OpenBOR v3.0 Build 6330 (Android/PSP/WII/WINDOWS)

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*testing....

OK I can confirm pak menu working once again for Wii on build 6324.

Thank you White Dragon!
Could you please implement the libwupc libraries for the Wii U Pro controller to further updates?https://gbatemp.net/threads/libwupc-a-wiiu-pro-controller-library-for-wii-homebrew-applications.371574/

I've been hard at work last night making nice Wii and WiiU forwarder channels and will upload soon.
But having the compatibility for Wii U Pro Controller would really be a godsend!
It even works on Wii homebrew with the aplication of these libraries!
NO MORE BATTERIES AND PESKY NUNCHUKS!

Please, I cannot stress this issue any longer.
 
MaxBeta said:
*testing....

OK I can confirm pak menu working once again for Wii on build 6324.

Thank you White Dragon!
Could you please implement the libwupc libraries for the Wii U Pro controller to further updates?https://gbatemp.net/threads/libwupc-a-wiiu-pro-controller-library-for-wii-homebrew-applications.371574/

I've been hard at work last night making nice Wii and WiiU forwarder channels and will upload soon.
But having the compatibility for Wii U Pro Controller would really be a godsend!
It even works on Wii homebrew with the aplication of these libraries!
NO MORE BATTERIES AND PESKY NUNCHUKS!

Please, I cannot stress this issue any longer.

Perfect!!
Sorry no more time..
I hope Plombo...
 
White Dragon said:
MaxBeta said:
*testing....

OK I can confirm pak menu working once again for Wii on build 6324.

Thank you White Dragon!
Could you please implement the libwupc libraries for the Wii U Pro controller to further updates?https://gbatemp.net/threads/libwupc-a-wiiu-pro-controller-library-for-wii-homebrew-applications.371574/

I've been hard at work last night making nice Wii and WiiU forwarder channels and will upload soon.
But having the compatibility for Wii U Pro Controller would really be a godsend!
It even works on Wii homebrew with the aplication of these libraries!
NO MORE BATTERIES AND PESKY NUNCHUKS!

Please, I cannot stress this issue any longer.

Perfect!!
Sorry no more time..
I hope Plombo...

Ok, I appreciate your time and wish you well on your endeavors.  8)

Cheers!
 
You have done so much work on the engine White Dragon, updates were very few and far before you came along so everyone really appreciates it.

Please, don't say that. Besides not being fair to all other developers, it does not make the slightest sense. White Dragon deserves all the applause for adding new stuff to the engine, improving some parts and fixing bugs.

But the words you said sounded bad, very bad. As if the other developers did nothing or stuff full of errors and bugs. There are developers working behind the scenes, others working under the spotlight - both are needed.

I can give you a very precise example of this - DC's work. It is redoing and changing all access to entity properties, something that will be very useful to us and that is Herculean work. You can track progress in the engine branch here:
https://github.com/DCurrent/openbor/tree/property-access-rework

I know you do not understand many things in the engine and you may not have spoken badly, but please think before you speak - or let yourself know what you are talking about. Unthinkable words thus detract from the reputation of the developers and the engine itself.

Nothing personal against you. But I worry a lot about the engine and the people who work on it.
 
I understand what nsw25 means and his intention was good. With White dragon if you say there is a bug or issue he listens and gets right on it where other developers in most cases do not aknoledged the post thats not to say the don't do updates for the engine they do but with White Dragon it was nice to have someone look out for the little guy (think thats the right saying).

I am no where near White Dragons level (in fact I have never written a programme in  C) but I will do what I can and hope to learn as I go.

Thanks White Dragon for the time and effort and good luck with your new job (that starts today).
 
Wow! That's a lot of work you have done, White Dragon! For ducking anim, that must be a transition between start-crouching and stay-crouching (anim duck for keeping still?), right?

Nevermind. I know I'm late to say this but I wish you good luck on your endeavors, White Dragon.
 
White Dragon, I got a little bug in build 6315 (Android at least)

I have a stage where players just have one credit. If they loose all the lifes, its a game over (the Boss Rush mode of my mod, if you wanna try). This was working fine in all builds I've tested until 6240 (I can't say for the others because they doesn't work on my android device). But in build 6315, you don't get a game over - you can continue and choose other player.

