PSP homebrew: OpenBOR v2.2038 gets new animations, scripts, more

Posted Oct 21, 2008 at 2:23PM by QJ Staff Listed in: Homebrew Development, Homebrew Games Tags: Beats of Rage, OpenBOR
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OpenBOR - Image 1


The OpenBOR homebrew project continues once again with an update from Orochi-X. The open source Beats of Rage is indeed making waves, even coughing up that Knuckles Chaotix OpenBOR spinoff the other day.

The open source engine has been updated with new scripts, which fixes bugs and introduces new functions (animation sprite sets, juggling and attack commands among others). Here's the changelog for OpenBOR v2.2038:
  • New Animations
    • Rise# , riseb , rises Rise animations are now dynamic. They also include riseb and rises for rising from a burning or shock knockdown attack respectively. If rise# is omitted , we default to the standard rise anim.
    • Blockpain# , blockpainb , blockpains - As above , but for blockpain. If blockpain# is omitted , we default to blockpain. If anim blockpain is omitted , we default to the old style of replaying the block anim.
    • chipdeath - If you have chipdamage enabled and you are killed whilst blocking, you can use this animation. Makes a nice "cheap K.O." animation! Defaults to the death anim that corresponds to the attack which killed the entity.
  • Entity Header Command
    • jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.
  • Attack Commands
    • jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.
    • Defaults to 0.
    • OTG - setting this to 1 will allow an attack to hit opponents in their lying state. The default , 0 , will not allow an attack to hit a lying opponent , regardless of bbox settings.
  • Fixes and Alterations
    • Setting to 1 in a level header will now no longer disable freespecials. Also , I've expanded the option so that setting it at 2 will , infact , disable freespecials too.
    • Falling entities now have nograb enabled by default.
    • Single set mods now auto load that set instead of going through the rather redundant motions of selecting it.
    • Fix by DC (Damon Caskey) - didhitscript now executes when item is collected (item is attacker, collecting entity is defender). Item scripting won't have to be nearly as hacky.
Download: OpenBOR v2.2038



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Comments [refresh]

by nyr2k2 - 2008-10-21 11:46
» hmm

Game crashes on me after the title screen.

by avatar76 - 2008-10-21 13:30
» Check this out

http://www.qj.net/PSP-homebrew-OpenBOR-v2-2038-gets-new-animations-scripts-more/pg/49/aid/125181

Says you have to have a pretty recent version of CFW. I think I'm only on 3.03 or something with an original PSP, might be a reason for me to upgrade my firmware. Most homebrew PSP stuff I get still runs fine in 1.50 mode, obviously openBOR uses some new stuff.

by nyr2k2 - 2008-10-21 14:01
» thanks

Thanks, but I'm running 4.01 m33-2. I'm fairly certain I need to register on the game's website and download a "pak" for the game to run.



Not worth it, haha!

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