My first game. Errors in txt files

Phelipe Mello

New member
Hello everyone. I am from Brasil and new here, despite i love and download Openbor games since when it was called Lavalit. Now, i want to make a new game called ''Bash Masters'', a 8bit one screen beat em up similar with Sega Master System vibes, inspired to SMS games like ''Renegade'' and ''Streets Of Rage''. I have sprites, stage scenarios, items, objects completed, all made by AI. But i want to run my game and always crash due error load animation line or load all done, but crash on load from chars directory. Thank you all for the help and hugs from Brasil.

My log


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Fatal Error in load_cached_model, file: data/chars/players/touro/touro.txt, line 24, message: Invalid animation name!
 
Last edited by a moderator:
Line 24 on txt. I want to do a rear attack, like in the SOR series.

Touro's txt:

C:
name Touro
type player
health 100
speed 10
jumpheight 4.5
bounce 1
grabdistance 40
anim idle
loop 1
offset 20 40
delay 300
frame data/chars/players/touro/0.png
delay 15
frame data/chars/players/touro/1.png
frame data/chars/players/touro/2.png
anim walk
loop 1
delay 8
offset 20 40
frame data/chars/players/touro/3.png
frame data/chars/players/touro/4.png
frame data/chars/players/touro/5.png
frame data/chars/players/touro/6.png
anim backattack
loop 0
delay 7
offset 20 40
frame data/chars/players/touro/35.png
attack 22 15 35 20 8 1
frame data/chars/players/touro/36.png
anim jump
loop 0
delay 10
offset 20 40
frame data/chars/players/touro/14.png
frame data/chars/players/touro/15.png
anim jumpattack
loop 0
delay 8
offset 20 40
frame data/chars/players/touro/14.png
frame data/chars/players/touro/15.png
frame data/chars/players/touro/16.png
attack 25 15 30 20 8 1
anim attack1
loop 0
delay 7
offset 20 40
# 3 Jabs
frame data/chars/players/touro/7.png
attack 22 15 35 20 3 0
frame data/chars/players/touro/8.png
frame data/chars/players/touro/7.png
attack 22 15 35 20 3 0
frame data/chars/players/touro/8.png
frame data/chars/players/touro/7.png
attack 22 15 35 20 3 0
frame data/chars/players/touro/8.png
# Soco meio gancho
frame data/chars/players/touro/9.png
attack 22 15 35 20 5 0
frame data/chars/players/touro/10.png
frame data/chars/players/touro/9.png
attack 22 15 35 20 5 0
frame data/chars/players/touro/10.png
# Finalizador
frame data/chars/players/touro/9.png
frame data/chars/players/touro/10.png
attack 20 10 40 35 12 1
frame data/chars/players/touro/11.png
anim pickup
loop 0
delay 15
offset 20 40
frame data/chars/players/touro/28.png
anim grab
loop 1
delay 30
offset 20 40
frame data/chars/players/touro/17.png
anim grabattack
loop 0
delay 8
offset 20 40
frame data/chars/players/touro/17.png
# Joelhadas
frame data/chars/players/touro/18.png
attack 25 15 30 20 4 0
frame data/chars/players/touro/17.png
frame data/chars/players/touro/18.png
attack 25 15 30 20 4 0
frame data/chars/players/touro/17.png
frame data/chars/players/touro/18.png
attack 25 15 30 20 4 0
frame data/chars/players/touro/17.png
# Cotovelada
frame data/chars/players/touro/19.png
attack 25 10 35 25 8 1
frame data/chars/players/touro/20.png
anim grabbackwards
loop 0
delay 10
offset 20 40
frame data/chars/players/touro/21.png
frame data/chars/players/touro/22.png
throw -35 12 6 4 0 0
frame data/chars/players/touro/23.png
anim pain
loop 0
delay 20
offset 20 40
frame data/chars/players/touro/24.png
anim fall
loop 0
delay 12
offset 20 40
frame data/chars/players/touro/25.png
frame data/chars/players/touro/26.png
anim rise
loop 0
delay 10
offset 20 40
frame data/chars/players/touro/27.png
frame data/chars/players/touro/26.png
frame data/chars/players/touro/27.png
delay 15
frame data/chars/players/touro/28.png
anim special
loop 0
delay 8
offset 20 40
healthcost 15
frame data/chars/players/touro/29.png
frame data/chars/players/touro/30.png
attack 25 15 35 25 10 1
frame data/chars/players/touro/29.png
frame data/chars/players/touro/31.png
attack 25 10 40 30 15 1
 
Last edited by a moderator:
Now my log is


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

Error loading background (PIXEL_x8/PIXEL_32) file 'data/bgs/logo'Total Ram: 11706908672 Bytes ( 11164 MB )
Free Ram: 6090903552 Bytes ( 5808 MB )
Used Ram: 73142272 Bytes ( 69 MB )

Release level data...........
Done!

