OpenBoR v2.0691

OPenBoR - Image 1 

The folks at Lavalit have upgraded their OpenBoR project by leaps and bounds, adding new features and updating commands for people to use with the program.

Before we move on to their extensive changelog, let’s go and explain what OpenBoR is first. It’s a program that allows people to make and play their own fighting and action game modules. In this case, you can play everything from remakes of Double Dragon to homebrew fighting games based on Final Fight.

In any case, below is the changelog for you to peruse. We suggest you also take a look at their website though, as the actual mods you can use, as well as the latest updates for OpenBoR, will probably be put up their before anything else. Enjoy!

By SX:

1.  Dynamic Animation Frame Memory Manager (No more Frame Limits and Also reduces memory by HALF!!!)
2.  Memory utilizations in system options menu (shows how much memory is being utilized by your mod)
3.  Controller I/O interface redesigned for PSP (Thinking of wifi mulitplayer next on the list).
4.  XBoX now uses Sprite Flip Technique.
5.  XBoX now supports 4 Player Control.

More of the changelog after the jump!

Download: OpenBoR v2.0691

OPenBoR - Image 1 

The folks at Lavalit have upgraded their OpenBoR project by leaps and bounds, adding new features and updating commands for people to use with the program.

Before we move on to their extensive changelog, let’s go and explain what OpenBoR is first. It’s a program that allows people to make and play their own fighting and action game modules. In this case, you can play everything from remakes of Double Dragon to homebrew fighting games based on Final Fight.

In any case, below is the changelog for you to peruse. We suggest you also take a look at their website though, as the actual mods you can use, as well as the latest updates for OpenBoR, will probably be put up there before anything else. Enjoy!

By SX:

1.  Dynamic Animation Frame Memory Manager (No more Frame Limits and Also reduces memory by HALF!!!)
2.  Memory utilizations in system options menu (shows how much memory is being utilized by your mod)
3.  Controller I/O interface redesigned for PSP (Thinking of wifi mulitplayer next on the list).
4.  XBoX now uses Sprite Flip Technique.
5.  XBoX now supports 4 Player Control.
6.  XBoX now stablilzed, no more random crashing!
7.  XBoX hardcoded paths removed default.xbe anywhere with the included folders!
8.  GP2X now RUNS!
9.  GP2X now uses Sprite Flip Technique.
10. GP2X now uses Filecaching for faster file loading.
11. GP2X now uses open2x dev environment.
12. GP2X now uses SDL Hardware acceleration
13. Unified Libraries for all platforms!
14. New LINUX platform Identical to Windows version took me a whole 2 minutes to port it!

However the Linux platform is not included at the moment until i get to work since its the only place were i have a linux machine available….. But don’t tell anybody…..

Delete settings.sav for both PSP and XBoX due to new controller layout!

New or Updated Commands

knife and playshotno can now both be used together!

Character’s text file under command anim.

quakeframe:
–positive means old style quake.
–negative value means new style extreme quake.

Next 2 go under levels.txt

timeicon – is used as the lower layer for the countdown of the timer.  That means while the digits are counting down they are on top of this icon.  You modders can now draw a nice little box with the word time or something of the sorts instead of the default white box.

timeicon  path/to/icon.cfg  x y

bgicon – is used as the lowest layer.  That means its used for masking or whatever technique you choose.  Player(s) or Enemy(s) status will be placed over bgicon.

bgicon  path/to/icon.cfg  x y

By uTunnels:

1.  Script Engine!
2.  Free Command system removed since we have script engine!

New or Updated Commands

blockade as a spawn entry command refer to link:
http://www.lavalit.com/forum/index.php?topic=53.msg265#msg265

blockade
at
It works in a direction-both level, set the left most edge.

And scrollz command:

scrollz at
This command sets min and max z autoscroll position, only works in direction-both/left/right levels.

Indivigual Palettes per level.
I’ve made some dynamic palette in each level.

That is , you can set up to 40 palettes in each level using command palette.

palette
palette
palette
palette
……

Similar to panels, they are indexed, 1st is 1, 2nd is 2, …etc

You can use setpalette command as a spawn entry, that is

setpalette
at

set index to 0 will change back to normal palette.

I planned to add this command in frames, but I’d leave it to see if it can be easily done by scripting. If so, i think you can made some background effects by changing default palette in mid-level.

Bug Fixes:

1.  Enemies cant throw stars
2.  Unsummonframe kill the summoner.
3.  Enemies can run between walls even if there’s no gap between them.
Adjust enemies/npcs’ speed while chasing, now they use normal speed.
New command maxwallheight in levels.txt. Now players wont spawn onto a wall that is higher than that. It is default to 1000.
Hard checking for player spawn, so they won’t spawn into holes even if the holes overlap.
4.  Bug Fixes to Attack functions.
5.  Air special is back!

By Tails:

1.  GP2X now uses mmuhack.
2.  nograb 2 on player to prevent him to grab any enemies or player.
3.  I will try to repair blockratio code(is the one that is doing the problem on block).
4.  Add all Darkbor features.
5.  Repaired weapons code, now it dont cut animation anymore(rerevised now works well).pshotframew have new function:
pshotframew [shot proyectile][throwa(well the a setting)][here the frame to rest 1 to shootnum so must (put delay 1 to that last frame because it is the only cut)]
6. Repaired custpshot(now work well)

Download: OpenBoR v2.0691

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