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  1. Plombo

    Is anyone using alpha masks?

    Way back in 2010, I added a command called alphamask to the engine that enabled sprites to have fully custom alpha values for each pixel. It didn't really have an immediate uptake. The feature was never especially well known, and the requirements for making them were a bit scary: the fully...
  2. Plombo

    PalApply v2

    Hey everyone. I rewrote my 10 year old program PalApply to support alpha masks and write well-optimized PNG output. I quietly released a replacement for the command line PalApply a year or two ago, but now I've gotten around to a full replacement for the GUI version that most people use...
  3. 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...
  4. 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...
  5. 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...
  6. 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...
  7. 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...
  8. 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...
  9. Plombo

    Stepping back for a bit

    Hi everyone.  My job and some other IRL stuff have gotten more stressful recently, so I'm stepping back from Chrono Crash until things lighten up a bit.  Just a heads up that you should expect to see less of me for the next week or so, and I might respond to PMs in an even less timely manner...
  10. Plombo

    WebM support comes to OpenBOR!

    OpenBOR v3.0 Build 4153 has been released. This release is the first with support for videos in WebM format as cutscenes. The sound quality in the Wii port has also been massively improved. See the release thread for the full details and download link.
  11. Plombo

    OpenBOR v3.0 Build 4153 for Windows/Linux/Wii

    Time for a new release!  This is a bigger release than usual, as it brings support for playback of WebM videos.  Finally, you can have cutscenes with more than 256 colors and proper A/V sync! :D Changes since build 4129: General: Added support for playback of WebM videos on Windows, Linux, and...
  12. Plombo

    OpenBOR WebM preview release

    As many of you probably know, I've been working for the past couple of months on support for playing WebM videos in OpenBOR.  This has the advantages of properly synchronized audio/video, smaller file sizes, and access to a much wider range of colors. It's still not quite ready for prime time...
  13. Plombo

    OpenBOR v3.0 Build 4129 for Windows/Linux/Wii

    Download link Changes since 4111: Wii: Fixed unwanted letterboxing on widescreen displays.  Widescreen games, or anything in "stretch to screen" mode, will now occupy the entire screen like they should. Speaking of "stretch to screen", fixed the bug where the video options would say "preserve...
  14. Plombo

    OpenBOR v3.0 Build 4111 for Windows/Linux/Wii

    Download link This is the latest build for Windows, Linux, and Wii.  Builds for Dreamcast and PSP are also included, but these platforms are untested and not guaranteed to work. Notable changes since last release: Switched from SDL 1.2 to SDL 2.0 on Windows and Linux. Fixed the 32-bit alpha...
  15. Plombo

    3DS port: anyone still care?

    So Nintendo released a 3DS firmware update a few weeks ago that breaks Ninjhax. This, combined with how hard it is to find Cubic Ninja, makes me wonder about the size of the possible audience for a 3DS port.  For that matter, I'd like to update my own 3DS so that I can use the Nintendo eShop...
  16. 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...
  17. 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...
  18. 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...
  19. Plombo

    OpenBOR v3.0 Build 3984 for Windows/Linux/Wii

    http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item136 This is a Windows/Linux/Wii build with mostly Wii fixes.  It's also the first official Windows build in a while.
  20. Plombo

    OpenBOR v3.0 Build 3978 for Linux and Wii

    http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item135 This is the first official Linux build in a while.  It also fixes a number of issues on the Wii: Mods will no longer take 30 minutes to load if there is a folder called "data" on the root of the SD card. Scratchy/crackling...
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