Release graphics data........ Done!
Release game data............

Unload 'Touro' .............Done.
Unload 'Jake' .............Done.
Unload 'Hylda' .............Done.

Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Error loading background (PIXEL_x8/PIXEL_32) file 'data/bgs/logo'
 
Last edited by a moderator:
check your "logo" image. Looks like its not a 8bit color file.
All the image files are in 8 bit 256 colors. I confess i used AI to make Sprites, objects, items and one screen stages. But I needed to reduce the dimensions of the stage images, as most were 1376x768. I reduced them to 320x240 using IrfanView. The prototype game is running, but with large sprite errors. The scene became too small. I confess that I used AI to encode the text files. The AI makes mistakes in some lines, but gets others right, such as when the AI suggested setting the palette to none in all the txt chars files and solved The sprites' colors were "frying." But now it's the stages that are frying the colors.
 
I confess that I used AI to encode the text files. The AI makes mistakes in some lines, but gets others right, such as when the AI suggested setting the palette to none in all the txt chars files and solved The sprites' colors were "frying."
first advice: don't use AI. It knows nothing about OpenBOR and will give you a lot of bad advices, as it already did here.
It can help you here and there with coding, but only if you have experience in coding and know what you are doing, so it would "help" instead of "coding for you".

Double check your image, because that error, in most of times, means a non 8bit image. Or a image with a extension (like .png) but, in fact, its a .gif
 
such as when the AI suggested setting the palette to none in all the txt chars files and solved The sprites' colors were "frying." But now it's the stages that are frying the colors.

That's pretty much the exact opposite of what to do. As @O Ilusionista noted, AI knows nothing about OpenBOR. That's because most of the world knows nothing about OpenBOR. The AI models are all trained on a glut of bad data and erroneous information.

You need to ensure your images are sharing a single palette. We have utilities to help with this.

DC
 
That's pretty much the exact opposite of what to do. As @O Ilusionista noted, AI knows nothing about OpenBOR because most of the world knows nothing about OpenBOR. The AI models are all trained on a glut of bad data and erroneous information.

You need to ensure your images are sharing a single palette. We have utilities to help with this.

DC
Despite the AI errors and many days trying on it. The prototype game runs, with resolution and stage bugs, but run. Yes, i believe here there tools for palette, but I don't know how to draw sprites or backgrounds. I was relying on AI precisely for that reason. I wanted an aesthetic as close as possible to the Master System. I achieved that. But I was advised not to proceed, as AI artwork this is not accepted by the community. Now, even if I know how to code and configure, I would have to draw everything from scratch.
 
The prototype game runs, with resolution and stage bugs, but run.

Run yes, but you have NO idea how much pain you are in for very soon by using "none". That is a specialized command for very specific purposes, and this isn't one of them.

I achieved that. But I was advised not to proceed, as AI artwork this is not accepted by the community.

Accepted and rejected are not really the correct terminology. You need don't our permission to use AI artwork. The problem isn't whether we accept it or not - we are advising you to be careful with it, because generative tools are usually incapable of producing usable sprite assets without specialized add-on software and expert prompt engineering.

Here's the AI's own words on that:
Here’s a stronger way to explain it:



The issue is not that the community is “rejecting” AI artwork on principle. Nobody is saying you need permission to use it in your own project. You can use whatever workflow you want.

The warning is practical.

Generative image tools are very good at producing a picture that looks impressive at first glance. They are usually bad at producing actual usable beat ’em up sprite assets.

OpenBOR sprites are not just random images. They need to obey a lot of technical rules:

  • consistent character proportions from frame to frame
  • stable costume details
  • matching lighting and shading
  • clean transparent backgrounds
  • correct facing direction
  • readable silhouettes
  • predictable limb positions
  • frames that animate smoothly
  • correct sprite scale relative to enemies, stages, and hitboxes
  • no melted hands, broken weapons, drifting faces, or changing designs
  • clean separation between idle, walk, attack, pain, fall, rise, jump, and special animations
AI tools often fail at exactly those things.

