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

Comments

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

    1. STLcardsWS
      STLcardsWS
      Thanks @White Dragon ,
      I did not see any instructions on startup or operations, i think i figured it out (well i did as i had Spallterhouse running). but is that normal for the App to revert back to the XMB on first launch. I imagine it is as its creating those folders? (openBOR on root)

      Added small info tab in the article 2nd tab
    2. STLcardsWS
      STLcardsWS
      Also any suggested games that are your favorites @White Dragon or anyone :) ?
    3. STRATOS198XAD
      STRATOS198XAD
      kozarovv and STLcardsWS like this.
    4. STLcardsWS
      STLcardsWS
      kozarovv likes this.
    5. White Dragon
      White Dragon
      Thanks to all!
      Example tmnt rescue palooza!
      sandungas, STLcardsWS and kozarovv like this.
    6. zecoxao
      zecoxao
      now cherry on top of the cake would be first a vita port and then a ps4 port :)
      esc0rtd3w likes this.
    7. chris
      chris
      awesome!! w00t
      openBOR support widescreen these days?
    8. teco_rodrigues
      teco_rodrigues
      Streets pos Rage Remake on Ps3? :)
    9. White Dragon
      White Dragon
      Rommy667, Ali888, sandungas and 4 others like this.
    10. JediKnight007
      JediKnight007
      Cool, reminds me of Paintown. Can't have enough retro gaming, I say. :)
      STLcardsWS likes this.
    11. JediKnight007
      JediKnight007
      I can confirm that the new version does not crash back to the XMB upon first boot; however, the music player from the main OpenBOR menu does not work.


      TMNT Rescue-Palooza works...

      TMNT_Rescue_Palooza_0_9_3 - 0000.png


      Another confirmed working mod, Avengers United Battle Force...

      AvengersUnitedBattleForce - 0002.png


      This mod does not work on PSP or Wii (probably memory issues), but it does on PS3. It's basically a fan-created sequel/tribute to the Captain America arcade game.

      Info, move list, and download...http://brazilmugenteam.com/avengers/

      @White Dragon - dude...you rock. Two questions...

      1. Any interest in porting OpenBOR to libretro?

      2. When you quit a game, it goes back to the XMB - is there some way to get it to go back to the OpenBOR menu? (PS3 ports of ScummVM and MAME 0.125 go back to their frontend upon game exit.)
      STLcardsWS and sandungas like this.
    12. White Dragon
      White Dragon
      Thanks my friend!!
      Well I have no much time just now...
      However thanks for your bug report about bgmplayer.
      Next release: bgmplayer full support
      STLcardsWS likes this.
    13. White Dragon
    14. JediKnight007
      JediKnight007
      Talk about prompt customer service. :)

      Here's a video with a BUNCH of OpenBOR games...

      STLcardsWS likes this.
    15. JediKnight007
      JediKnight007
      @White Dragon - Music player works...although after 5-10 minutes it stopped working (pressing Square did nothing); exiting and re-entering the player didn't help. Maybe it was just a random thing. Also, the functions of Circle and Cross are reversed in the player.

      Confirmed 2 mods that do NOT work...

      He-Man - freezes PS3 immediately when loaded from menu

      Marvel Infinity War - gets about 33% loaded, then crashes to XMB. Pak file is 3-4 times bigger than other mods I tested - probably requires too much memory.
    16. White Dragon
      White Dragon
      I. Think that is the ps3 ram issue.
      Btw music player it's strange. The code is the same of windows versions..
      I know that some bor music file with 48000Hz is not compatible. Openbor doesn't support it.
      Maybe it's this the issue...
      Fixed buttons and an engine Gameover bug.
      From my test bgm player works well.
      Last edited: Oct 1, 2018
      JediKnight007 likes this.
    17. JediKnight007
      JediKnight007
      @White Dragon, music player has been working OK now - maybe you're right, it just tried to play a track it couldn't play.

      Kill Bill mod didn't work either - it did the same thing as He-Man. The pak is only 20 megs, so it *shouldn't* be a memory thing. But I read somewhere that older mods sometimes don't work with newer versions of OpenBOR.

      EDIT - Got Kill Bill to work, got it from a different source (11 megs compared to 20), so maybe that was the problem. The game is a real short demo, beat it in literally 5 minutes.

      EDIT (again) - 9 meg version is the demo, 20 meg one is the full (or more complete) version.

      @STLcardsWS, you may want to add a Non-Working Games tab, so people won't waste their time trying something that won't work.
      Last edited: Oct 12, 2018
      STLcardsWS and White Dragon like this.
    18. JediKnight007
      JediKnight007
      Found something by accident - if you press Screenshot (R3 by default) when paused, you can access the Options menu.

      EDIT - Another "hidden" control - L3 acts as a cancel/go back button in the game menus.

      @White Dragon -

      If there are a lot of pak files, the screen looks like this (Sorry about the quality of the screenie - I tried taking it from multiMan, but it froze the PS3)...

      IMG_20181004_185045.jpg

      It also appears on the music player. Pretty sure it's a misaligned scroll bar.

      Confirmed Marvel Infinity War runs out of memory (via log file).

      He-Man is supposed to work on Wii, so I looked at it's log file and saw this...

      Using debug video mode: 960 x 480
      Initialized video............. 960x480 (Mode: 255)

      960x480 sounds strange, so I hex-edited the pak to change it to the default 320x240. It got to the load screen, but then froze. The log revealed this...

      Using debug video mode: 320 x 240
      Initialized video............. 320x240 (Mode: 255)

      Further down...

      use cached bg
      Video track: resolution=960*480, display resolution=960*480, 25.00 frames/second
      Audio track: 48000.000000 Hz, 2 channels, 16 bits/sample
      Warning: the audio frequency (48000 Hz) is suboptimal; resample to 44100 Hz for best quality

      (that's the end of the log)

      So it appears that the mod is trying to display a resolution that the PS3 can't handle. But that's the mod's fault, not OpenBOR's.

      Another (semi) non-working game - Crisis Evil 3 - Santiago Infected, crashes to XMB after several levels. Log reveals...

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

      Fatal: No cache entry for 'fatc' within 'data/levels/sewer2.txt'

      But that is an error with the mod - can't be fixed from the OpenBOR side.
      Last edited: Oct 9, 2018
      STLcardsWS likes this.
    19. White Dragon
      White Dragon
      Thanks for your report.
      - Fixed vertical scroll bar for PS3 port.
      - Removed loop count limit (replaced all while(1) constants with boolean flags)

      For He-Man the mod just freezes at loading. It freezes loading just a normal sprite.
      I think it's a RAM related issue...
      In fact it works on emulator but not into real PS3.

      TODO: when I can I need to add the resolution aspect check.
      Maybe the He-Man resolution is the issue.
      The aspect ratio based on height for a resolution like 960*480 render a width too large, and there is an overflow issue (for an height = 480px for a full hd tv the width should be 2300px) and maybe it cause the freeze..
      Last edited: Oct 11, 2018
      STLcardsWS and sandungas like this.

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