(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.
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Screenshot of Splatterhouse: Back from the Dead (openBOR) running on PS3
(screenshot taken with OpenBOR Plus)
OpenBOR PLUS
![]()
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
NEW OPERATORS
- 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
ENTITY COLLISIONbitwise not (~)
MULTPLE COLLISION BOXESaccessible 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
BOOMERANGopened 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
IMPROVED MENUSmodel 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
NEW PORTS
- 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
- PS3 port
unofficial instructions (provided by psx-place)
- Once the pkg is installed and ran for the first time. (CFW Console's only)
- 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)
- It has created a folder on root of the internal HDD: dev_hdd0/OpenBOR/
- 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
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
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):
- Neon Ligthning Force (Suggestion provided by STRATOS198XAD)
- TMNT: Rescue Palooza (Suggestion provided by White Dragon)
Find many great games @ Chronocrash.com:
- Completed Games: http://www.chronocrash.com/forum/index.php?board=10.0
- In Development: http://www.chronocrash.com/forum/index.php?board=9.0
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
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.
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STLcardsWS Administrator
Last edited: Sep 17, 2018
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X-Project v1.5.5 - A big update from defaultdnb
Following the previous update, Developer DEFAULTDNB (aka KiiWii) is back again a large new update (v1.5.5) for the PS4 utility known as X-Project. This PS4 AIO "Swiss Army" knife for the PS4 is jam packed with immense functionality and has added even more abilities in v1.5.5. This Self Host utility will inject various payloads to your PS4 while containing other useful features, Additional details about this release for your 5.05 exploited PS4 can be seen in the included dialog below and even more important details can be seen in the link included at bottom of the article.Continue reading -
[15x Update Feb. 16] HW Acceleration (RSX) Project Update by RenéRebe
15x UPDATE (January 30) - Now the 15th Video Released >>> The next PS3 NVidia RSX accelerated X.org steps
(Original Article from Nov. 14) Is the PS3 a bit closer to gaining Hardware Acceleration (via RSX) in OtherOS (Linux) with a proper driver to enable the GPU chip? We are not there, but we may be getting closer to a reality. Earlier this year (back in April) we detailed some of the progress that the busy dev RenéRebe has made with unlocking the potential of the PlayStation 3's RSX chip and now today we have been greeted with a new video and what we can expect with this project as the developer starts to undertake the challenge of further unlocking one more component of the Ps3 hardware,. The developer has alot of videos on other intresting subjects in his diverse YouTube channel >>> (Bits and More) <<< many very informative video's..Continue reading -
4.84 Dualboot Firmware (Choose a release from littlebalup or Overflow)
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So here is the scenario you on CFW already (this is only for CFW user's only) and you have your Gran Turismo 5 (or any disc game) like pictured and you want to play/connect to PSN. However you do not want to be banned and want to reduce your chance of a ban . The good news is you can by simply installing a dualboot firmware for the latest firmware, in this case in one of these 4.84 release and when your done gaming online with your disc based game and you want to play Super Mario Bros. or the Legend of Zelda on your PS3 through RetroArch simply re-install the 4.84 CFW of your choice and be back in CFW land of features, This has been a very effective way to avoid bans on games like first person shooter that are much more proactive in detecting modded consoles (as they should be) ..Continue reading
Comments
Discussion in 'PS3 Homebrew & Indie Games' started by STLcardsWS, Sep 16, 2018.
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