BOR is also available on Dreamcast, PS2, X-Box and many other game consoles. And you can play your mod on those systems, too!
Memory restrictions
Since consoles have a certain amount of memory, there's maximum amount of data you can use for your mod if you want it to work on a console.
For example:
| | Dreamcast | Playstation2 | Xbox | | Memory used by Beats of Rage (official pack) | 12 MB | 22 MB | probably 22MB | | Memory in system | 16 Mb | 32 MB | 64 MB | | Estimated max characters* | 36 | 42 | 90 |
*) The estimated maximum number of characters is a very rough one, since heroes generally take up more space than enemies, and the amount of image data can differ a lot between characters. Also this estimation is based on King of Fighters characters, if you use smaller or bigger characters, things change. So if you use a lot of characters, just try it out. |
Some words from Neill Corlett on mods for DC and PS2 |
1. Memory usage is kind of tight, especially since BoR doesn't seem to free certain resources between levels. (I'm not sure of this since I didn't examine bor.c too thoroughly - because BoR is so nicely designed and modular, I didn't need to.) By the time you finish the game, the Dreamcast version is using 12MB (out of 16MB) and the PS2 version is using 22MB (out of 32MB). I don't think this is a memory leak per se, since it doesn't go up any further if you go through the game again.
The behavior isn't entirely friendly if you run out of memory, either: The DC version will simply lock up, although if you're using dcload, you'll get a "Heap and stack collision" message on the console. The PS2 version will show a "Out of memory!" or similar message in the upper-left corner of the screen in the ugly DevCons font.
2. The .PAK directory info is cached in memory at all times, and its total size can't be bigger than about 256K. If I remember right, it's currently 61K, so this shouldn't be a problem unless you're doing an incredibly ambitious mod.
3. The console versions don't look for the "PACK" or version signature, because I thought this was unnecessary and it would just add an extra needless seek to the beginning of the file.
4. I'm not entirely certain that BMP loading works; I had to redo its header routine extensively and I'm not even sure if the default BOR.PAK uses any BMPs at all. So steer clear of BMP if you can.
5. The loose file structure won't work on ps2 and Dreamcast, so use a pak file in your mod for dc/ps2. |
Making a Selfbooting Dreamcast disc |
Special thanks to CEDRIC, who provided this information.
Step 1
Extract 'Selfboot', you can find it in consoles\selfboot.exe. It must be installed in C:\Selfboot.
Step 2
Place your bor pak in 'Consoles\Dreamcast\'. Rename it from mymod.pak to bor.pak
In this directory you should also find ip.bin and 1st_read.bin.
Step 3
Run Selfboot.exe and select the directory Consoles\Dreamcast\. If you use NERO click the NERO (DAO) or NERO (TAO) button to create a .nrg image (use DAO if your burner supports it). If you use DiscJuggler click the DiscJuggler button to create a .cdi image. If you want to burn with CDRecord select CDRecord, click burn to burn the audio track (make sure there is a blank CD in your CD writer), click Msinfo, click Make Iso to build the image, then click Burn to burn the second session.
Step 4
Burn the NERO or DiscJuggler image with the appropriate program. |
Hmm, I actually don't know how to make a booting ps2 disc, since I don't have a ps2. Perhaps the mod-chip enables you to simple put the files on a disc and and it'll work. Who knows?
Still, don't forget to add bor.pak to the cd. |
1. Rename your mymod.pak to BOR.PAK.
2. Upload the your BOR.PAK file to a directory on your XBox
3. Upload the DEFAULT.XBE file to the same directory on your XBox (you can find this file in Consoles\Xbox\)
4. Run the DEFAULT.XBE file |
|