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Understood
@danbRegistered September 3, 2003Active 4 years, 11 months ago
420 Replies made

gunpeiyokoifan wrote:
it seemed smaller than that… like a Gameboy Micro inches away from my nose… maybe I was doing something wrong 🙁

It’s probably all right. It’s impossible for your VB to have a defect that would make the images smaller but look perfect otherwise…

That could only happen if someone replaced the lenses inside the system, which would be unheard of and highly unlikely 😛

Are you wearing thick prescription glasses or something?

Hey, good for you that you finally played it :thumpup:

And it’s true that the screen won’t fill out your entire field of vision (like when you’re on front row in a large cinema).

It’s more like holding a GBA up a couple of inches from your nose, it’s supposed to be like that 🙂

How about we just ignore her and stop answering her posts until she plays it? 😉

You’re a psycho. Get a grip of yourself or get out of here.

Hmm.. if you fill the faces then you can just draw everything from back to front and simply fill over what’s already in the background. Not so complicated, but requires lots of drawing which is slow.

On the other hand, if you want to hide instead of drawing you would draw from front to back, but then you would have to clip every object against what’s already on screen. Less drawing, but more complicated and time consuming math instead. It could probably still be faster though.

gunpeiyokoifan wrote:
I detest of the “hit the kid playing virtual boy” entry 😯

No risk of anyone hitting you then, anyways 😛

your not angry at me right?

Not really…

besides, whats worse than being on PVB without having ever played a VB but owning one is that I have a Famicom Disk System shirt but no Famicom (or Disk System) 😛

Do you use the shirt? 😛

somewhat more related: do you think Virty’s sad/enraged? 😐

I think he’s heartbroken for being in a home with no love 🙁

If you had a FlashBoy it would probably be left in its box for all eternity.

Here’s my silly idea: just PLAY YOUR VIRTUAL BOY already!

Looks like the same old wireframes to me? Besides, if the polygons were filled with a solid color, it would be stupid to fill them all with black 😛

No, there isn’t. You will have to do some soldering to make it a permanent fix.

e5frog wrote:
Just buy 5 packs of bread then and 4 packs of hot dogs…

😀 :thumpup:

… … Hi Virty… 😐

Hmm, that code works fine for me… What error message do you get?

Issue 1:
I don’t think it likes constants declared like that to be used as case labels… The warning will probably go away if you declare it like “#define ExampleConst 123” instead.

Issue 2:
Dunno, can we see how you tried to declare it? 😛

Then the problem could be with the paper itself. It’s thermal paper. All the GB Printer does is to heat it up to “burn” the picture into the paper.

If the paper has spots that doesn’t want to darken when heated, you’re out of luck…

Great, the 3D effect looks perfect now!

VirtualChris wrote:
I figured since the fish didn’t change the gameplay, I got him out. I can put him back in if you like.

Well, small animated details in the background is always nice for the overall presentation. 🙂

Looking good! :thumpup:

One major thing though. You’ve screwed up the 3D effect with the front/back mazes, it’s inverted now…

Your code:

vbSetWorld(31, WRLD_ON|1, 0, -2, 8, 0, 0, 224, 384, 224); // front mazes 
vbSetWorld(26, WRLD_ON|1, 0, 2, 8, 0, 0, 0, 384, 224); // back mazes

Correct code:

vbSetWorld(31, WRLD_ON|1, 0, 2, 8, 0, 0, 224, 384, 224); // back mazes 
vbSetWorld(26, WRLD_ON|1, 0, -2, 8, 0, 0, 0, 384, 224); // front mazes

And what happened to the little fishy? 🙂

The smallest change to that code to make it work would be:

      int i;
      for (i = 0; i < 5; i++) { 
        if(getBGMapChar(1, (xpos/8)+i,1/8)+2) < 514) { 
          xpos = 22; 
          ypos = 180; 
          gamesubdir = 0; 
          lives--; 
          b = 1; 
          torpedodir = 0; 
          break; 
        }
      } 

I'll explain:
d==2?224:0 is a compact form of one-line if/else statement that adds 224 to the ypos if d==2 (and adds 0 otherwise).

< 514 comes from the assumption that you did like me and use one bright coral and one dark, which would be at position 512 and 513 in the charsegs. The map won't use any chars below 512, so it's safe to assume everything below 514 is a hit.

It sounds like you want me to somehow combine these two things so I don’t have to use BGMap(2) and CharSeg2?

Exactly.

Make the level maps like the attached VIDE project.

Then only use this code:

copymem((void*)CharSeg1, (void*)CORAL, 256*16);
copymem((void*)BGMap(1), (void*)LEVEL1FRONTANDBACK, 256*16);

vbSetWorld(31, WRLD_ON|1, 0, 2, 8, 0, 0, 224, 384, 224);        // back mazes
vbSetWorld(26, WRLD_ON|1, 0, -2, 8, 0, 0, 0, 384, 224);        // front mazes

VirtualChris wrote:
My bad. I meant BGMap instead of charmap.

…so did I still answer your question? I’m confused now 😕

  1. ypos+(d==2?224:0 []