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Understood
@horvatmRegistered December 28, 2008Active 4 months, 2 weeks ago
586 Replies made

VirtualChris wrote:
I’m playing and playing and I just can’t seem to activate this bug you’re talking about.

It happens with Reality Boy and VBjin. If you tested this on real hardware (which I can’t) and it works correctly, it could be because the frame rate on hardware is lower than on emulators and the sprites switch so fast that it’s only visible on emulators.

If Chris is OK about giving us (partial) control over his project, and he isn’t doing this simply to get it done faster and easier, then I’m for it. But he will need to improve his programming skills a lot. The current code works, but will be a pain to work with as new features are added to the game. And I won’t rewrite it all by myself (like I planned with Castle of Doom… I never finished that and it would be impossible anyway) because I don’t want to take full control over his code and he should improve anyway.

However, I still think starting a new game with input from the whole community is a better idea, if that’s even possible.

And I do not want akumie to think that he has some credit or control over this, or that we will be doing this for him.

I haven’t looked at this for a long time, but it’s amazing. It is of much higher quality than I expected. The background and foreground, even though they are simple layers thrown into a 3D space, look really cool. This is going to be interesting.

But there’s a bug. When you move yourself to the left, the sprite sometimes turns to the right and then to the left again. Haven’t we had a discussion about that a long time ago?

akumie wrote:

Morintari: I used to say that alot on the forums that to many demos are released that never get finished

Soviet Union 2011 was released almost a month ago. What’s your point?

Would have been good though if lets say 10 people work on a section of a game (1 person does sound, another one does sprites…), realease a demo and then ask for lets say $10 to release it as a rom but people like us who do not make games should really not complain

I agree, we really should make a game together.

Here’s something that could be called a release version.

It probably still has tons of bugs, so there will be updates. Feedback is welcome.

Hey KR155E, will there be a HOTY this year? 🙂

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Wow, that’s awesome. Thank you very much.

I love Galactic Pinball, so Space Pinball should be interesting.

I’d like to finish it, but the community doesn’t seem to have much interest…

If anyone can help with the graphics/sounds issues, contact me and I’ll send you the code.

If you use vbPrint or vbTextOut to display text (which you probably do), the first parameter of both specifies the BGMap onto which to put the text, so you can use the GPLT registers, and vbPrint even lets you specify the palette explicitly (though it’s used differently than vbTextOut).

StealthNinjaScyther wrote:
My biggest gripes are the limited ammo and all enemies taking multiple hits. Unlimited ammo for primary weapons and basic enemies dying in one shot are shooter staples.

Well, I’ve watched playthroughs of many shooters (1942, Gradius, R-Type, etc.) and while they didn’t seem bad, the players were almost constantly shooting and rarely dodging. My goal is to make a game where strategy and defense are more important. In fact, there isn’t a single time you have to shoot; you can beat the whole level simply by dodging. This also applies to SU2010.

It is much more playable than SU2010 so you’re making good progress.

Thank you. But in what sense is it more playable?

Anyway, here’s a new alpha. The level hasn’t changed much but the engine has two main improvements:

– After a long chat session with dasi, it should look much better on hardware now.
– There is now sound! And music too, technically, but I haven’t put any music tracks in yet. But there are some sound effects.

Feedback is welcome (and expected). It would also be nice if someone could record what the audio sounds like on hardware.

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Maybe the “call 1-800-255-3700” text could be replaced with “visit planetvb.com” or something to that effect, since Nintendo no longer supports Virtual Boy and Bound High! was never released either.

anikiii wrote:
wait, are you thanking me for the rips or are you sarcastically thanking me for what you may have perceived as discredit?

The latter.

i guess i should have mentioned that vlb was one of the few impressive rips posted here (specifically all of the country themes), but just the same, i feel like what i said about the bulk of the archived audio was true.

Ah, OK.

if you still have the raw and are planning on completing it, or have like looped stuff laying around or whatever, then that would be amazing. please please please post that up.

As I said, I still have the AIFF originals but they would have to be cut again.

also, if you can, you should def try to convert at like 320kbs or like lame v0 and stereo or w/e. i mean, in my opinion the reason vb sounded so great was the fun tricks they played with the speakers more or less acting as headphones.

Sorry, I can only record mono. But I think Virtual League Baseball doesn’t use any stereo tricks. Actually the only game I can think of that uses them is Red Alarm.

The thread where I posted the rips is this: http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=4147&post_id=13615

(btw the track “Precaution” is so fantastic!)

((edit- like seriously the track made me tear up the first time i heard it))

That’s what everyone says. I wonder why they included the track in the game. It doesn’t really fit the theme.

anikiii wrote:
these are just small samples of the audio from each game. none are complete, most are extremely low quality (with sound effects included), and a lot of them cut off even before the first loop is complete.

Well, thanks. Virtual League Baseball is almost complete (I think two or three songs are missing), does not have sound effects, and cuts off immediately after the first loop of each song (except in the menu song, which doesn’t loop from the start). It was ripped by me. It’s in MP3, but I still have the AIFF originals (uncut). Leave it to me.

Maybe you’re flipping the sprite from right-facing to left-facing every time it moves to the left, and not only when it changes the direction?

RunnerPack wrote:
It’s all those zeros in vbSetWorld. The first three should be the X, parallax, and Y, respectively, at which to display the top-left corner of the “chunk” of BGMap (which, in this case, is 385x225 in size; note, you should pass 383 and 223 to get full-screen). The next three are the X, parallax, and Y, respectively, of the top-left corner of the “chunk” to cut from the BGMap.

I wanted to have the world cover the whole screen with the whole BGMap without parallax, so those zeros were justified. 🙂

Relevant Wiki Page

I did read the wiki. But it only gives a very general explanation of everything.

DanB wrote:
Wrong. There’s no special relation between BGMap 3 and charseg 3. Any BGMap can use any charseg equally.

I did figure that out, based on the 11-bit character index of BGMap cells. Apparently my code didn’t work because of VIDE assuming the charset used would be 0, whereas it was 3; when creating the BGMap it asks you what charset you’re going to use, but it has no idea where it will be loaded.

Eventually I got it to work by using charset 0 and BGMap 0 (for simplicity) though, so thanks anyway.

I got a headache the first time I played it, though I wasn’t completely healthy then. Now I don’t experience any issues, but I still use automatic pauses and take breaks just to be on the safe side.

I clicked them, multiple times. Reloading doesn’t help.

Yes, and it’s great! But now the Status and Options buttons in the chat user list don’t work. They highlight, but don’t do anything.

The site renders and scrolls way slower for me now. It’s probably because I use an outdated version of Opera, but I’d hate it if I visited this site less (due to the slowness) just because of this. When the page loads, it doesn’t appear for about a second, then it appears at the lower left corner, and only then it moves to the right corner. It’s annoying. Maybe it would work faster if it was part of the gray bar on the top of the site, rather than floating at the bottom of the window?

As for the actual chat, I can’t comment because as I’m writing this, there is no one else online.

No. It’s not a bad name. It’s less creative but more descriptive; you decide which quality is better.

But VB games have apparently always had descriptive names. Perhaps this is because by knowing which games were available for the system, one could also tell which genres were available; a marketing decision.

It also fits the “names are puns” theme of the game.