Any new for openBOR wii version?

I made some fixes to it a couple of months ago that I haven't committed to SVN.  Don't know if they include a fix for whatever problem you're experiencing.
 
Was the sound problem fixed? I'm not sure if it had to do with stereo sound or ogg playback, but on mods that featured both (Pierwolf's Endless Quest), the sound quality was horrendous. As in, it was being played through a meat grinder.
 
NickyP said:
Was the sound problem fixed? I'm not sure if it had to do with stereo sound or ogg playback, but on mods that featured both (Pierwolf's Endless Quest), the sound quality was horrendous. As in, it was being played through a meat grinder.

Sadly, no.  I looked into it but I'm still not 100% sure what's causing it. :(

White Dragon said:
No simply wii version doesn't work!!

That is not a very helpful comment.  There are a lot of ways in which something can "not work".  And as of a few months ago, it worked fine for me.
 
Plombo said:
White Dragon said:
No simply wii version doesn't work!!
That is not a very helpful comment.  There are a lot of ways in which something can "not work".  And as of a few months ago, it worked fine for me.

Excuse me ^__^ However if I can help you, simply u ask me ^__^
 
White Dragon said:
Excuse me ^__^ However if I can help you, simply u ask me ^__^

Sure.  Do you get the OpenBOR logo/menu on startup?  A black screen?  A code dump?  Also, does the OpenBorLog.txt say anything?

Also, what version (build number) of OpenBOR are you using?
 
Plombo said:
White Dragon said:
Excuse me ^__^ However if I can help you, simply u ask me ^__^

Sure.  Do you get the OpenBOR logo/menu on startup?  A black screen?  A code dump?  Also, does the OpenBorLog.txt say anything?

Also, what version (build number) of OpenBOR are you using?

I'm using OpenBOR v3.0 Build 3951.
Latest working openBor is 3839.
I get OpenBOR menu and when I press start button to start a game, openBOR menu freezes.
No log file (0 bytes)
 
White Dragon said:
Plombo said:
Sure.  Do you get the OpenBOR logo/menu on startup?  A black screen?  A code dump?  Also, does the OpenBorLog.txt say anything?

Also, what version (build number) of OpenBOR are you using?

I'm using OpenBOR v3.0 Build 3951.
Latest working openBor is 3839.
I get OpenBOR menu and when I press start button to start a game, openBOR menu freezes.
No log file (0 bytes)

Thanks for the info.  Can you try this build and tell me if it works any better?
 
Finally it generates a log:

Code:
Total Ram: 75497471 Bytes
 Free Ram: 71426079 Bytes
 Used Ram: 4071392 Bytes

