Help with weapons on enemies

  • Thread starter Thread starter Eternal-Krauser
  • Start date Start date
E

Eternal-Krauser

Guest
Hi People, I want to spawn an enemy with a weapon when the player hit enemy this lose his weapon, I dont want to kill the enemy to get his weapon, I've try this:

weapon {name} {bi} Give this spawned enemy {name} as a weapon to start with. The enemy will wield this weapon and attack with it.

but nothing, any ideas?
 
Check you have set 'weaploss' properly in the enemy,
Code:
weaploss {flag}

~Determines how weapon could be lost when the character is wielding a weapon.
0 (default) = weapon is lost and dropped on any hit.
1 = weapon is lost only on knockdown hit.
2 = weapon is lost only on death.
3 = weapon is lost only when level ends or character is changed during continue. This depends on the level settings and whether players had weapons on start or not.
~This setting can also be declared in weapon text. If you do so, the setting will override similar setting in character's text and it will only be used for that weapon.

here's the link to weapons section in manual too.
http://dcemulation.org/?title=OpenBORManual#Weapons
 
Yep, I set it so

weaploss 0

I've tried many combinations, but my enemy don't drop it, I read many times the weapon section, just cant find the way.
 
Does it drop the weapon at all? like after death?

Post the code/.txt for both your enemies, one with weapon and one without and also the actual weapon item.
Also the openbor version you're using.  Hopefully someone can spot the problem for you.
 
Code:
"original Badguy"
name           	Badguy
type           	enemy
health         	100
speed        	 5
jumpheight     	3
jumpspeed	 12
shadow         	0
noquake       	 0
falldie	       	1
nodieblink    	 1
gfxshadow      	1
paingrab	        1
grabback	        1
bounce		1
risetime      	-250
dust	        	 dust2
bflash		 Block
diesound      	data/sounds/die1.wav
jugglepoints	2

weapons		Badkinfe     Badguy


"Badguy with kinfe"
name          	Badknife
type           	enemy
health         	100
speed         	5
jumpheight     	3
jumpspeed	12
shadow          	0
noquake         	0
falldie	      	1
nodieblink     	 1
gfxshadow       	1
paingrab    	 1
grabback	         1
bounce		1
risetime 	        -250
dust	        	  dust2
bflash 		Block
diesound      	data/sounds/die1.wav
jugglepoints	2
weaploss	        0

when I set the Badknife "type none" (like in player weapon) enemy doest appear
 
you re right , but those names are examples, the real name is WK1 or something like that, but if you read (in my example for you) badguy and badknife is easy which char contain which weapon

in my txts the names are ok, the log sends me no errors

forget the error name, can you see something more? is there some example of the right way? I use something similar to the weapon system for players chars, but maybe for enemies is different
 
You should post the real .txt files, including the weapon item and both enemy .txt

So the problem is they don't spawn with weapon?
or the problem is they don't drop the weapon?

Are you using the latest version?
 
yes, my enemy with weapon appears with weapon, I set him
weaploss        0
(weapon is lost and dropped on any hit) like on the most beat em ups that I can remember
but enemy don't drop weapon on any hit, I really cant remember any Obor Mod that work so, when you set in level text "item    knife" enemy drop weapon when he die

yes I tested it with the latest version, but I'm using the latest that come with dreamcast port

I think I will try a trick with spawnframes and chageframes that simulate the effect I want.

hey BeasTie you are very kind, thanks for helping and thanks to riccochet too, if anyone has any ideas just tell me!

 
what about this:

main enemy:
Code:
name	tsgreen
health	50
speed	9
type	enemy
#shadow	3
gfxshadow 1
paingrab 1
projectilehit player enemy npc obstacle shot
diesound data/sounds/barf1.wav

weapons tsgrpipe [color=red]tsgrbott[/color] tsgrchn

enemy's weapon:
Code:
name	tsgrbott
health	50
speed	9
#type	enemy
gfxshadow 1
#shadow	3
paingrab 1

and on level.txt:
Code:
spawn	tsgreen
alias	Jake
weapon	Bottle
map	2
health	70
aggression -7
coords	-30 160
at	125

 
Hello everyone! I know that I am digging up an old topic, but I have tried it in many ways and it doesn’t work. I have this same problem. The enemy is spawn with a weapon, but does not drop it when taking a hit.