A single generated image may look nice. A full sprite sheet needs dozens or hundreds of frames that all look like the same character moving in a controlled way. That is where generative tools usually fall apart.

For example, frame 1 may have a red glove, frame 2 may have a black glove, frame 3 may have an extra belt, frame 4 may change the face, frame 5 may alter the boots, and frame 6 may shift the body size. The result may look acceptable as isolated artwork, but it becomes a nightmare once you try to animate it, align offsets, create attacks, place hitboxes, and make it feel good in-game.

That is why people are warning you.

The community is not saying “AI art is forbidden.” The concern is that you are building your game on assets that may become impossible to maintain once the prototype grows. You may get the first few screens running, but later you will need consistency, corrections, new poses, alternate attacks, damage frames, grabbed frames, weapon frames, palettes, enemy variations, and fixes. At that point, AI-generated sprites can create much more work than they save.

Same with using none.

Yes, the game may run right now. That does not mean the setup is correct. none is not a general-purpose solution. It is a specific command used for specific cases. Using it to bypass problems early can hide mistakes instead of solving them. Later, when you start adding real stages, enemies, attacks, animations, and transitions, those hidden mistakes can become much harder to debug.

So the advice is not:

“Do not use AI because we do not accept it.”

The advice is:

“Be careful, because AI can give you something that looks like progress while quietly creating technical debt.”

A prototype running is good. That means you are learning. Just do not mistake “it runs” for “the foundation is solid.” OpenBOR development gets much stricter once you move from a test build to a real playable game.

A safer approach would be:

Use AI only for rough concept art, mood boards, portraits, backgrounds, or inspiration. For actual gameplay sprites, either draw/edit them manually, use properly prepared sprite bases, commission sprite work, or learn a controlled workflow where you can guarantee consistency across every frame.

Generative tools can help, but they cannot replace the boring technical discipline that sprite-based games require. That discipline is what keeps the project from collapsing later.

DC
 
But I was advised not to proceed, as AI artwork this is not accepted by the community
Wait, that is not what I said. Let me paste here what I have replied to you (translating to english):

So, the issue of AI can be problematic or not, it depends a lot on how it's done.
There are people who don't accept anything AI-related and you'll face resistance.
Certain AIs, like Adobe's, were trained with legal content, so that would be more "correct." But Gemini and others weren't; it was on stolen content. That's why there are a lot of people who just won't accept it.
There's a big difference between what I said and "the community doesn't accept that". I can't speak for the community.

About this line:
Despite the AI errors and many days trying on it. The prototype game runs, with resolution and stage bugs, but run.
I really don't advise you to adopt that attitude, and let me explain why:

The community here is extremely helpful and welcoming. You can post questions freely, and we'll do our best to answer them. But we had a recent case of a user who was also using AI, and even after we explained the problems, he decided to be arrogant and offend people.

Again, I can't speak for the community, but from what I know of it, if people notice that a user asks for help, we help but he decides to ignore it... that person ends up being ignored by the community. Because our free time is very short.

And usually when that happens, the user becomes aggressive and starts offending people – especially the administration and engine development team. And that's a point of no return that never ends well.
 
Well, if that person is arrogant and offensive, that's unfortunate. But that's not my case. I wasn't rude or offensive to anyone. However, I know that forums and communities on various topics have rules. I just need to know if it's possible or not. As I said, I'm new to this, including posting on forums. But I am not that person you mentioned.
 
Well, if that person is arrogant and offensive, that's unfortunate. But that's not my case. I wasn't rude or offensive to anyone. However, I know that forums and communities on various topics have rules. I just need to know if it's possible or not. As I said, I'm new to this, including posting on forums. But I am not that person you mentioned.
Relax, I am not blamming you, just explaining how things works.

About "being possible of using IA", yes. About "should I use it?", nope. At least for coding, unless you know what you are doing.
For graphics, its up to you. There is no rule about it here.
 
I don't understand, OpenBOR manual it's the clearest document about an engine I have ever read. It has all the info you need, and as complement this community exists. We're not saying using AI is bad, it is your problem if you want to use it or not. Just that OpenBOR sadly is often get as an emulator that runs games based on arcades, and almost all info I have readed in the internet is completely wrong, so asking AI will just throw garbage nonsense and make you more confused as well.
 
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