Plombo's to-do list

bWWd said:
I found problem in palapply with gif palette file which is trivial but it stops palapply from working , if gif in palette.gif is in caps ( palette.GIF then palapply doesnt convert .checked many times and i confirm its the cause and some programs automatcally give extensions in caps.for a lot of newfomers tha could be big problem cause i remember it was for me and i thought palapply doesnt work with random files cause it didnt convert and i didnt know what was the cause.

Ha, a PalApply bug more than 5 years after release!  I'm not going to fix PalApply, though.  For starters, I think I've lost the source code.  I hope I've lost it, anyway; the PalApply source code is a horrible beast that I never want to look at again. ;)

I can, however, make sure that SpriteBuddy doesn't have the same problem. :)
 
I never tried just remember reading about it. My wii has homebrew so I will test it soon.

just to check is there anything developer wise that can save memory for people who want to mod for systems like psp phat with limited memory (like  virtual memory or something ?)
 
OpenBOR is already extremely optimized as is. It's not likely we'll be able to wring much more out of it as far as memory usage goes. Not without making a switch to tile based graphics or dropping some console support.

DC
 
Tile based openbor would be really interesting ! Would it be possible to do now? I guess without stage editor that supports preview and building from tile sets it wouldnt be easy to work with but typical platformer mode would be something fresh.
I work in spine and spriter software on daily basis so i know them inside out but i dont really see them working along with openbor, its a bit different and especially PNG support is not there yet, also basic implementations of spriter dont have deformations so thats a bit sad, i dont like the look of cutout graphics at all, only if its stylized to look like cutouts or its done so well that it doesnt look like cutouts.So im more excited about tile based levels.
Anuyway its best to render spine or spriter animations to png frames and convert to indexed palette , thats what im doiung for openbor and he-man characters.
 
Did some more SpriteBuddy work today.  Despite some impediments, I got started on the glue between the frontend and backend.  I'm still guessing about two more days of solid progress before it's ready for a preview release.
 
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
  • The framerate is still bad; currently 20 fps for a 640x480@32bit game
  • Total RAM isn't displayed properly
  • No menu yet; it's still hard-coded to read bor.pak
  • No WebM playback yet
  • Screen fade to black isn't hardware accelerated yet, so it's very slow

So it's far from being ready for prime time, but still, it's some decent progress :)
 
Not a 3DS player, but I'm glad to see Openbor in new platforms.
Good luck with the project.
 
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.
 
SimonSmith said:
Implemented hardware-accelerated screen fade...
Hardware-accelerated!! Good news !!
I hope this would take effects all the time one day ;D

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.
 
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. :)
 
BeasTie said:
How about developing without being so fucking rude all the time.  Is this possible?

WAY not appropriate Beastie. Plombo's response might have been terse, but it was hardly offensive. Yours most certainly was. Please don't do that again.

DC
 
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 :)
 
Back
Top Bottom