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  1. Plombo

    Plombo's to-do list

    That's something I've tried to implement at least 4 or 5 times before, and never succeeded.  It's a nice concept, but there's no good way to do it from an implementation or interface standpoint.  Maybe we'll have something better in ChronoCrash.
  2. Plombo

    Plombo's to-do list

    That's my fault, sorry.  Do another svn update and try again.
  3. Plombo

    Plombo's to-do list

    Yeah, just change the line "bash.exe build.sh all" to "bash.exe build.sh 5".
  4. Plombo

    Plombo's to-do list

    I just did that and committed it as r4089.  It really is impressive how much more readable it makes the code.
  5. Plombo

    Plombo's to-do list

    Yeah.  That is, if/when I get around to implementing it. Nope, sorry.
  6. Plombo

    Plombo's to-do list

    Alpha blending in backgrounds still won't be supported even with 24-bit PNG support.
  7. Plombo

    Announcing OpenBOR for 3DS!

    Update on audio: it turns out that the reason I can't get audio working is because my toolchain is broken - every application I compile with sound crashes as soon as it tries to do any sound output.  As far as I can tell, the problem is with the newest version of devkitARM, but it's impossible...
  8. Plombo

    Plombo's to-do list

    No, we don't.  But all of the pieces are in place to make it happen easily.  We already have a 24-bit PNG loader because we use it in the startup menu where you select a game - specifically, it's used to decode these images, which are stored in the executable as 24-bit PNGs: It's not...
  9. Plombo

    Linux on OB 3.3454?

    Oh, in that case it probably still works fine.  Linux is up there with Windows as one of the easiest platforms to not break.  Since 98% of the code paths are exactly the same as Windows, it doesn't really bit rot like other platforms.  This is why OpenBOR on Linux still works (at least as of...
  10. Plombo

    Linux on OB 3.3454?

    If Linux support has been dropped in the latest SVN, adding it back is the first thing I'm going to do after updating, since Linux is the platform I use for OpenBOR development.
  11. Plombo

    Plombo's to-do list

    Since I have a bad memory, I'm using this thread to keep track of the things I want to do on the engine in the near future. 3DS port (work in progress): Audio playback WebM support Pak selection menu Look into the possibility of using 24-bit PNGs for backgrounds (not sprites).  The framework...
  12. Plombo

    Announcing OpenBOR for 3DS!

    They're one and the same.  The Ninjhax homebrew launcher doesn't introduce a new compiler toolchain; applications run through it are still compiled with devkitARM+ctrulib like any other 3DS homebrew. All of the environment setups in environ.sh work like this: Checks to see if you have an...
  13. Plombo

    Announcing OpenBOR for 3DS!

    Hey, we added a developer while I was away?  Please accept my belated welcome. :) I'm planning on committing it to SVN when it's feature-complete enough to be compatible with most mods.  It's not as finished as it might look at the moment.  With Thanksgiving around the corner, and with audio...
  14. Plombo

    Announcing OpenBOR for 3DS!

    Glad to be back!  I've been hiding in "real life" :(
  15. Plombo

    Announcing OpenBOR for 3DS!

    As some of you might know, last week, an exploit was released allowing homebrew to be played on unmodified Nintendo 3DS consoles using a vulnerability in the game Cubic Ninja. Well, today, I have some good news.  I've started work on porting OpenBOR to the 3DS.  This is still very much an...
  16. Plombo

    Recursive function doesn't work in openBOR!

    Yeah, recursion isn't supported in OpenBOR because of the way the script engine is implemented.  It's actually a useful memory-saving trick.  As useful as recursion is, it's probably worth changing the script engine to support it.
  17. Plombo

    Improving script memory usage

    I think I've got it working now.  I'm going to test some more, then I might make a thread asking people to test the memory savings and confirm I didn't break anything. :)
  18. Plombo

    Improving script memory usage

    Thanks, everyone! It's not what I was talking about earlier, but I stumbled across a different and much easier optimization opportunity while I was looking through the code, and committed it.  So even without the larger changes I'm working on, script memory usage should be reduced by maybe 3-6%...
  19. Plombo

    Improving script memory usage

    Hi.  Just a heads up to let everyone know that I'm finally working on OpenBOR again.  I ran a test yesterday, and found that about 50% of instructions in most compiled scripts are no-ops that just indicate things to the compiler and do nothing during execution. I'm planning to try implementing...
  20. Plombo

    playgif bug?

    If memory serves, that's how playgif is supposed to work. How do you use playgif on a loading screen, though?  Is that a new feature that I missed?
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