NEW DC version of Original Bor: Freed DC cache!

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kungpow12345
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NEW DC version of Original Bor: Freed DC cache!

Post by kungpow12345 »

thanks to roel's new source, king herb have compiled a dc version that frees up memory cache.
Here's what King Herb had to say about the new release: "The loading is slower but who cares i got dragons of rage pc version working great, but unfortunatly it has sound bugs which replace the hit sound so its not worth burning a cd until someone can fix this bug sorry, but the source is included for people who want to try fixing it."

download from this forum thread.

enjoy!

PS. I had a thought as to how to avoid the bug error until a fix could be found. For the modders who download this and wish to use it, they can make another hurt sound but make it your characters' die sound. I know it doesn't make sense but once you get it in-game, you'll know what I mean. Pretty much it's like a contact hit (beat1.wav) and an deep, but soft "impact" sound ...like when you hit someone, that after sound impact. Just my two cents worth.
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Post by Christuserloeser »

MetaFox released new bugfixed DC binaries :)
MetaFox wrote: I've compiled a PAL and NTSC version with Roel's diesound fix:

http://www.consolevision.com/dreamcast/ports/bor.shtml
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Post by kungpow12345 »

Well I've already had a chance to try this version on xmen and it loads everything until it gets to onslaught and then it freezes but I can almost finish the game with this release :D and great work there metafox...awesome :lol:
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Post by Omegasis »

This is amazing. :D
It's a shame that Roel hadn't released this version sometime ago.

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Post by MetaFox »

kungpow12345 wrote:Well I've already had a chance to try this version on xmen and it loads everything until it gets to onslaught and then it freezes but I can almost finish the game with this release :D and great work there metafox...awesome :lol:
Heh - don't thank me - I just changed one line in the source. :P
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Post by vision »

will you do openbor too metafox :lol:
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Post by kungpow12345 »

well Lord Ball's working on the openbor version...at least I think he is. :lol:
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Post by predator002 »

An openbor version will be really good aswell!

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Post by Lord_Ball »

kungpow12345 wrote:well Lord Ball's working on the openbor version...at least I think he is. :lol:
I don't have the most "up-to date" version - then again I don't think it's been released either.

I did notice that in the DC compile that something is missing

Code: Select all

typedef struct{
	s_model *	model;
	char		name[MAX_NAME_LEN+1];	// Changed to conserve memory
in Roel version there is

Code: Select all

typedef struct{
	// s_model *	model;			// Changed to conserve memory
	char		name[MAX_NAME_LEN+1];	// Changed to conserve memory
so the s_model isn't commented out.
I'll get those changes in the version I do have and release it though.

If there is a special reason for the DC to keep the s_model let me know.

EDIT: here you go! http://www.geocities.com/lord_ball/DCBOR.zip

WARNING - is untested as I'm not currently able to test, but a pal and ntsc bin are included along with the bor.c (with s_model commented out).
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Post by vision »

I tried the thing out on open bor but the game just keeps resetting right befor the black & red Beats of Rage logo.
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Post by Christuserloeser »

I think you have to scramble it first. It's unscrambled (like it's needed for SelfbootInducer / DreamInducer).

Get SBInducer at http://www.sbiffy.com, put everything in INDUCER folder, run SBInducr.exe and use the SBI2Boot feature.

Edit: Someone give Vision the BoR modder status!? :wink:
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