This rocks! Are you planning to make a game based on it?
I don’t think so. The LEDs are very small, and the VB would have to be modded significantly to support more colors. Even then, only homebrews would be able to support the extra colors and would be unplayable for those with monochrome Virtual Boys.
Besides, why would you want any more colors? The VB’s shades of red are so pretty. 🙂
Here’s how to erase the SRAM:
http://home.comcast.net/~virtual.boy/projectvb/tech/erasesram.html
Where can you find those numbers? On the cartridges or on the boxes?
Argh, they’ve set up the stand the wrong way!
Yeah, the cross eye technique works well for me.
I searched for glasses but I have no idea where to get them or the materials to build them.
Is a combination of a gamepad and crossed eyes OK for reviewing games? Because I don’t have a FlashBoy.
“10 points, which he can freely distribute” is like “you have 10 apples which you must distribute to your friends”, right?
Well… it’s cheap, so it doesn’t matter whether it’s Baseball or Bound High!… 🙂
RunnerPack wrote:
No offense HorvatM, but that jump code is pretty simplistic.
I know it is. I’ve never written jump/gravity code before that – it’s my first attempt.
If it’s playable on Reality Boy, it’s fine with me… I have an Xbox 360 wired controller and I can do cross-eye 3D viewing.
I made a couple of sounds that might be appropriate for the game. I’m also allowing anyone to use the Rumblebee background if they find it useful.
Jump: http://www.vr32.de/modules/newbb/viewtopic.php?topic_id=3724&forum=9
Land after jump: http://www.vr32.de/modules/newbb/viewtopic.php?topic_id=3725&forum=9
OK. Here is a background (without the floor or anything) for Rumblebee, made by gamma correcting the HONEY.BMP background from Windows 3.x, converting it to 4 colors, and tiling it. The image is sized 384*224, like the VB’s display. If you want it to be longer (for scrolling backgrounds), tell me.
It’s intentionally dark so it doesn’t attract too much attention and lets the player concentrate on the characters.
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Nice. Will there be any character stats shown in the character select screen? The characters could differ in attacks, speed, jump height, etc.
For example, one character could be an offensive one, having strong attacks, but wouldn’t be very fast and couldn’t jump over the opponent, while a defensive character would be the exact opposite. Just a suggestion.
And maybe there could be a dedicated jump button. Using “up” to jump is annoying.
Now you need to implement gravity. Maybe this could be done like this: if a character’s Y position (at their legs) is higher than the ground level, decrement it until they’re equal. Then jumping could be done like… I don’t know, let’s demonstrate it with some code: (NOTE: not tested, and I might have forgotten something, this is just a very rough draft. ALSO, under no circumstances use those variable names – replace them with something more descriptive!)
// jump & gravity idea, by HorvatM, 12/31/2009
// if code is too fast, use timers for delaying w/o affecting the rest of the game
// variables for jumping & gravity
// NOTE: their value is not defined - define it yourself
char y; // character's Y position
char j; // flag: is the character in the middle of a jump, and in what position?
char p; // jump power - how many pixels the character travels in one go - must be at least 2, otherwise it won't work b/c of gravity
char m; // character's max. Y position - how much can the character jump
const char g; // ground level constant
while(1) // main loop
{
if(vbReadPad() & K_A & y==g & j=0) // begin jump if A is pressed and we aren't already in the middle of a jump and if we are on ground level
{
j++; // j becomes 1, which means true
}
if(j) // if j is true, i.e. more than 0, which means we are in the middle of a jump
{
if(jg) y--; // gravity
// code for movement, AI, etc. goes here
}
Of course these are all just my suggestions. I don’t want to annoy you in developing your game.
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This reply was modified 16 years, 6 months ago by
HorvatM.
It’s an operator that returns the remainder of a division, and it’s represented by the % sign in C and usually by MOD in BASIC. For example, 10 % 3 equals 1.
Well, by “between 0 and 1” I mean “larger than 0 but smaller than 1”. I have tried using a counter like you said, but then I could only use it once?
And always make sure the focus and IPD are set properly, so you won’t get headaches (very few people get them though).
Maybe the title and character screen could use some 3D effects? Like this:
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He said in the GoSub thread he would like to have a Mario’s Tennis cartridge converted to a GoSub cartridge.
And someone on this forum made themself a Blox cartridge.


