OpenBOR

OpenBOR 4.0 4.0 Build 7735

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One more question, can I convert openbor 3.0 games to 4.0?
What is your goal for converting to 3.0 to 4.0? If the game was made for 3.0, I think it is best to just leave it alone unless the developer updates it to 4.0.
If you decide to move on,
I would recommend you to read the whole forum.
There are new functions don't work properly. At least for the ones that I reported a while back.
There are bugs in this 4.0...
I give an example, falldie 1 works,
but falldie 2, death animation never triggers. for me Not a big deal, I can just use falldie 1.
and the unresolved walk off screen bug that I reported.


If I were you, I would wait until more tests on this 4.0.
 
Last edited:
What is your goal for converting to 3.0 to 4.0? If the game was made for 3.0, I think it is best to just leave it alone unless the developer updates it to 4.0.
If you decide to move on,
I would recommend you to read the whole forum.
There are new functions don't work properly. At least for the ones that I reported a while back.
There are bugs in this 4.0...
I give an example, falldie 1 works,
but falldie 2, death animation never triggers. for me Not a big deal, I can just use falldie 1.
and the unresolved walk off screen bug that I reported.


If I were you, I would wait until more tests on this 4.0.
I just play old openbor games at openbor 4.0 android.
 
A question regarding the latest version 4.0: can we confirm that ACT palettes are no longer supported?
If so, is there an equivalent system for level palette changes like in Golden Axe?
An example:
Code:
palette data/bgs/wilder/pals/mist1.act 0 1 0 0 0 1         #1

palette data/bgs/wilder/pals/mist3.act 0 1 0 0 0 1         #2
palette data/bgs/wilder/pals/mist5.act 0 1 0 0 0 1         #3
palette data/bgs/wilder/pals/mist7.act 0 1 0 0 0 1         #4
palette data/bgs/wilder/pals/sunny.act 0 1 0 0 0 1         #5

palette data/bgs/wilder/pals/sunset2.act 0 1 0 0 0 1       #6
palette data/bgs/wilder/pals/sunset4.act 0 1 0 0 0 1       #7
palette data/bgs/wilder/pals/sunset6.act 0 1 0 0 0 1       #8
palette data/bgs/wilder/pals/sunset8.act 0 1 0 0 0 1       #9

#palette change
setpalette 1
at 0
 
A question regarding the latest version 4.0: can we confirm that ACT palettes are no longer supported?
If so, is there an equivalent system for level palette changes like in Golden Axe?
An example:
Code:
palette data/bgs/wilder/pals/mist1.act 0 1 0 0 0 1         #1

palette data/bgs/wilder/pals/mist3.act 0 1 0 0 0 1         #2
palette data/bgs/wilder/pals/mist5.act 0 1 0 0 0 1         #3
palette data/bgs/wilder/pals/mist7.act 0 1 0 0 0 1         #4
palette data/bgs/wilder/pals/sunny.act 0 1 0 0 0 1         #5

palette data/bgs/wilder/pals/sunset2.act 0 1 0 0 0 1       #6
palette data/bgs/wilder/pals/sunset4.act 0 1 0 0 0 1       #7
palette data/bgs/wilder/pals/sunset6.act 0 1 0 0 0 1       #8
palette data/bgs/wilder/pals/sunset8.act 0 1 0 0 0 1       #9

#palette change
setpalette 1
at 0

Confirm? Where on Earth did you get that idea in the first place? The .act palettes are what you're supposed to use. Support is not dropped and there are no plans to.

DC
 
Confirm? Where on Earth did you get that idea in the first place? The .act palettes are what you're supposed to use. Support is not dropped and there are no plans to.

DC
The ACT palettes are an old mechanic, and while testing the game in 4.0,
I had a problem with a level that wouldn't load.

Finally, according to the log, it's possible that this is due to this function:
Code:
openborconstant("FRONTPANEL_Z")
Sorry, I shouldn't make assumptions like that and should do more research.

I'll look into this with @Kratus since it's part of one of his CPU Partner scripts.
 
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