PS3 [UPDATE v1.225) OpenBOR Plus Engine ported to the PS3 by White Dragon

Discussion in 'PS3 Homebrew & Indie Games' started by STLcardsWS, Sep 16, 2018.

By STLcardsWS on Sep 16, 2018 at 10:18 AM
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    (UPDATE {v1.225}: See Bottom of Article)
    Developer @White Dragon has been trying to port OpenBOR Plus to the PS3. When the developer ran into some bottlenecks (Memory Leak issues) on the PS3 port, the dev posted this thread here in the psx-place forum seeking advice from scene developer's, After various trial and error's from the discussions the developer reached a "EUREKAAAAA!!" moment and success arose, as the port was now operational on a CFW enabled PS3 (not supported on HAN as this is a PS3 Homebrew).

    This homebrew engine is a continuation of the Beats Of Rage 2D game engine and has a rich gaming library of many beatem up games, This engine has been ported to the PS3 and runs on various other platforms like the PSP / Wii / Android to name a few. See additional details about the project and more about this PS3 port in the details provided below.

    splatterhouse-back-from-the-dead - 0000.png
    Screenshot of Splatterhouse: Back from the Dead (openBOR) running on PS3
    (
    screenshot taken with OpenBOR Plus)


    • OpenBOR PLUS
      ICON0.PNG

      OpenBOR PLUS is an advanced version of official OpenBOR.
      OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally created by the wonderful folks over at Senile Team. The plus version is based on official version and it has all official features plus new features!
      EXPRESSLY FORBIDDEN THE COPY OF THE "PLUS" CODE WITHOUT MY CONSENT.

      History

      In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of Fighters series. The game spread only by word of mouth, but it nonetheless amassed popularity very quickly. Senile Team soon released an edit pack allowing anyone interested to create a module for the BOR engine.

      In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They agreed, and OpenBOR was born. Development on the engine was continued by the community, and still is to this day.



      New Features
      • added "movex", "movez" to entityproperty: the potential entity directions
      • added "collidedentity" to script: it returns the collided entity handler
      • opened animation platform properties to script
      NEW OPERATORS
      bitwise not (~)
      ENTITY COLLISION
      accessible in debug mode too.
      constants:
      ANI_PROP_ENTITY_COLLISION
      ENTITY_COLLISION_PROP_COORDINATES
      ENTITY_COLLISION_PROP_TAG
      ENTITY_COLLISION_PROP_INDEX
      animation commands:
      ebox {x} {y} {width} {height} {z1} {z2}
      ebox.x {value}
      ebox.y {value}
      ebox.width {value}
      ebox.height {value}
      ebox.z1 {value}
      ebox.z2 {value}
      eboxz {z1} {z2}
      model commands:
      entitypushing {int}: if 1 entity pushing target on collision
      pushingfactor {float}: pushing factor on collision. Default: 1.0
      openborscript functions: get_entity_collision_collection(void handle, int frame);
      get_entity_collision_instance(void handle, int index);
      get_entity_collision_property(void handle, int property);
      set_entity_collision_property(void handle, int property, value);
      openborscript:
      added "entitypushing", "pushingfactor" to entityproperty
      added "collidedentity" to entityproperty
      added "maxcollisions" to openborvariants
      events:
      onentitycollisionscript
      localvars:
      "self": entity
      "target": entity
      "self_ebox_handler": the handler for ebox of self to use with openborscript functions
      "target_ebox_handler": the handler for ebox of target to use with openborscript functions
      MULTPLE COLLISION BOXES
      opened multiple collision boxes to openbor:
      you establish the max collision boxes into model.txt file with
      maxcollisions {int} (default: 2)
      then you can change into animation the index of boxes:
      setaboxindex {int} for attack collision boxes (default: 0)
      setbboxindex {int} for body collision boxes (default: 0)
      seteboxindex {int} for entity collision boxes (default: 0)
      by default the index relative to a box is set to 0 of course.
      example:
      • ANIM IDLE
      • bbox 1 2 3 4 5
      • setbboxindex 1
      • bbox 5 6 7 8 9

      in this example you set 2 bboxes.
      see this example too:
      • ANIM IDLE
      • bbox 1 2 3 4 5
      • setbboxindex 1
      • bbox 5 6 7 8 9
      • bbox 1 2 3 4 5

      in this example you set 2 bboxes both: bbox 1 2 3 4 5
      because bbox 1 2 3 4 5 at index 1 overrides bbox 5 6 7 8 9 at index 1
      BOOMERANG
      model keys:
      subtype boomerang
      aimove boomerang
      model commands:
      boomerang {name}
      boomerangvalues {acceleration} {horizontal_distance}
      animation commands:
      custboomerang {name}
      animations:
      getboomerang
      getboomeranginair
      use range {min} {max} to get the boomerang by range
      openbor script:
      changed access to boomerang props in openbor script:
      get/change entityproperty "boomerang" "acceleration" {val}
      get/change entityproperty "boomerang" "hdistance" {val}
      using subentity and spawnframe example:
      for player set type npc, for enemies set type enemy
      subentity boomerang
      spawnframe 0 5 0 30

      using custboomerang example:
      custboomerang boomerang
      throwframe 0 30
      IMPROVED MENUS
      • all ports menu now support image previews
      • but into PSP/Wii port is disabled by default for less memory usage
      • all menus support more mods loading
      • implemented vertical scrollbar for menus
      • implemented fast forward/backward to scroll menu with many mods (left/right arrow)
      • implemented hold key impulse for all menus to scroll menu with many mods more easily
      NEW PORTS
      • PS3 port