Follow my codes below:

without weapon
Code:
name	Abelio
health	100
speed	6
type	enemy
shadow	2
nodieblink    1
falldie       2
aggression    5


weapons none abelio2 abelio

anim	attack
	bbox	11 4 32 69
	delay	8
	attack	46 0 36 40 30 0 0 1 0 0
	offset	33 73
	frame	data/chars/abelio/attack1.gif
		
anim	death
	offset	42 19
	frame	data/chars/abelio/death.gif
		
anim	fall
	delay	7
	offset	44 61
	frame	data/chars/abelio/fall1.gif
	offset	41 19
	frame	data/chars/abelio/death.gif
		
anim	get
	delay	9
	bbox	3 4 46 54
	offset	31 48
	frame	data/chars/abelio/rise2.gif
		
anim	idle
	loop	1
	delay	19
	bbox	8 4 30 66
	offset	30 71
	frame	data/chars/abelio/idle1.gif
	frame	data/chars/abelio/idle2.gif
	offset	31 71
	frame	data/chars/abelio/idle3.gif
		
anim	pain
	delay	14
	offset	25 68
	frame	data/chars/abelio/pain1.gif
	offset	31 66
	frame	data/chars/abelio/pain2.gif
	offset	25 68
	frame	data/chars/abelio/pain1.gif
	delay	30
	offset	31 66
	frame	data/chars/abelio/pain2.gif
		
anim	rise
	delay	11
	offset	33 33
	frame	data/chars/abelio/rise1.gif
	offset	29 48
	frame	data/chars/abelio/rise2.gif
		
anim	walk
	loop	1
	delay	14
	bbox	9 4 31 73
	offset	29 73
	frame	data/chars/abelio/walk1.gif
	offset	24 74
	frame	data/chars/abelio/walk2.gif
	offset	23 74
	frame	data/chars/abelio/walk3.gif
		
#|edited by openBor Stats v 0.67

with weapon
Code:
name	abelio2
health	100		
speed	6
type enemy
shadow	2
nodieblink    2
falldie       2
aggression    5	
aimove chase

weaploss 0




anim	death
	offset	42 19
	frame	data/chars/abelio/death.gif
		
anim	fall
	delay	7
	offset	44 61
	frame	data/chars/abelio/fall1.gif
	offset	41 19
	frame	data/chars/abelio/death.gif
		
anim	get
	delay	9
	bbox	3 4 46 54
	offset	31 48
	frame	data/chars/abelio/rise2.gif
		
anim	idle
	loop	1
	delay	12
	bbox	9 3 33 66
	offset	24 68
	frame	data/chars/abelio/knife/knife1.gif
	offset	23 69
	frame	data/chars/abelio/knife/knife2.gif
	offset	25 67
	frame	data/chars/abelio/knife/knife3.gif
		
anim	pain
	bbox	4 4 33 69
	delay	1
	offset	25 68
	frame	data/chars/abelio/pain1.gif
	bbox	5 5 39 63
	offset	31 66
	frame	data/chars/abelio/pain2.gif
	offset	25 68
	frame	data/chars/abelio/pain1.gif
	delay	30
	offset	31 66
	frame	data/chars/abelio/pain2.gif
		
anim	rise
	delay	11
	offset	33 33
	frame	data/chars/abelio/rise1.gif
	offset	29 48
	frame	data/chars/abelio/rise2.gif
		
anim	walk
	loop	1
	hitflash	blood
	delay	11
	attack	39 18 25 29 40 0 0 0 0 0
	bbox	8 2 29 66
	offset	30 69
	frame	data/chars/abelio/knife/knife4.gif
	frame	data/chars/abelio/knife/knife5.gif
	attack	32 16 25 30 40 0 0 0 0 0
	offset	20 70
	frame	data/chars/abelio/knife/knife6.gif
		
