PS3 OpenBOR PLUS updated to v1.248 with new improvements by White Dragon

The newly released OpenBOR Plus port for the PS3 keeps on improving with the latest updates to the Game Engine coming from developer White Dragon, since the debut of this PS3 Homebrew (for CFW) there has been a number of improvements BGM Player Support, Increased Game Compatibility as games like He-Man and other with a larger Aspect Ratio now work in latest updates are just some of the enchantments to hit the port recently. Various elements are sure progressing nicely with this port since its inception and the issues overcame in development (see more about development here) have been great to witness, this dev is no doubt putting together a great and welcome addition to the PS3 Homebrew Library. What are some of your favorite games to play with this Game Engine?

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  • OpenBOR PLUS
    12006-60de2bb7f6dd5eab566b8a9d391ac639.jpg.png splatterhouse-back-from-the-dead - 0000.png
    12007-1b82d1cd4bad3fd3c7bb7b9946cf356f.jpg.png
    (ScreenShots from the PS3 Port)

    Latest Changes
    kv1.225
    • Full support for 16-bit wave sample and (I hope) no crash at first launch (tested on a real PS3).
    v1.232
    • added BGM Player support
    • Fixed vertical scroll bar for PS3 port.
    • Removed loop count limit (replaced all while(1) constants with boolean flags
    v1.248
    • Now mods like he-man and other big aspect ratio videos work!!

Download latest update @:github.com/whitedragon0000/

Source (via White Dragon): psx-place.com
 
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@White Dragon, I found a small bug - on the Controls menu, if you set something to L1 or R1, it displays as L2 or R2, but in the game it works as L1 or R1. The opposite is true - set it to L2/R2, shows as L1/R1, works as L2/R2.
 
@White Dragon, Mortal Kombat - The Chosen One freezes immediately upon loading, the last few lines of the log looks like this...

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 5 Done!
Timer init................... Done!
Initialize Sound.............. Done!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts..............

(end)

This looks maybe some script is faulty, but it loads and plays on the PC version.
 
@White Dragon, Mortal Kombat - The Chosen One freezes immediately upon loading, the last few lines of the log looks like this...

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 5 Done!
Timer init................... Done!
Initialize Sound.............. Done!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts..............

(end)

This looks maybe some script is faulty, but it loads and plays on the PC version.
Found and fixed that bug!
It was a 32bit union with a wrong sony byte reverse order..
 
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@White Dragon, 2 games freezing for me...don't know if it's engine- or game-related, or maybe they just were random freezes. Logs did not provide an answer. Both work on PC.

Knights of the Round Revenge - freezes during loading - log shows it caches all models, then just stops while loading them.

Dynasty Assassin - plays fine, but freezes upon choosing Quit. Log shows it goes through the normal unloading process (Unloading...), but it just stops.
 
It's very strange. The first sure is the ram. Issue..

I just loaded the first level of Knights of the Round Revenge on PC, and the log says it was using 59MB of RAM, so it can't be the memory.

Marvel First Alliance v0.9 can't load a save after quitting OpenBOR - it freezes. Does this on PC too, so it's probably the mod.
 
Here the issue:
void alloc_specials(s_model *newchar)
{
newchar->special = realloc(newchar->special, sizeof(*newchar->special) * (newchar->specials_loaded + 1));
memset(newchar->special + newchar->specials_loaded, 0, sizeof(*newchar->special));
}

in file:

https://raw.githubusercontent.com/whitedragon0000/OpenBOR_PLUS/master/engine/openbor.c

it fails that realloc.

The strange thing is that the "special" member of newchar (s_model) has fixed memory allocated

What about you?
 
Here the issue:
void alloc_specials(s_model *newchar)
{
newchar->special = realloc(newchar->special, sizeof(*newchar->special) * (newchar->specials_loaded + 1));
memset(newchar->special + newchar->specials_loaded, 0, sizeof(*newchar->special));
}

in file:

https://raw.githubusercontent.com/whitedragon0000/OpenBOR_PLUS/master/engine/openbor.c

it fails that realloc.

The strange thing is that the "special" member of newchar (s_model) has fixed memory allocated

What about you?

I don't understand what you mean by "what about you". I just loaded the mod on a PC here in the library - it works. On the PS3, the same mod crashes (I'll try it again later). If the mod is the problem, it shouldn't work on any platform. Then again, the PS3 is known for being "weird" (PPC64 processors aren't exactly common, and it's a custom one at that).

If the problem can't be fixed (either by you or the mod's author), it's no big deal - I literally have 200 other ones sitting on my hard drive. I did see this though...http://www.chronocrash.com/forum/index.php?topic=3871.msg56937#msg56937, maybe it's a known problem with the mod.
 
I don't understand what you mean by "what about you". I just loaded the mod on a PC here in the library - it works. On the PS3, the same mod crashes (I'll try it again later). If the mod is the problem, it shouldn't work on any platform. Then again, the PS3 is known for being "weird" (PPC64 processors aren't exactly common, and it's a custom one at that).

If the problem can't be fixed (either by you or the mod's author), it's no big deal - I literally have 200 other ones sitting on my hard drive. I did see this though...http://www.chronocrash.com/forum/index.php?topic=3871.msg56937#msg56937, maybe it's a known problem with the mod.

What do you think about the code?
I can't see any wrong instruction that can provoke the memory violation on realloc...
 
What do you think about the code?
I can't see any wrong instruction that can provoke the memory violation on realloc...

I did take some C/C++ classes in college (15 years ago), so source code is not total gibberish to me, but I am not a developer - I am more of an "advanced" user. I apologize if I said something to lead you to think I was a dev.
 
Dungeon Magic is loading, but crashing upon loading the first level (works fine on PC).

It's made by the same guy as KotRR, maybe it's the same issue...
 
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