    • unofficial instructions (provided by psx-place)
      1. Once the pkg is installed and ran for the first time. (CFW Console's only)
      2. It will black screen for a few moments (flicking a few quick screens) and will revert back to the XMB. (that is okay on the first run)
      3. It has created a folder on root of the internal HDD: dev_hdd0/OpenBOR/
      4. Within that folder you need to place your game files for your desired games (pak) in the "Paks" folder. dev_hdd0/OpenBOR/Paks

      Note this is the download to the Game Engine Only , there are many created games (.Paks) that support OpenBOR, checkout these website for more info about this project: ChronoCrash & Senile Team

      Taking Screenshot
      R3
      = Saves Screenshot to dev_hdd0/OpenBOR/ScreenShots


    • Platforms
      OpenBOR has a very modular and portable design inherited from Beats of Rage - several ports have been made available.​

      Current

      These platforms are actively supported and may be compiled with the latest OpenBOR engine.
      • Android
      • Windows
      • Linux
      • Mac OS X
      • Wii
      • PSP
      • PS3

      Discontinued

      The following platforms are still available as legacy binaries, but are no longer supported and may not be compatible with current iterations of OpenBOR.
      • Dreamcast
      • GP2X
      • GP2X Wiz
      • OpenDingux (Dingoo A320 & GCW-Zero)

    • OpenBOR Team

      Current Members
      White Dragon (2016-)
      A long time module author and extremely knowledgeable coder who joined the development team in 2016 and immediately began making an impact. White Dragon generally focuses on level and menu properties, but has branched out into various other facets of the engine over time.

      Former members and contributors

      Damon Caskey (2007-)
      OpenBOR project manager and site owner of the OpenBOR community. Primary contributions are core engine and scripting development, code cleanup, and organization. Main focus is keeping OpenBOR future proof and modular by replacing specialized hardcoding and overlap with generalized features that allow for more author creativity.

      Plombo (2009-)

      A developer who prefers to work on OpenBOR's supporting libraries and platform-specific backends. Known for maintaining the Wii port, writing the GPU-accelerated video code for Wii and OpenGL, and a few engine features.

      Douglas Baldan (201:cool:

      Known as O'Ilusionista, Douglas is a highly respected administrator of the OpenBOR community and also a prolific member of the Mugen scene. Douglas is new to coding but brings a plethoera of graphic and game design experience to the team. We look for exciting things from Mr. Baldan soon!

      Malik (201:cool:

      Malik comes to the team with a good scripting background. He is still learning his way around application development, but shows a lot of promise and a great willingness to learn. As his skills progress, he will no doubt be a an invaluable asset to the team!

      crxtrdude (2016-2018)

      crxtrdude focused on the android port in particular on the module Activity, Manifest and on the virtual gamepad.

      uTunnels (2007-2014)

      Among many other powerful additions, contributed the original scripting engine to OpenBOR, single handedly breaking nearly every limitation module authors faced. While not officially retired, uTunnels' presence became gradually more infrequent before stopping altogether in early 2014.

      Anallyst (2011)
      This developer's work centered mainly around trimming the fat and optimizing the codebase.

      SumolX (2006-2011)

      Former project manager and lead programmer, retired from the scene in 2011. Known for porting PSP, PS3, Linux, Wii, GP2X and maintaining all other platforms and code base.

      KBbandressen (2007-2011)

      Contributed a plethora of features, including the powerful text object and filestream capabilities.

      CGRemakes (2005-2006)

      Main developer after Kirby2K. Introduced many exicting features to engine.

      LordBall (2006)

      Developed offshoot engine based on OpenBOR. Shared features with both engines.

      Tails (2006)

      Developed offshoot engine based on OpenBOR. Shared features with both engines.

      Fugue (2006)

      Developed offshoot engine based on OpenBOR. Shared features with both engines.

      Kirby2K (2004-2005)

      The original developer of OpenBOR who asked Senile Team for permission to open up Beats Of Rage.

      Senile Team
      Senile team was not directly involved with developing OpenBOR, but their opening of the orginal Beats of Rage codebase was vital. Parts of the orginal BOR still reside in OpenBOR to this day.

      Roel (credited as "Opla" in BoR)
      The team's chieftain. Does most of the game design, programming and artwork.

      Jeroen (credited as "Leila" in BoR)

      Does all the things no one else does.

      Sander (credited as "Albatross" in BoR)

      3D artist and animation sequence editor.

      Ben

      Senile Team's composer.

      Neill

      Neill was the first to port Beats of Rage to other systems, namely Playstation 2 and Dreamcast. He now supports Senile Team with advice regarding console hardware and code compatibility.

    • Suggested Games from Comments below (list will be updated):

      Find many great games @ Chronocrash.com:


    Download (PS3 / PSP / WIN / Android): OpenBOR_PLUS
    Source Code @: github.com/whitedragon0000

    Development (PS3 Port) Discussion: psx-place.com


    UPDATE: Download Link
    New OpenBOR PLUS v1.225 for PS3 released!
    - Full support for 16-bit wave sample (I hope)
    - No crash at first launch (tested on a real PS3).
    -source link
     
    Last edited: Sep 17, 2018
    antonioks, esc0rtd3w, Ali888 and 5 others like this.

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Discussion in 'PS3 Homebrew & Indie Games' started by STLcardsWS, Sep 16, 2018.

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