#|edited by openBor Stats v 0.67
 
nsw25 said:
shouldn't the weapon version be type none ? i am not at front of home computer and openbor but i think that may be the problem as this is what you need to do for player models that are holding weapons.

Yes, I already tried to put the enemy with a weapon with type none, but he does not appear on the scene

when in the stage.txt file I put it to spawn with the weapon knife command it crashes the game

example:

Code:
spawn  abelio2 "or abelio"
weapon knife
health 500
coords -90  206
at  218
 
Spawning enemy with weapon setting is correct however you should spawn the original model instead like this:

Code:
spawn  abelio
weapon knife
health 500
coords -90  206
at  218

However..... are you sure knife is the weapon's name? by default it's projectile used by enemies.
Please post "knife" weapon text here so we can check that weapon also
 
Bloodbane said:
Spawning enemy with weapon setting is correct however you should spawn the original model instead like this:

Code:
spawn  abelio
weapon knife
health 500
coords -90  206
at  218

However..... are you sure knife is the weapon's name? by default it's projectile used by enemies.
Please post "knife" weapon text here so we can check that weapon also

here it is
Code:
name	knife
type	item
subtype 	weapon
weapnum 2
nolife    1
shootnum 20
typeshot 	1
counter 3
weaploss 0 1


anim	idle
	loop	1
	bbox	1 1 24 18
	offset	13 7
	frame	data/chars/misc/knife.gif
		
#|edited by openBor Stats v 0.67

when I use this code in the stage file, the enemy dies when he drops the gun, but that's not what I want. I want him to drop the gun as soon as he takes a hit, as it is in almost every beat'up

Code:
spawn  abelio
item knife
health 500
coords -90  206
at  218
 
Hmmm.... have you tried spawning abelio with this setting:
Code:
spawn  abelio
weapon knife
health 500
coords -90  206
at  218

If that causes crash, can you post the log file?
 
Bloodbane said:
Hmmm.... have you tried spawning abelio with this setting:
Code:
spawn  abelio
weapon knife
health 500
coords -90  206
at  218

If that causes crash, can you post the log file?

Follow

Code:
Total Ram: 17160523776 Bytes
 Free Ram: 13882982400 Bytes
 Used Ram: 6238208 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1920, 1080, 24, 60
OpenBoR v3.0 Build 6391, Compile Date: Apr  8 2020