I haven't tried the build 6325 yet, I will try it and report what I find.
Thanks
 
really really thanks to all!! It's a pleasure for me!!  ;) ;) ;)

O Ilusionista said:
White Dragon, I got a little bug in build 6315 (Android at least)

I have a stage where players just have one credit. If they loose all the lifes, its a game over (the Boss Rush mode of my mod, if you wanna try). This was working fine in all builds I've tested until 6240 (I can't say for the others because they doesn't work on my android device). But in build 6315, you don't get a game over - you can continue and choose other player.

I haven't tried the build 6325 yet, I will try it and report what I find.
Thanks

Just on android? I think on windows too, right?
 
White Dragon, more information about the issue:

In the build 6240, both for Windows and Android, the bug happens.
The "Press start" at the right is stuck there, it never changes to "credit 1"
vo96XaT.png

The windows version do show a game over screen, but the Android not and let you choose another character.
To be honest, I haven't deleted by save folder when I was testing this yesterday, so it could be a conflict with an old cfg which caused me to be able to choose a new chracter. But the credit count was still there.

Now I've downloaded the version 6325 and had tested both versions (althought the Windows version were run using Wine since I am on a Mac), and they work fine - the message Press Start changes to Credit 1.
If I die, I get a GAME OVER.
txckhzd.png


So whatever where causing it, it doesn't happens anymore.

Btw, the build 6245 files is corrupted (if you extract them, both windows and android version doesn't works). But since its an old build already, I don't think it would make sense to fix it.
 
Ok, well.
I think that is the save files...
Obviously it is good to always try the latest version to know if the bug has been fixed.
My effort has always been to make openbor as stable as possible.
Bye bye !!  ;)
 
Windows build 6325 crashes if I have my 4 port controller adapter (http://skunx7.wixsite.com/bliss-box) plugged in, it worked fine in build 4750.

From the log:
Warning: Unable to initialize rumble for joystick: 4PLAY PORT in port: 2! SDL Error: Haptic error Unable to create effect
 
Viper Snake said:
Windows build 6325 crashes if I have my 4 port controller adapter (http://skunx7.wixsite.com/bliss-box) plugged in, it worked fine in build 4750.

From the log:
Warning: Unable to initialize rumble for joystick: 4PLAY PORT in port: 2! SDL Error: Haptic error Unable to create effect

I can't reproduce the bug and work on openbor. I hope anyone can help us.
Rumble log is ok. Simply the plugged device is not fully rumble compatible or there is some error to initialize rumble. But this is not a critical error.
The problem is just some index check maybe..

Or... if you can, compile by yourself and report me the latest working commit.
Thanks!

Ps. try to compile latest committed version..
 
First, thank for all the work.

I'm a Linux user and I've been compiling linux versions for a while.
Today I just compiled this version, as always (the compilation does not throw any problems), but when trying to execute the binary file, it does not run and throws the following error.
Segmentation fault (core dumped)
NOTE: I have the error when I just run the binary, whether or not I have .pak to load.

The version I was using until yesterday was 6203 (compiled by me)
I just downloaded different versions and these are the results:

6203 - Compile and work OK.
6212 - Compile and work OK.
6223 - Compile and work OK.
6240 - Compile and work OK.
6245 - no tested
6258 - no tested
6271 - no tested
6276 - Compile and work OK.
6291 - Compile without error but don't work (Segmentation fault (core dumped))

6297 - Compile without error but don't work (Segmentation fault (core dumped))
6315 - Compile without error but don't work (Segmentation fault (core dumped))
6325 - Compile without error but don't work (Segmentation fault (core dumped))

PD:
OS: Kubuntu 16.04  64 bit.

