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Legal Beats Of Rage Port Coming Soon!
Legal Beats Of Rage Port Coming Soon! –
Pixel has announced a legal, open source port of Team Senile's Beats Of Rage has been underway. This port unlike the previous port is done using the free PS2SDK library available which will make this legally freely available to everyone. There are also a number of planned improvements to the original BOR port. The release will be made public soon and will not contain any copyrighted materials including pak files. This port will work with the original bor.pak and should work with most of the bor mods available on the internet.
The Official site for this port will of course be psx-scene.com so keep it locked on us for what will finally be a legal release of the BOR engine.
Nice! Let's just hope it doesn't get ripped & raped.
nice. a good legal beats of rage port. Looking foward to this.
What the heck is Beats Of Rage?
Beats Of Rage is a freeware clone of Streets Of Rage. Beats Of Rage aka BOR was first released for DOS & it was ported to Dreamcast & PS2. The Dreamcast & PS2 Port were both ported earlier this year by Neil Corlett. Unfortuntely, the PS2 version of BOR used the Sony SDK which makes it illegal.
Originally Posted by FoH
It's great that BOR is finally going to get ported using the freeware PS2DEV tools which makes this a legal port.
One thing I would love to see in the BOR port is support for the HDD. It would also be great if there was UMCDR support in the BOR port.
Allright. Sounds cool.
Some suggestions part#2:
Are you planning to add a MODs menu in MAIN MENU (like quake3 and other 1st-person-shooters) ? So we could change mods anytime we want in-game without needing to create new cds (for consoles) or creating other bor folders (with the modified bor.pak).
You could do do like that.. inside BOR mainfolder it could have a subfolder called "mods" and all files ".PAK" there would be recognized as a MOD. It would be niceeeeee (or something like that :P)
a good thing that could be implemented is that the "bor mods" could have a hdd partition on pfs called "+BOR MODs" ("+" because its to store files like pgen roms folder created by dms3hdtools) so you could expand it when necessary to add more MODs..
And if its possible too to install mods via network (PS2<->PC)
a good question:
Are you planning to add new gameplay to the engine (like a back attack or more buttons?) or just making a enchanced ps2 port with some features?
keep the good work Pixel!
i just played through the first level. runs exactly like the original in every aspect. The port is basically a re-port of Neil's original ps2 port but it contains 100% no sony code. All of the Sony SDK functions were replaced with homebrew PS2SDK functions. The rest of Neil's code that doesnt involve the sony SDK is more or less left intact. The port also uses the new ISjPCM, A new variation of the FREESD and SjPCM sound library which means this will run on a traditional japanese 10-15k unit without the need of sony's libsd module.
The loading routine is as follows. If the elf is loaded from host(pukk/ps2 link only,naplink doesnt work sorry) then it will load the other files(sjpcm.irx,bor.pak) from host. If its run from cdrom then all the files are loaded from cdrom. This does however leave an issue for memory card. The BOR.PAK simply cant be read from mc or pen drive as those devices are just too slow to load sprites and sounds in a timely fashion. Even the cdrom version requires you to dummy your disc quite well. This is just a drawback of using a large pak file. Nothing can really be done for adding memory card pak support. A routine may be added to boot the elf from mc and read the pak from host or cdrom however.
Support from hdd will eventually come in the form of running the BOR engine from altimit and using its fakehost driver. This will not run its own hdd drivers like pgen, this just causes too much bloat.
There will also be support for more than one pak file by using a BOR.TXT file. this way you can select which pak file to run.