OpenBoR v3.0 Build 3952, Compile Date: Jul  1 2013

Game Selected: sd:/apps/OpenBOR/Paks/BOR.PAK

FileCaching System Init......	Enabled
Initializing video............
'data/video.txt' not found.
Initialized video.............	320x240 (Mode: 0, Depth: 8 Bit)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 6 Done!
Timer init...................	Done!
Initialize Sound..............	Done!
Loading sprites..............	Done!
Loading level order..........	Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'dust' from data/chars/misc/dust.txt
Cacheing 'wat' from data/chars/misc/water/wat.txt
Cacheing 'wat2' from data/chars/misc/water/wat2.txt
Cacheing 'wat2r' from data/chars/misc/water/wat2r.txt
Cacheing 'Ryu' from data/chars/ryu/ryu.txt
Cacheing 'Ken' from data/chars/ken/ken.txt
Cacheing 'RYU_S' from data/chars/ryu/ryu_s.txt
Cacheing 'KEN_S' from data/chars/ken/ken_s.txt
Cacheing 'Train' from DATA/chars/misc/train.TXT
Cacheing 'Money' from data/chars/misc/money.txt
Cacheing '1UP' from data/chars/misc/1UP.txt
Cacheing 'Burger' from data/chars/misc/hambur.txt
Cacheing 'mpack' from data/chars/misc/mpack.txt
Cacheing 'meat' from data/chars/misc/meat.txt
Cacheing 'end' from data/chars/misc/end.txt
Cacheing 'rain1' from data/chars/misc/rain/rain1.txt
Cacheing 'lightnin' from data/chars/misc/rain/lightnin.txt
Cacheing 'rain2' from data/chars/misc/rain/rain2.txt
Cacheing 'lightni2' from data/chars/misc/rain/lightni2.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'windsfx' from data/bgs/level2/wind.txt
Cacheing 'f_pole' from data/bgs/level2/f_pole.txt
Cacheing 'Box' from data/chars/misc/box.txt
Cacheing 'Crate' from data/chars/misc/crate.txt
Cacheing 'tires' from data/chars/misc/tires.txt
Cacheing 'phone' from data/chars/misc/phone.txt
Cacheing 'telephone' from data/chars/misc/telephon.txt
Cacheing 'DRUM' from data/chars/misc/DRUM.txt
Cacheing 'boey' from data/chars/misc/boey/boey.txt
Cacheing 'boeyer' from data/chars/misc/boey/boeyer.txt
Cacheing 'boeyed' from data/chars/misc/boey/boeyed.txt
Cacheing 'E-KEN' from data/chars/ken/ken2.txt
Cacheing 'Playa' from data/chars/playa/playa.txt
Cacheing 'elektra' from DATA/CHARS/elektra/elektra.txt
Cacheing 'ELEKTRA_S' from DATA/CHARS/elektra/elek_s.txt
Cacheing 'PLAYA_S' from DATA/CHARS/playa/playa_s.txt
Cacheing 'maki2' from DATA/CHARS/maki/maki2.txt
Cacheing 'mai2' from DATA/CHARS/mai/mai2.txt
Cacheing 'var_resetter' from data/chars/misc/var_resetter.txt
Cacheing 'Flash2' from data/chars/misc/flash2.txt
Cacheing 'F_HADO' from data/chars/misc/f_hado.txt
Cacheing 'F_SHINK' from data/chars/misc/f_shink.txt
Cacheing 'A_CHAR' from data/chars/misc/a_char.txt
Cacheing 'A_SHO' from data/chars/misc/a_sho.txt
Cacheing 'A_TATSU' from data/chars/misc/a_tatsu.txt
Cacheing 'A_SHINK' from data/chars/misc/a_shink.txt
Cacheing 'SHINKU' from data/chars/misc/shinku.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'knife' from data/chars/misc/knife.txt
Cacheing 'hadoken' from data/chars/misc/hadoken.txt
Cacheing 'parrow1' from data/chars/misc/parrow1.txt
Cacheing 'parrow1' from data/chars/misc/parrow2.txt
Cacheing 'parrow1' from data/chars/misc/parrow3.txt
Cacheing 'parrow1' from data/chars/misc/parrow4.txt
Cacheing 'surf1' from data/chars/misc/surf1.txt
Cacheing 'surf2' from data/chars/misc/surf2.txt
Cacheing 'surf3' from data/chars/misc/surf3.txt
Cacheing 'surf4' from data/chars/misc/surf4.txt
Cacheing 'e_surf' from data/chars/misc/e_surf.txt
Cacheing 'rain1' from data/chars/misc/rain/rain1.txt
Cacheing 'rain2' from data/chars/misc/rain/rain2.txt
Cacheing 'rain3' from data/chars/misc/rain/rain3.txt
Cacheing 'rain4' from data/chars/misc/rain/rain4.txt
Cacheing 'drops' from data/chars/misc/rain/drops.txt
Cacheing 'lightnin' from data/chars/misc/rain/lightnin.txt
Cacheing 'lightni2' from data/chars/misc/rain/lightni2.txt

Loading 'Flash' from data/chars/misc/flash.txt
Loading 'DUST' from data/chars/misc/dust.txt
Loading 'wat' from data/chars/misc/water/wat.txt
Loading 'wat2' from data/chars/misc/water/wat2.txt
Loading 'wat2r' from data/chars/misc/water/wat2r.txt
Loading 'F_HADO' from data/chars/misc/f_hado.txt
Loading 'hadoken' from data/chars/misc/hadoken.txt
Loading 'F_SHINK' from data/chars/misc/f_shink.txt
Loading 'shinku' from data/chars/misc/shinku.txt
Loading 'A_SHINK' from data/chars/misc/a_shink.txt
Loading 'A_CHAR' from data/chars/misc/a_char.txt
Loading 'parrow1' from data/chars/misc/parrow1.txt
Loading 'parrow2' from data/chars/misc/parrow2.txt
Loading 'parrow3' from data/chars/misc/parrow3.txt
Loading 'parrow4' from data/chars/misc/parrow4.txt
Loading 'RYU' from data/chars/ryu/ryu.txt
Loading 'A_SHO' from data/chars/misc/a_sho.txt
Loading 'A_TATSU' from data/chars/misc/a_tatsu.txt
Loading 'KEN' from data/chars/ken/ken.txt
Loading 'surf1' from data/chars/misc/surf1.txt
Loading 'surf2' from data/chars/misc/surf2.txt
Loading 'surf3' from data/chars/misc/surf3.txt
Loading 'surf4' from data/chars/misc/surf4.txt
Loading 'RYU_S' from data/chars/ryu/ryu_s.txt
Loading 'KEN_S' from data/chars/ken/ken_s.txt

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	Done!
Caching backgrounds..........	Done!
Create blending tables.......	Done!
Save settings so far........	Done!


use cached bg

Warning, an error occurred while playing animated gif file 'data/scenes/1.gif'.
 
That log's not terribly surprising.  For that build, I reverted a commit that fixed animated gifs for 8-bit mods because it was causing crashes in the 16-bit mods I tested.  I'm still waiting to hear back from utunnels on what the proper fix is.

In the meantime, 16-bit and 32-bit mods should work fine with that build. :)
 
As for gif, I don't see the crash so I'm not sure how it was caused.
Can you point out the exact place or give an example for me to test?


Edit*

Oh never mind, I see your topic now.
 
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