Code:
hechelion@KbuntuSmaug:~/afrodita/openbor/openbor-6325/engine$ make BUILD_LINUX=1
Compiling LINUX Port: openbor.c...
Compiling LINUX Port: openborscript.c...
Compiling LINUX Port: source/adpcmlib/adpcm.c...
Compiling LINUX Port: source/gamelib/draw.c...
Compiling LINUX Port: source/gamelib/draw16.c...
Compiling LINUX Port: source/gamelib/draw32.c...
Compiling LINUX Port: source/gamelib/font.c...
Compiling LINUX Port: source/gamelib/translation.c...
Compiling LINUX Port: source/gamelib/anigif.c...
Compiling LINUX Port: source/gamelib/bitmap.c...
Compiling LINUX Port: source/gamelib/screen.c...
Compiling LINUX Port: source/gamelib/screen16.c...
Compiling LINUX Port: source/gamelib/screen32.c...
Compiling LINUX Port: source/gamelib/loadimg.c...
Compiling LINUX Port: source/gamelib/palette.c...
Compiling LINUX Port: source/gamelib/packfile.c...
Compiling LINUX Port: source/gamelib/filecache.c...
Compiling LINUX Port: source/gamelib/pixelformat.c...
Compiling LINUX Port: source/gamelib/soundmix.c...
Compiling LINUX Port: source/gamelib/spriteq.c...
Compiling LINUX Port: source/gamelib/sprite.c...
Compiling LINUX Port: source/gamelib/spritex8p16.c...
Compiling LINUX Port: source/gamelib/spritex8p32.c...
Compiling LINUX Port: source/gamelib/models.c...
Compiling LINUX Port: source/gamelib/transform.c...
Compiling LINUX Port: source/stringptr.c...
Compiling LINUX Port: source/utils.c...
Compiling LINUX Port: source/stristr.c...
Compiling LINUX Port: source/omath.c...
Compiling LINUX Port: source/scriptlib/StackedSymbolTable.c...
Compiling LINUX Port: source/scriptlib/ScriptVariant.c...
Compiling LINUX Port: source/scriptlib/SymbolTable.c...
Compiling LINUX Port: source/scriptlib/Instruction.c...
Compiling LINUX Port: source/scriptlib/Interpreter.c...
Compiling LINUX Port: source/scriptlib/ImportCache.c...
Compiling LINUX Port: source/scriptlib/ParserSet.c...
Compiling LINUX Port: source/scriptlib/Parser.c...
Compiling LINUX Port: source/scriptlib/Lexer.c...
Compiling LINUX Port: source/scriptlib/Stack.c...
Compiling LINUX Port: source/scriptlib/List.c...
Compiling LINUX Port: source/preprocessorlib/pp_lexer.c...
Compiling LINUX Port: source/preprocessorlib/pp_parser.c...
Compiling LINUX Port: source/preprocessorlib/pp_expr.c...
Compiling LINUX Port: source/openborscript/commands.c...
Compiling LINUX Port: source/openborscript/animation.c...
Compiling LINUX Port: source/openborscript/axis.c...
Compiling LINUX Port: source/openborscript/binding.c...
Compiling LINUX Port: source/openborscript/collision_attack.c...
Compiling LINUX Port: source/openborscript/collision_body.c...
Compiling LINUX Port: source/openborscript/constants.c...
Compiling LINUX Port: source/openborscript/energy_status.c...
Compiling LINUX Port: source/openborscript/entity.c...
Compiling LINUX Port: source/openborscript/index.c...
Compiling LINUX Port: source/openborscript/layer.c...
Compiling LINUX Port: source/openborscript/level.c...
Compiling LINUX Port: source/openborscript/math.c...
Compiling LINUX Port: source/openborscript/string.c...
Compiling LINUX Port: source/ramlib/ram.c...
Compiling LINUX Port: source/randlib/rand32.c...
Compiling LINUX Port: source/pnglib/pngdec.c...
Compiling LINUX Port: source/pnglib/savepng.c...

Linking LINUX Port: OpenBOR.elf...
Stripping LINUX Port: OpenBOR...

Completed LINUX Port!
OpenBOR is now ready!

hechelion@KbuntuSmaug:~/afrodita/openbor/openbor-6325/engine$ ./OpenBOR
Segmentation fault (core dumped)


 
hechelion said:
First, thank for all the work.

I'm a Linux user and I've been compiling linux versions for a while.
Today I just compiled this version, as always (the compilation does not throw any problems), but when trying to execute the binary file, it does not run and throws the following error.
Segmentation fault (core dumped)
NOTE: I have the error when I just run the binary, whether or not I have .pak to load.

The version I was using until yesterday was 6203 (compiled by me)
I just downloaded different versions and these are the results:

6203 - Compile and work OK.
6212 - Compile and work OK.
6223 - Compile and work OK.
6240 - Compile and work OK.
6245 - no tested
6258 - no tested
6271 - no tested
6276 - Compile and work OK.
6291 - Compile without error but don't work (Segmentation fault (core dumped))

6297 - Compile without error but don't work (Segmentation fault (core dumped))
6315 - Compile without error but don't work (Segmentation fault (core dumped))
6325 - Compile without error but don't work (Segmentation fault (core dumped))

PD:
OS: Kubuntu 16.04  64 bit.