Game Selected: ./Paks/My Mod.pak

FileCaching System Init......	Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video.............	320x240 (Mode: 0)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 7 8 Done!
Timer init...................	Done!
Initialize Sound..............	
Loading sprites..............	Done!
Loading level order..........	
Command 'font' not understood in level order!
Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Loaded 32-bit background 'data/bgs/loading'
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'QFlash' from data/chars/misc/qflash.txt
Cacheing 'Blood' from data/chars/misc/blood.txt
Cacheing 'gatao' from data/chars/gatao/gatao.txt
Cacheing 'palhaco' from data/chars/palhaco/palhaco.txt
Cacheing 'caioperozzo' from data/chars/caioperozzo/caioperozzo.txt
Cacheing 'sarawinter' from data/chars/sarawinter/sarawinter.txt
Cacheing 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt
Cacheing 'energyball' from data/chars/palhaco/energyball.txt
Cacheing 'reigan' from data/chars/gatao/reigan.txt
Cacheing 'ray1' from data/chars/egg_head/ray1.txt
Cacheing 'ray2' from data/chars/egg_head/ray2.txt
Cacheing 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt
Cacheing 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt
Cacheing 'cartunistapupunha' from data/chars/cartunistapupunha/cartunistapupunha.txt
Cacheing 'moacironaobinario' from data/chars/moacironaobinario/moacir_BI.txt
Cacheing 'abelio' from data/chars/abelio/abelio.txt
Cacheing 'abelio2' from data/chars/abelio/knife/abelio2.txt
Cacheing 'antifa' from data/chars/antifa/antifa.txt
Cacheing 'brackbrog' from data/chars/brackbrog/brackbrog.txt
Cacheing 'feminazi' from data/chars/feminazi/feminazi.txt
Cacheing 'l.aymeuanus' from data/chars/l.aymeuanus/l.aymeuanus.txt
Cacheing 'MTST' from data/chars/MTST/mtst.txt
Cacheing 'prudente' from data/chars/prudentesofisticado/prudente/prudente.txt
Cacheing 'sofisticado' from data/chars/prudentesofisticado/sofisticado/sofisticado.txt
Cacheing 'xiliqueboura' from data/chars/xiliqueboura/xiliqueboura.txt
Cacheing 'nhonho' from data/chars/nhonho/nhonho.txt
Cacheing 'democoronel' from data/chars/democoronel/demo_coronel.txt
Cacheing 'psicologa' from data/chars/psicologa/psicologa.txt
Cacheing 'egg_head' from data/chars/egg_head/egg_head.txt
Cacheing 'peppa' from data/chars/peppa/peppa.txt
Cacheing 'pistol' from data/chars/misc/pistol.txt
Cacheing 'knife' from data/chars/misc/knife.txt
Cacheing 'bullet' from data/chars/misc/bullet.txt
Cacheing 'shotp' from data/chars/peppa/shotp.txt

Loaded 'Flash' from data/chars/misc/flash.txt 
Loaded 'qflash' from data/chars/misc/qflash.txt 
Loaded 'Blood' from data/chars/misc/blood.txt 
Loaded 'Gatao' from data/chars/gatao/gatao.txt 
Loaded 'Palhaco' from data/chars/palhaco/palhaco.txt 
Loaded 'Caio_Per.' from data/chars/caioperozzo/caioperozzo.txt 
Command 'souns' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Command 'vlast' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Loaded 'Sara_Winter' from data/chars/sarawinter/sarawinter.txt 
Loaded 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt 
Loaded 'pistol' from data/chars/misc/pistol.txt 
Loaded 'energyball' from data/chars/palhaco/energyball.txt 
Loaded 'reigan' from data/chars/gatao/reigan.txt 
Loaded 'ray1' from data/chars/egg_head/ray1.txt 
Loaded 'ray2' from data/chars/egg_head/ray2.txt 
Loaded 'Bullet' from data/chars/misc/bullet.txt 
Loaded 'shotp' from data/chars/peppa/shotp.txt 

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	No Joystick(s) Found!
Done!
Create blending tables.......	Done!
Save settings so far........	Done!


Loaded 32-bit background 'data/bgs/logo'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/title'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/titleb'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/select'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Level Loading:   'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13748588544 Bytes
 Used Ram: 55037952 Bytes

Loaded 32-bit background 'data/bgs/loading2'
Loaded 'abelio' from data/chars/abelio/abelio.txt 
Loaded 'knife' from data/chars/misc/knife.txt 

Level Loaded:    'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13748867072 Bytes
 Used Ram: 55234560 Bytes
Total sprites mapped: 364


********** An Error Occurred **********
*            Shutting Down            *

Can't set model for entity 'Abelio', model not found.
Total Ram: 17160523776 Bytes
 Free Ram: 13749014528 Bytes
 Used Ram: 55283712 Bytes

Level Unloading: 'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13750587392 Bytes
 Used Ram: 55287808 Bytes

RAM Status:
Total Ram: 17160523776 Bytes
 Free Ram: 13751115776 Bytes
 Used Ram: 54747136 Bytes

Release level data...........
Done!

