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Understood
@kr155eRegistered January 8, 2000Active 1 day, 20 hours ago
2,008 Replies made

STUNNING! Great work, Dan! 😎 I am amazed that you got it to render two screens and still got it running faster than before. Is there still room for improvement so you can at some point start getting deleted features like floors and ceilings back in?

It looks like the player is crouching on the bottom (or is the gun just too big?), maybe you should try setting the camera a bit higher? (If it’s not too hard).

Virtual League Baseball.

No, that’s currently not possible. Xoops has that functionality, but it’s currently disabled. Maybe I will include it in PVB. For now, you could use the Forum RSS feed which you can find on the Forum’s main page.

Some games feel a little bit different on hardware, but if you have no chance to play them on it, an emulator is OK. Does the cross eye technique work for you? You could also try to get some colored 3D glasses to get a better 3D effect.

BTW, if you have any questions about the games, please feel free to ask.

  • This reply was modified 16 years, 6 months ago by KR155E.

An, now I see. That problem only appeared in the english language version. It was caused by the way multiple languages are handled. The news headline is like “[ en ]VB Homebrew of the Year 2009 Voting[ /en ][ dt ]VB Homebrew des Jahres 2009 Abstimmung[/ dt ]”, english title in [ en ] tags, german in [ dt ] tags. When posting a comment, a part of that was cut off for the comment title, so there was no closing [ de ] tag, which caused some confusion for the browser as it seems. I temporarily fixed that by editing the comment titles. I’ll see if I can fix that permanently somehow.

EDIT: Hack done. 🙂 Now I ned to clean up the database of messed up reply titles.

  • This reply was modified 16 years, 6 months ago by KR155E.

Hm, weird. It looks normal for me. Could you post a screenshot?

Cool!

There’s no deadline for this, so take your time.

Are you guys serious? That’s just a random common VB game without a label.

The french VB manual was of high quality and a “real” manual, though.

Yes, that’s correct.

Goodness! Dan already send this in on thursday, 31st. Sorry for not posting this yet, Dan, I was not at home. I wasn’t even able to try this out yet. 🙁 But I will have time tomorrow and will post this on the front page then along with the HOTY voting form.

akumie schrieb:
no no, when each batch is made he will send them once all the flashboys in the batch are soled

WTF?

loc4lhost: I have some FlashBoys available from the current batch 8. I will send you an email with payment instructions. 🙂

Yep, we used different components like different flash chips, which required different methods to write to them. Also, the PCB got redesigned once.

HorvatM schrieb:
Well, by “between 0 and 1” I mean “larger than 0 but smaller than 1”.

I see. Hmm, you could do it the same way. Since working with floats is slow, you could use fixed point math. For example, use numbers between 0 and 100, where 100 is 1, 95 is 0.95, 3 is 0.03 and so on.

HorvatM schrieb:
I have tried using a counter like you said, but then I could only use it once?

You always let it run in the background, and only derive random numbers from it. So you have an always available, rapidly changing “seed” to get a random number. A very simplified example:

while(1) //main loop
{
   prng_counter++;
   do_something();
   if(user_moves()) random = prng_counter % 100;
}

(“prng” stands for “pseudo random number generator”.)

VirtualChris schrieb:
I too am interested in getting random numbers. What is the modulo operation?

HorvatM just explained it nicely. Just a little addition: you use the modulo operator to get numbers in a certain range. % 100 for example always returns numbers between 0 and 99 (both included), because the remainder can not become greater than the divisor. It’s a very useful function. 🙂

There’s one by DogP in libgccvb, but I think (correct me if I’m wrong) it only works on hardware.

I chose an easy solution for BLOX2 and VUE Snake, which is a counter which is increased on every CPU cycle. When the counter reaches a certain value, set it to 0 and count up again. Using the modulo operation, you can then always derive a random number from that value. If you want a random number between 0 and 255 for example:

random = prng_counter % 256;

If you only need a 0 or 1, you can of course always switch around the counter:

if(prng_counter) prng_counter = 0; else prng_counter = 1;

Why not just copy over itoa from a newer version of libgccvb? 🙂

That’s because you most likely use Internet Explorer, in which the drop down menu does not work. I have not yet had time to fix that. You can use the following direct link:
http://www.vr32.de/modules/usercenter/index.php?section=collection&uid=768&op=edit
or use Firefox to see how the site is supposed to look. 😉 Really, you’re missing a lot of details.

An editor for Wario Land would indeed be super sweet! One I thought of long ago was turning Jack Bros. into Zelda. That would only need some graphic hacks.

I’m a recidivist. 😀 How’s it now?