- Joined
- Aug 13, 2022
- Messages
- 98
- Reaction score
- 162
- Trophies
- 0
- Age
- 54
- Location
- Pennsylvania
- XP
- 381
- Country

I did lots of testing on the PAKs I have with the prior version of OpenBOR. Mostly I stripped, down-sampled and re-PAK'd the WAV files so they were much smaller, which made a number of game PAKs playable on Wii OpenBOR without running out of memory while loading level assets. I could barely notice the WAV files had been changed almost all of the time. It also fixed that static hiss sound bug some PAKs had as well.This new build of OpenBOR 4.0 doesn't seem to have working menu controls on gamecube controller. I can move the menu up and down but none of the buttons seem to do anything making it unusbale unfortunately for me. Does anyone else have this issue?
Post automatically merged:
That's very interesting stuff, so essentially all paks more or less have to fit exactly into the Wii's memory even though it's capable of loading truly giant levels just because it keeps older assets loaded at all times? I saw you made this post before realizing there was a 4.0 port, perhaps now those programming triggers work now?
Or perhaps is there a way to get the engine itself to free up unused assets properly or even more hackier, crash and then start loading again from the exact point where it ran out of memory, which would cause a lengthy load between stages but would at least allow you to play through an entire module without fear of being kicked back to HBC.
Is this an issue specifically only in the wii port of openbor or do all ports behave the same? if the other ports properly clear out their memory perhaps it's an oversight on the wii branch.
But of particular note I tweaked and trimmed a composite of a decent complete and as feature heavy as possible version of "Godzilla! Ultraman! Gamera!" to run in Wii OpenBOR from beginning to end without crashing. Also had to trim level assets out and changed some coding so that slow down was kept to a minimum. Of note, Hedorah has a flying form that emits smoke pollution that I had to change completely into an "arrow" because the default attack mode made each puff of smoke a single asset enemy which would cause immense slowdown extremely quick and made the boss version of him near impossible to play/enjoy.
I did upload a version of my PAK called "Godzilla Ultraman Gamera - Unofficial Lite Version" to someone here who I believe shared it. I had fun with reprogramming it and learning the OpenBOR code mostly because I really love Japanese Kaiju and tinkering with them. I was even able to discover that there was a hidden Showa Mecha-Godzilla player model that was semi-complete in the PAK that I added to the character selection screen and programmed in new flying moves for him too. My playing with GUG is how I learned all the ins and outs of that particular version of Wii OpenBOR which was the basis of that post you quoted.
Anyway, when OpenBOR 4.0 became a thing, I kind of had no desire to go back and test all the PAKs I had. What I have works for me, and there's always the possibility that newer doesn't necessarily mean leaner. I have no idea if it does PAKs more efficiently and with less overhead. I do know they added stereo capabilities for the WAV files so you no longer hear static hiss in PAKs that have stereo WAV files, which is great, but it goes back to what I said above about level asset sizes eventually causing memory issues. Yeah, it works, but will it still be working 5 levels in or at end game? 4.0 might be the best version of Wii OpenBOR ever or it might be exactly the same only with stereo WAV support, but I'll never know, I'm kind of OpenBOR'd out.
Anyway....
IIRC, the trigger to dump from memory has to be manually put in the load command in each level.txt that uses that particular asset. It's not a simple feat to add in and is kind of a real PITA if you're unfamiliar with the coding of a PAK. You'll end up intimately knowing the PAK once you're done, and that's a lot of time.