Release graphics data........	Done!
Release game data............

Unload 'Flash' ............Done.
Unload 'qflash' ............Done.
Unload 'Blood' ............Done.
Unload 'Gatao' ............Done.
Unload 'Palhaco' ............Done.
Unload 'Caio_Per.' ............Done.
Unload 'Sara_Winter' ............Done.
Unload 'sarawinter2' ............Done.
Unload 'pistol' ............Done.
Unload 'energyball' ............Done.
Unload 'reigan' ............Done.
Unload 'ray1' ............Done.
Unload 'ray2' ............Done.
Unload 'Bullet' ............Done.
Unload 'shotp' ............Done.
Unload 'Abelio' ............Done.
Unload 'knife' ............Done.

Release game data............	Done!
Release timer................	Done!
Release input hardware.......	Done!
Release sound system.........	Done!
Release FileCaching System...	Done!

**************** Done *****************

Can't set model for entity 'Abelio', model not found.


when you're without the weapon knife

Code:
Total Ram: 17160523776 Bytes
 Free Ram: 13725171712 Bytes
 Used Ram: 6246400 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1920, 1080, 24, 60
OpenBoR v3.0 Build 6391, Compile Date: Apr  8 2020

Game Selected: ./Paks/My Mod.pak

FileCaching System Init......	Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video.............	320x240 (Mode: 0)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 7 8 Done!
Timer init...................	Done!
Initialize Sound..............	
Loading sprites..............	Done!
Loading level order..........	
Command 'font' not understood in level order!
Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Loaded 32-bit background 'data/bgs/loading'
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'QFlash' from data/chars/misc/qflash.txt
Cacheing 'Blood' from data/chars/misc/blood.txt
Cacheing 'gatao' from data/chars/gatao/gatao.txt
Cacheing 'palhaco' from data/chars/palhaco/palhaco.txt
Cacheing 'caioperozzo' from data/chars/caioperozzo/caioperozzo.txt
Cacheing 'sarawinter' from data/chars/sarawinter/sarawinter.txt
Cacheing 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt
Cacheing 'energyball' from data/chars/palhaco/energyball.txt
Cacheing 'reigan' from data/chars/gatao/reigan.txt
Cacheing 'ray1' from data/chars/egg_head/ray1.txt
Cacheing 'ray2' from data/chars/egg_head/ray2.txt
Cacheing 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt
Cacheing 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt
Cacheing 'cartunistapupunha' from data/chars/cartunistapupunha/cartunistapupunha.txt
Cacheing 'moacironaobinario' from data/chars/moacironaobinario/moacir_BI.txt
Cacheing 'abelio' from data/chars/abelio/abelio.txt
Cacheing 'abelio2' from data/chars/abelio/knife/abelio2.txt
Cacheing 'antifa' from data/chars/antifa/antifa.txt
Cacheing 'brackbrog' from data/chars/brackbrog/brackbrog.txt
Cacheing 'feminazi' from data/chars/feminazi/feminazi.txt
Cacheing 'l.aymeuanus' from data/chars/l.aymeuanus/l.aymeuanus.txt
Cacheing 'MTST' from data/chars/MTST/mtst.txt
Cacheing 'prudente' from data/chars/prudentesofisticado/prudente/prudente.txt
Cacheing 'sofisticado' from data/chars/prudentesofisticado/sofisticado/sofisticado.txt
Cacheing 'xiliqueboura' from data/chars/xiliqueboura/xiliqueboura.txt
Cacheing 'nhonho' from data/chars/nhonho/nhonho.txt
Cacheing 'democoronel' from data/chars/democoronel/demo_coronel.txt
Cacheing 'psicologa' from data/chars/psicologa/psicologa.txt
Cacheing 'egg_head' from data/chars/egg_head/egg_head.txt
Cacheing 'peppa' from data/chars/peppa/peppa.txt
Cacheing 'pistol' from data/chars/misc/pistol.txt
Cacheing 'knife' from data/chars/misc/knife.txt
Cacheing 'bullet' from data/chars/misc/bullet.txt
Cacheing 'shotp' from data/chars/peppa/shotp.txt

