Bor Beta 1


Well, new sprite code is in, along with new control code, ability to change key mappings etc, and a few other improvements. I'm now working on a new mod selector for the front end.
 
Squidge posted on Apr 18 2004 at 10:59 PM said:
Gee, thanks, my bank account details are as follows ;)
If you have a pay pal account, give me the details and i'll pop some cash in it. BOR is brilliant, and GPdrive allowed me to back up my CV at work, and helped me get a new job :) You do a lot of work that we all in enjoy, while I do F all, so i'd rather pay cash instead!
 
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Well, my paypal account is the same as my normal email address:

paulc@carrotibiblio.org

(remove the vegetable)

I'd never ask for money for my projects, but if people feel the need to donate as a thankyou, then I'd certainly be very grateful for the donation.

And seen as BOR hasn't had an upgrade for a while, here's a new version. Still got the horrible selection screen at the front, but I think people can live with that for a little longer. This version does have a new sprite engine, more optimized code, ability to change the key mappings, and the possibility of saving your settings. The new sprite engine does take up a little more memory, but no where near what beta3 used up.

Try it out and tell me what you think. I've tested it with Megaman and BOR itself, it may or may not work with other mods. When configuring new player controls, note that the Left paddle and "Select" buttons don't work (can't be selected) at the moment. I'm working on that.

I'll soon be putting files like this one (and the changelogs) onto my new website, but I've yet to find the time to create the pages for it.
 
Does the new MK demo work on the GP version of BOR?

I will dontae some cash on Monday somewhere in the region for £10 you more than deserve it Squidge.
 
Well, it says on the front page that it does, although I've not tried myself yet.

Also, Skeezix sent me a nice little explanation + code on why it doesn't work on the original paks of some mods (such as Ghouls N Ghosts Returns). So, thanks to him, it now works on these mods.

Updated version attached :)

EDIT: Call this beta 5.1 :)
 
I could not get it to work :(

But maybe im doing something wrong (most likely the case). However i do have other mods working.
 
hi Squidge :)

Will you include some intro music in the futur ?
Megaman works great.

Do you think to include a direct run when there is only a bor mod in the text file ?

Thanks !!! :)
 
I love this new sprite engine - although truth be told, I never actually tried 0.4 (never got round to it), so I don't know how juttery it was. Just played through to a point where the screen is covered in characters on Hokutoy's VOR mod (the GP32 one; the PC one gives an out of memory error).

Megaman runs great too, as does the original BOR (at least, with 0.5; not tried with 0.51 yet).

Nintendo vs Sega also gives an out of memory error, and Castlevania (original PAK from the PC ver, not the one for GP32 minus music) and TNMT (likewise, if a GP32 pak exists) both give the error "*** BAD FREE (double/addr/overflow) ->" while loading sprites. Haven't tried Ghouls and Ghosts pak yet, mainly because I haven't downloaded it yet, but I'll give it a go once I have done.

This is a brilliant piece of work, Squidge, and deserves a small statue to be erected to you in the corner of the site :)
 
yay very nice!!! the new sprite engine is much better than the one of the last version, no longer theese wired "frameskip" effekt.

keep up the amazing work!
 
Hi
On my gp32, the game freezes at the first start screen Loading...
I have put the fxe (5.1) and bor.pak in the gpmm folder...

gp:\gpmm\bordata\bor.pak
*** BAD FREE (double/addr/underflow) ->

Am I the only one who have this problem?
 
IntenseWage posted on Apr 22 2004 at 06:09 PM said:
The original BOR.pak gives the "*** BAD FREE (double/addr/overflow) ->" error, too. =/
Odd, I'm using an original BOR and I'm getting no errors

Hey squidge, beautiful work. Good job implementing control options, though directional controls should be locked. :hugs squidge: That really helps me out.

EDIT: Reboot still doesn't work right. What are you doing for this? Is there an alternative way of doing this?
 
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WOW This beta 5.1 is amazing!
Now my VOR_PC demo (31 mgs - 2 players char, BOSS, a lot of sounds and nice music) is working! But you must use some trick to make it load!
I dont know why works but i unpack my bor.pack with paxplode and make 3 fake shadow6.gif (using copy/paste) (found it at BOR\data\sprites) and rename them to:
shadow61.gif
shadow62.gif
shadow63.gif

Then i repack my mod to bor.pak with makepack.bat/packer.exe and it runs perfect!

You can found my VOR_PC_DEMO HERE
Right-click links found at this page and save as...

By the way... put SPEED (in packlist.tst) to 1800 to get real speed of my mod and make sounds mach with animation
Make sure to raise sound effect volume (in options) to 104 (or more).

Byes!
 
When I try to use the paxplode I drag the vor.pak onto paxplode and it brings up a dos promt...then it goes through sucessfullying doing what it does. Where is the output. I cant seem to find it...maybe im just doing it wrong, or maybe it hates xp.

edit: Sorted things out...sorry about that.
 
I like how I cant find the links to the other Paks on the forum here because the search criteria is all mostly 3 letter words. <_<

Bor, pak , mod......
 
mrpropre posted on Apr 22 2004 at 11:14 PM said:
Hi
On my gp32, the game freezes at the first start screen Loading...
I have put the fxe (5.1) and bor.pak in the gpmm folder...

gp:\gpmm\bordata\bor.pak
*** BAD FREE (double/addr/underflow) ->

Am I the only one who have this problem?
Same problem here, and I even renamed everything to lowercase... I'm using 1.6.6 FW, that might be it?
 
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