it to be the showstopper it was last time...
  19. Plombo

    I love you guys

    First of all, this isn't a goodbye post! I'm not going away! As of today, I have a new job IRL. In part of the interview for this job, I talked about my work on OpenBOR, and in another part I demonstrated the C skills that I mostly learned from working on OpenBOR. So I just wanted to say thanks...
  20. Plombo

    Build 3742??? for Xbox

    We don't have stable versions. OpenBOR is a rolling alpha.
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