Loaded 'Flash' from data/chars/misc/flash.txt 
Loaded 'qflash' from data/chars/misc/qflash.txt 
Loaded 'Blood' from data/chars/misc/blood.txt 
Loaded 'Gatao' from data/chars/gatao/gatao.txt 
Loaded 'Palhaco' from data/chars/palhaco/palhaco.txt 
Loaded 'Caio_Per.' from data/chars/caioperozzo/caioperozzo.txt 
Command 'souns' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Command 'vlast' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Loaded 'Sara_Winter' from data/chars/sarawinter/sarawinter.txt 
Loaded 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt 
Loaded 'pistol' from data/chars/misc/pistol.txt 
Loaded 'energyball' from data/chars/palhaco/energyball.txt 
Loaded 'reigan' from data/chars/gatao/reigan.txt 
Loaded 'ray1' from data/chars/egg_head/ray1.txt 
Loaded 'ray2' from data/chars/egg_head/ray2.txt 
Loaded 'Bullet' from data/chars/misc/bullet.txt 
Loaded 'shotp' from data/chars/peppa/shotp.txt 

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	No Joystick(s) Found!
Done!
Create blending tables.......	Done!
Save settings so far........	Done!


Loaded 32-bit background 'data/bgs/logo'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/title'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/titleb'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/select'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Level Loading:   'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13670088704 Bytes
 Used Ram: 54747136 Bytes

Loaded 32-bit background 'data/bgs/loading2'
Loaded 'abelio' from data/chars/abelio/abelio.txt 

Level Loaded:    'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13670268928 Bytes
 Used Ram: 55001088 Bytes
Total sprites mapped: 363

Level Unloading: 'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13672804352 Bytes
 Used Ram: 56004608 Bytes

RAM Status:
Total Ram: 17160523776 Bytes
 Free Ram: 13673283584 Bytes
 Used Ram: 55349248 Bytes

Loaded 32-bit background 'data/bgs/complete'

Can't play music file 'data/music/complete'

************ Shutting Down ************

OpenBOR v3.0 Build 6391, Compile Date: Apr  8 2020
Presented by the OpenBOR Team.
www.chronocrash.com
OpenBOR is the open source continuation of Beats of Rage by Senile Team.

Special thanks to SEGA and SNK.

Total Ram: 17160523776 Bytes
 Free Ram: 13672222720 Bytes
 Used Ram: 55799808 Bytes

Release level data...........
Done!

Release graphics data........	Done!
Release game data............

Unload 'Flash' ............Done.
Unload 'qflash' ............Done.
Unload 'Blood' ............Done.
Unload 'Gatao' ............Done.
Unload 'Palhaco' ............Done.
Unload 'Caio_Per.' ............Done.
Unload 'Sara_Winter' ............Done.
Unload 'sarawinter2' ............Done.
Unload 'pistol' ............Done.
Unload 'energyball' ............Done.
Unload 'reigan' ............Done.
Unload 'ray1' ............Done.
Unload 'ray2' ............Done.
Unload 'Bullet' ............Done.
Unload 'shotp' ............Done.
Unload 'Abelio' ............Done.

Release game data............	Done!
Release timer................	Done!
Release input hardware.......	Done!
Release sound system.........	Done!
Release FileCaching System...	Done!

**************** Done *****************

OpenBOR v3.0 Build 6391, Compile Date: Apr  8 2020
Presented by the OpenBOR Team.
www.chronocrash.com
OpenBOR is the open source continuation of Beats of Rage by Senile Team.

Special thanks to SEGA and SNK.
 
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