OpenBOR v3.0 Build 4183 for Windows/Wii/PSP

Status
Not open for further replies.
OpenBOR v3.0 Build 4196 (Windows/Wii/Android)
http://www.mediafire.com/file/c8ompvapjzkde0q/OpenBOR_v3.0_Build_4196.rar
- adjust display entity/shadows on platforms

O Ilusionista said:
White Dragon, let me ask you something:
I know this is not a request topic, but how hard it would be to make the engine accept animated gifs instead of static gifs for things like title, menu, and all others? This is something such I would benefict almost every modder in this forum :)

there is yet an anim gif support with playgif(). BTW to abuse of gifs the game will have a huge size unjustifiably.
quote DC.
 
Yeah it would be good to give detail about what was added so we can update the manual. I never understood why some developers love to not give info about what they add to the engine.

This is why we still have undocumented thing yet. Maybe I should stop to bark up the wrong tree.
 
Good news/update guys!!

OpenBOR v3.0 Build 4201 (Windows/Wii/Android)
http://www.mediafire.com/file/5uxt4fm9yhvodgy/OpenBOR_v3.0_Build_4201.rar

- added localvar "index" in onblockwscript (wall index == wall ID)

holes/walls opened to script:
- checkholeindex(x,z);
- checkwallindex(x,z);
- getholeproperty(index,property);
- getwallproperty(index,property);
- changeholeproperty(index,property,value);
- changewallproperty(index,property,value);

properties:
"depth"
"height"
"lowerleft"
"lowerright"
"upperleft"
"upperright"
"x"
"z"

...and then:
- FINALLY added the vertical/diagonal support for bg/fg layers

usage:
vbgspeed value dir
vbgspeed param is similar to bgspeed (both used in level#.txt)

use vbgspeed+bgspeed combo for diagonal levels

enjoy!  ;)
 
I am very happy with the new android build not only has the credit bug been fixed but now game pads are working this should be very good news to any nvidia shield users too
 
- FINALLY added the vertical/diagonal support for bg/fg layers

usage:
vbgspeed value dir
vbgspeed param is similar to bgspeed (both used in level#.txt)

Ah, just couple weeks ago I discovered a trick to control vertical speed of autoscrolling background. Oh well, at least I could use script to control both speed right now  8)
Speaking of which, I remember second level of Undercover Cops who has elevator moving in diagonal direction. IIRC the moving direction changes rapidly in the level
 
That is cool, WD!
But I think you should open another topic showing all the modifications from the previous version. Its more organized.
 
White Dragon said:
holes/walls opened to script:
- checkholeindex(x,z);
- checkwallindex(x,z);
- getholeproperty(index,property);
- getwallproperty(index,property);
- changeholeproperty(index,property,value);
- changewallproperty(index,property,value);

Great  8)
 
I want to thank all of you for your hard work on making yet another highly awaited release available to all of us. You guys are the best!  8)

A few things on the Wii port.
- You cannot go UP at all in the games (paks) selection screen.
- Left Analog nub support for the Classic Controller is completely missing. It used to work fine on the last 4153 build.

Also, I'm here to remind you guys that there has been a support library for the Wii U PRO Controller (the wireless one) available for some time now. It even makes it work with homebrew on the regular Wii!! The implementation of this means no more having to deal with classic nunchuck dongles or cords in the way.

Check it out here:
https://gbatemp.net/threads/libwupc-a-wiiu-pro-controller-library-for-wii-homebrew-applications.371574/

I could even test a build out for you guys. Keep up the amazing work!


 
Great work White Dragon ! Imo everything should be opened to script long time ago, can you make HUD open to scripting as well? I would like to move lifebars offscreen sometimes.
 
I'm new to OpenBOR. Is there currently, or will there ever be a version that will accept more than 4 controllers? I would even be happy with a version that supports keyboards only at this point. Why? I'm trying to run OpenBOR (Windows) on an arcade cabinet that has several gamepads, including dolphin/wii controllers, xbox 360 controllers, lightguns as well as the keyboard controller running the control panel. I use all the controllers attached to the cabinet in order to play games in various emulators that might require different controllers. Having all the controllers attached leaves me without a way to use OpenBOR on my arcade cabinet. I try to run it but nothing will open. Researching the issue on the forums, I see OpenBOR has issues with too many joysticks and the solution seems to be to unplug a few joysticks. Unfortunately that is not an good solution in this instance. An option to play OpenBOR on a cabinet with real arcade controls seems to be a no brainer, but this joystick thing is holding me back. I apologize in advance if there is a solution that I missed somewhere to get up and running. If someone could point me in the right direction, I would appreciate it. Thanks for the hard work on OpenBOR. I've had fun messing around with it on my PC with just a keyboard.
 
OpenBOR is smart enough to still see the controllers are attached unfortunately. Here is the log file after it crashes.

Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 6619136 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1920, 1080, 24, 60

9 joystick(s) found!


It sees 2 lightguns, 2 xbox 360 controllers, 4 wiimotes, and an ipac4 controller. I wish there was a dll or something that could be used that would hide all controllers from OpenBOR when it loads. That would be ideal.
 
How do i get in control menu if I cant even get openbor to load to begin with? I'm grateful for the help but I don't understand how to do this.
 
I just tried opening a game on my PC and changed gamepads to disabled. I then copied the save .cfg it created over to the arcade cabinet and tried to run the same game with that config. No dice. The log still shows OpenBOR is detecting 9 joysticks. The log file stops right at that line so I guess disabling gamepads beforehand has no effect. If you have more than 4 controllers plugged in, it crashes whether they are disabled or enabled. That sure had my hopes up though!
 
i noticed some issues on joystick since when the sdl was updated on openbor, i have problems detecting 5 joysticks too, and even four i cant map correctly
 
rafhot said:
i noticed some issues on joystick since when the sdl was updated on openbor, i have problems detecting 5 joysticks too, and even four i cant map correctly

Indeed. My Madcatz arcade sticks no longer work on this build.

Why are shadows overlapping objects on all mods now? It looks terrible.

Also on Wii port;
- no longer maps the left analog nub to directional movement which was so smooth on the classic controller.
- Also UP direction is broken on the pak selection menu.
 
updates are great, but there is a lot still not being managed properly,

sourceforge still has build 3742,  so people keep porting old versions....like the current raspberry pi build.  If some of this was ever sorted out we might actually have various working ports.  Do not assume the forum will always be here, that's the mistake utunnels made at lavalit. 
 
Status
Not open for further replies.
Back
Top Bottom