Code:
hechelion@KbuntuSmaug:~/afrodita/openbor/openbor-6325/engine$ make BUILD_LINUX=1
Compiling LINUX Port: openbor.c...
Compiling LINUX Port: openborscript.c...
Compiling LINUX Port: source/adpcmlib/adpcm.c...
Compiling LINUX Port: source/gamelib/draw.c...
Compiling LINUX Port: source/gamelib/draw16.c...
Compiling LINUX Port: source/gamelib/draw32.c...
Compiling LINUX Port: source/gamelib/font.c...
Compiling LINUX Port: source/gamelib/translation.c...
Compiling LINUX Port: source/gamelib/anigif.c...
Compiling LINUX Port: source/gamelib/bitmap.c...
Compiling LINUX Port: source/gamelib/screen.c...
Compiling LINUX Port: source/gamelib/screen16.c...
Compiling LINUX Port: source/gamelib/screen32.c...
Compiling LINUX Port: source/gamelib/loadimg.c...
Compiling LINUX Port: source/gamelib/palette.c...
Compiling LINUX Port: source/gamelib/packfile.c...
Compiling LINUX Port: source/gamelib/filecache.c...
Compiling LINUX Port: source/gamelib/pixelformat.c...
Compiling LINUX Port: source/gamelib/soundmix.c...
Compiling LINUX Port: source/gamelib/spriteq.c...
Compiling LINUX Port: source/gamelib/sprite.c...
Compiling LINUX Port: source/gamelib/spritex8p16.c...
Compiling LINUX Port: source/gamelib/spritex8p32.c...
Compiling LINUX Port: source/gamelib/models.c...
Compiling LINUX Port: source/gamelib/transform.c...
Compiling LINUX Port: source/stringptr.c...
Compiling LINUX Port: source/utils.c...
Compiling LINUX Port: source/stristr.c...
Compiling LINUX Port: source/omath.c...
Compiling LINUX Port: source/scriptlib/StackedSymbolTable.c...
Compiling LINUX Port: source/scriptlib/ScriptVariant.c...
Compiling LINUX Port: source/scriptlib/SymbolTable.c...
Compiling LINUX Port: source/scriptlib/Instruction.c...
Compiling LINUX Port: source/scriptlib/Interpreter.c...
Compiling LINUX Port: source/scriptlib/ImportCache.c...
Compiling LINUX Port: source/scriptlib/ParserSet.c...
Compiling LINUX Port: source/scriptlib/Parser.c...
Compiling LINUX Port: source/scriptlib/Lexer.c...
Compiling LINUX Port: source/scriptlib/Stack.c...
Compiling LINUX Port: source/scriptlib/List.c...
Compiling LINUX Port: source/preprocessorlib/pp_lexer.c...
Compiling LINUX Port: source/preprocessorlib/pp_parser.c...
Compiling LINUX Port: source/preprocessorlib/pp_expr.c...
Compiling LINUX Port: source/openborscript/commands.c...
Compiling LINUX Port: source/openborscript/animation.c...
Compiling LINUX Port: source/openborscript/axis.c...
Compiling LINUX Port: source/openborscript/binding.c...
Compiling LINUX Port: source/openborscript/collision_attack.c...
Compiling LINUX Port: source/openborscript/collision_body.c...
Compiling LINUX Port: source/openborscript/constants.c...
Compiling LINUX Port: source/openborscript/energy_status.c...
Compiling LINUX Port: source/openborscript/entity.c...
Compiling LINUX Port: source/openborscript/index.c...
Compiling LINUX Port: source/openborscript/layer.c...
Compiling LINUX Port: source/openborscript/level.c...
Compiling LINUX Port: source/openborscript/math.c...
Compiling LINUX Port: source/openborscript/string.c...
Compiling LINUX Port: source/ramlib/ram.c...
Compiling LINUX Port: source/randlib/rand32.c...
Compiling LINUX Port: source/pnglib/pngdec.c...
Compiling LINUX Port: source/pnglib/savepng.c...

Linking LINUX Port: OpenBOR.elf...
Stripping LINUX Port: OpenBOR...

Completed LINUX Port!
OpenBOR is now ready!

hechelion@KbuntuSmaug:~/afrodita/openbor/openbor-6325/engine$ ./OpenBOR
Segmentation fault (core dumped)

Thanks for your details.
Unfortunately I can't test on Linux (I work on Windows).
Maybe DC can test.
But.. If I can help you, I can see the code and try to find the issue just with reading and tracing the code but
I need to know the latest working commit or first not working.
Can you compile commits after 6276 and before 6291 to find the first not working?
In this way I can concentrate on right code.

Thanks
 
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