OpenBOR v3.0 Build 6203 (Android/PSP/WII/WINDOWS)

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msmalik681

OpenBOR Developer
Staff member
Finally fixed the issue with PSP video distortion.  Now paks menu is in full screen with readable text,  480x272 mods now show in their correct resolution and all video settings work.  Blowing the dust off my PSP now  ;)
 
I tried this version on Android...and it crashes right in the pak list.

The only message on the log is:

Total Ram: 4097757184 Bytes
Free Ram: 76447744 Bytes
Used Ram: 186686976 Bytes

SDL video Renderer: opengles2

1 joystick(s) found!
SDL video Renderer: opengles2

1 joystick(s) found!
 
@WD
Thanks this was only updating a few lines of code but finding them was the big job it took me half a day.  ::)

@Ilu
I will test it but if you look over my commit I have not touched anything related to any other builds.
 
I know, I am just reporting a bug.

I tried the build OpenBOR v3.0 Build 6119 and it works fine.

There is just one thing: the debug says "command not understood" for some codes which always worked before. The funny thing is: it's still works, even if the debug says that.
 
Hey fellas I haven't checked the builds in a while but I am particularly interested in knowing if there
have been any significant updates to the Wii port?

Last time I checked memory limitations only allowed that port to play many old pak games but none of the better, more polished games.

Also, is OpenBOR opensource and where could one locate the most recent source code?

I am interested in having someone I know try to port it to the Wii U so more recent pak games can be played on it.
 
Last time I checked memory limitations only allowed that port to play many old pak games but none of the better, more polished games.
This is a WII limitation, not an OpenBOR one. Maybe a Wii U port would let you play more recent mods.
Who knows maybe a Switch port?
 
O Ilusionista said:
This is a WII limitation, not an OpenBOR one. Maybe a Wii U port would let you play more recent mods.
Who knows maybe a Switch port?

Truly.
I'm really hoping both consoles get a port but Wii U homebrew is fairly older would be more feasible for me to test in because I don't yet own a Switch.
 
The wii has 88mb ram not sure if less is available.  What mods dont run maybe the just need to be optimised to run using less ram.
 
msmalik681 said:
The wii has 88mb ram not sure if less is available.  What mods dont run maybe the just need to be optimised to run using less ram.
88 mb is the total RAM (24 MB internal 1T-SRAM integrated into graphics package, 64 MB external GDDR3 SDRAM), but you can't use 88mb. Wii U has 2Gb of RAM, but you can use only 1GB for games.

Not all mods can be optmized to run on it, specially if they use scripts. My mod doesn't runs, for example, and since the mod is too big and has a lot of characters, it simply can't be more optmized as it is now to run on WII. Sadly, OpenBOR scripts consumes more ram than it should consume, as stated some times.
 
O Ilusionista said:
I tried this version on Android...and it crashes right in the pak list.

The only message on the log is:

Total Ram: 4097757184 Bytes
Free Ram: 76447744 Bytes
Used Ram: 186686976 Bytes

SDL video Renderer: opengles2

1 joystick(s) found!
SDL video Renderer: opengles2

1 joystick(s) found!

Try to uninstall old openbor and reboot smartphone. For. Me it works well..
 
I noticed that some string buffers for path/filenames have size of 128 bytes and others have a size of 256.
I normalized buffer size with new defined constant MAX_BUFFER_LEN
Just I hope this help with some crashes.

Tested windows/android version and it works well!
 
Im curious to know why the newer PC builds dont fully support HDMI when most of the older ones do. When I connect my laptop to my tv via HDMI, the newer builds dont play sound AND the game pad controls are always wrong no matter how I set them
 
Itsuchi KS said:
Im curious to know why the newer PC builds dont fully support HDMI when most of the older ones do. When I connect my laptop to my tv via HDMI, the newer builds dont play sound AND the game pad controls are always wrong no matter how I set them

I tested HDMI and working well for me..
Maybe your video settings?
 
FOR CRASHES:
please test latest github build or this private build:
https://www5.zippyshare.com/v/9LoHSNqT/file.html
and please report it...
thanks

In the latest private build I used  an improved apple strncpy implementation:
Code:
char* safe_strncpy(char* dest, const char* src, size_t size)
{
	if (size > 0) {
		register char *d = dest;
		register const char *s = src;

		do {
			if ((*d++ = *s++) == 0) {
				/* NUL pad the remaining n-1 bytes */
				while (--size > 0) *d++ = 0;
				break;
			}
		} while (--size > 0);
		*d = 0;
	}
	return (dest);
}
 
White Dragon said:
FOR CRASHES:
please test latest github build or this private build:
https://www5.zippyshare.com/v/9LoHSNqT/file.html
and please report it...
thanks

In the latest private build I used  an improved apple strncpy implementation:
Code:
char* safe_strncpy(char* dest, const char* src, size_t size)
{
	if (size > 0) {
		register char *d = dest;
		register const char *s = src;

		do {
			if ((*d++ = *s++) == 0) {
				/* NUL pad the remaining n-1 bytes */
				while (--size > 0) *d++ = 0;
				break;
			}
		} while (--size > 0);
		*d = 0;
	}
	return (dest);
}

That build didnt load, what video settings do you have set up?
 
Itsuchi KS said:
White Dragon said:
FOR CRASHES:
please test latest github build or this private build:
https://www5.zippyshare.com/v/9LoHSNqT/file.html
and please report it...
thanks

In the latest private build I used  an improved apple strncpy implementation:
Code:
char* safe_strncpy(char* dest, const char* src, size_t size)
{
	if (size > 0) {
		register char *d = dest;
		register const char *s = src;

		do {
			if ((*d++ = *s++) == 0) {
				/* NUL pad the remaining n-1 bytes */
				while (--size > 0) *d++ = 0;
				break;
			}
		} while (--size > 0);
		*d = 0;
	}
	return (dest);
}

That build didnt load, what video settings do you have set up?

Doesn't it crash?
From my tests the latest github update (not released yet,need to compile) works well for me!
 
I have been very side tracked recently and totaly forgot about my mission to get the android port commercialised well I am back on this and hope to have a update soon.
 
O Ilusionista said:
Last time I checked memory limitations only allowed that port to play many old pak games but none of the better, more polished games.
This is a WII limitation, not an OpenBOR one. Maybe a Wii U port would let you play more recent mods.
Who knows maybe a Switch port?
I found a Switch port released not long ago and as per the comments it is solid and compatible with many paks.
https://gbatemp.net/threads/openbor.499075/

Please consider a Wii U port given that many things are broken on the Wii port since build 3.0 ver 4153 and not only limited to memory ram issues.
Many paks stopped working after that build and just crash. There's a lot of weird games physics behavior in more polished paks like Nightslashers X and Final Fight GOLD SUPER.  The Wii could also benefit from Wii U Pro Controller compatibility and it hasn't been implemented.

I can make a whole thread about all the issues with the Wii port if you'd like as they are many.

Again I'm not asking for anyone to make a Wii U port but just to take it into consideration as it would be a great advantage over the Wii port.
 
I can make a whole thread about all the issues with the Wii port if you'd like as they are many.
You can either make a topic here or open a topic at the Github (which would be better).

I found a Switch port released not long ago and as per the comments it is solid and compatible with many paks.
https://gbatemp.net/threads/openbor.499075/
Awesome. And the author even liked my game :)
I would love to see my game running on a Switch.
 
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