Samurai X has done an new version of this wonderfull engine for great beat'em up 
changes:
QUOTE
For scripting I have added new features as well as fixed some bugs.
Scripting Functions:
-id = loadsample(filename, packfile)
-unloadsample(id)
-playsample(id, priority, lvolume, rvolume, speed, loop)
Scripting Examples:
CODE
int id;
id = loadsample("data\sounds\wow.wav", mymod.pak);
if(id >= 0)
{
playsample(id, 0, 120, 120, 100, 0);
unloadsample(id);
}
Scripting Bug Fixes:
- Some scripting functions did not handle both constants and integers. This is no longer an issue as we will automatically handle each type.
New Command Types:
- bounce [int]
Command Example:
* bounce 0 = Normal no bounce effect.
* bounce 1 = executes the double fall bounce effect when model falls. This means model will bounce for a second time as well as play the sound effect again. This applies to all models, not type dependent.
General Bug Fixes:
- Players and Enemies only play fall effect once. See bounce command for more than once.
- Recovery from throw no-longer removes energy. Which caused other issues as well.
- General bug fixes here and there....
Damon's Additions:
- antigravity command now accessible through scripting.
Mostly I just wanted to get an ALL Platform release out here which has not been done in a while so that platform users can now enjoy all of bug fixes that have gone in. Enjoy this new fine build!
You can download it here. Don't miss to do an donation by paypal
You need to put the mmuhack.o file (from picodrive or over emulator ^^) next the openbor.gpe file.
changes:
QUOTE
For scripting I have added new features as well as fixed some bugs.
Scripting Functions:
-id = loadsample(filename, packfile)
-unloadsample(id)
-playsample(id, priority, lvolume, rvolume, speed, loop)
Scripting Examples:
CODE
int id;
id = loadsample("data\sounds\wow.wav", mymod.pak);
if(id >= 0)
{
playsample(id, 0, 120, 120, 100, 0);
unloadsample(id);
}
Scripting Bug Fixes:
- Some scripting functions did not handle both constants and integers. This is no longer an issue as we will automatically handle each type.
New Command Types:
- bounce [int]
Command Example:
* bounce 0 = Normal no bounce effect.
* bounce 1 = executes the double fall bounce effect when model falls. This means model will bounce for a second time as well as play the sound effect again. This applies to all models, not type dependent.
General Bug Fixes:
- Players and Enemies only play fall effect once. See bounce command for more than once.
- Recovery from throw no-longer removes energy. Which caused other issues as well.
- General bug fixes here and there....
Damon's Additions:
- antigravity command now accessible through scripting.
Mostly I just wanted to get an ALL Platform release out here which has not been done in a while so that platform users can now enjoy all of bug fixes that have gone in. Enjoy this new fine build!
You can download it here. Don't miss to do an donation by paypal
You need to put the mmuhack.o file (from picodrive or over emulator ^^) next the openbor.gpe file.