ok, now i get it. it’s a good point you have there. i think i am gonna implement your second idea. which means, i’ll just add a “forum” radio button after “pvb”, which will be always there. so it will be like “pvb”, “forum” and “this section”. remembering ones selection should also be doable, either with cookies or saving it to the database.
click on “new poll”, create the thread, and click on “submit”. The next page then will let you create the poll.
not your computer, but a problem that happens once in a while when i delete spam posts and corresponding users. some problem with xoops, i don’t know what’s causing it. luckily i wrote a script to recalculate user posts a while ago, so everything is now back to normal. 🙂
Yes it’s best to play it on hardware. The latest Reality Boy has sound support, but Channel 0 is muted (hope this will soon get fixed with a new release), so you can only hear parts of the music from Channel 1.
Umm… we have scans of every US manual in the games section, plus text versions of 6 ones. The GameFAQs are a good bet too, they’re like extended game manuals.
ah, ok, the file size is the problem. try to get it below 80kb. 🙂
No, it has nothing to do with how long you have been a member. What’s the file type? Image size (width, height)? Image size (kb)?
Hmm, I don’t get the problem. To search the whole site, just check the “PVB” box, to search only on the forums, go to the forums or only select forum when you are already on the search page.
Here’s some frames of Mario moving to the right. If you look at the positions of the front and back layers, they don’t move smooth relative to each other.
Attachments:
MasterOfPuppets schrieb:
If I only wanted to buy the cart & box? I already have the correct type of USB cable, don’t really need the quick reference card, and can download the programs online. If I give a donor cart will it decrease the price enough to be worth the cost of shipping? I know there aren’t any in production right now but this is a question for the future.
All those things are only a bonus and cost like $2, so they don’t play a role in the pricing. Donor carts do play a role, but they are less than shipping would cost for a single cart. If you had a bunch of donor carts, though, things would be different.
Yay!
Now, for smoother transitions between the game screens, you should use the vbFXFadeIn() and vbFXFadeOut() functions instead of setting the brightness registers manually.
yep, “=” is an assigment, while “==” is a comparator.
BTW, that sub looks amazing, RunnerPack!
well done! now, for the treasure chest, you can write a small function which in some way compares the coordinates of the chest (treasurexpos, treasureypos) to those of the sub (xpos, ypos), keeping the width and height of the sub and chest in mind. I am sure you can figure that out as well. 🙂
Your submarine is 3×3 Chars now, right? With the top left and top right not being part of the submarine, like:
080
888
888
where 8’s are part of the submarine and 0’s are not.
You need to expand the collision detection code, right now you’re only checking 2×2 Chars from the top left, as if your submarine looked like this:
880
880
000
(Hint: if(getBGMapChar(1, (xpos/8)+1, (ypos/8)+1)==512) checks the top left Char)
oh right. those are used in the function call, too. well… x and y are your ships coordinates, and bgmap is the number of the bgmap your level maze is in.
So I have taken up this task again and am working on compiling a library. I have some suggestions I’d like to discuss with you guys.
1) I think we should rename the library for a unified release to prevent any confusion with the hundred billion and one versions of libgccvb floating around. RunnerPack named libgccvb the “Seiryu” library in the intro text, so I think it’s a good idea to just name the library “Seiryu”.
2) I also think that it’d be a good idea to write short documentations of all the functions.
3) Let’s include a standard font which is automatically loaded to the end of Char Memory when the library is included. That way new users can use vbPrint right away.
4) About the #ifndef FUNCTIONNAME DogP suggested… I am not sure if I did it right, can anyone check the attached files?
Attached are two files which show a proposed format for the library. Comments please, gentlemen. 🙂
I assume you mean CharSeg1, not BGMap 1? You take the Chars from Char Memory (CharSeg0 – CharSeg3), not from BGMap Memory. In your demo, the tile for walls is in CharSeg1, position 0, so you access it with 512+0 (or just 512), that’s correct.
Here’s a tip: Red Dragon has very nice debug functions, and one of them allows you to view the content of the Char Memory, BGMap Memory etc. So open your demo in Red Dragon, pause with ESC, and select Debug > View > Chars to view Char Memory for example.
DogP’s code shows a function, int bgmap, int x and int y are the arguments taken by the function, as demonstrated in the last line of his code. They don’t need to be initialized (aka set to anything).
I think you’re now at the first really difficult point to overcome, you’ll need some more C (or general) programming knowledge to proceed, so I’d suggest you take your time to read through some beginner’s tutorials. If you can get the collision detection set up mostly on your own, then nothing else will be able to stop you from finishing the game. 🙂
One more note: You can move vbDisplayShow(); (line 95 of your code) out of the loop to the beginning of your main loop (but after the initialization of the variables of course). All it does is setting the brightness registers so it only needs to be called once. And since you are setting the brightness registers manually in lines 51 to 53, you don’t need vbDisplayShow() at all.
Oh, and here’s an advanced tip you might want to use later: Instead of painting a level BGMap in VIDE, and have a seperate array for collision detection, you can also generate the BGMap on the fly from the collision detection array. This would work by going through the array in a loop and writing directly to the BGMap Memory where there is a “1” (ir whatever value you want to be a wall). Here’s the code you need for that:
BGMM[(0x1000 * BGMap) + Offset] = Value;
Where “BGMap” is the BGMap to write to (0 – 13), Offset is the Char in the BGMap (0 – 512? not sure right now), and Value is the address of the Char in Char Memory (512 for your wall).
But as I said, don’t bother with this until you fully understand how Chars, BGMaps etc work.
VirtualChris schrieb:
How do i turn a vep file into an h file? Maybe that’s the problem I’m having, i did it wrong.
You don’t convert the whole VEP file, this is just a “container” file for your project. In VIDE, you create CharSets or BGMaps, and then export them individually using “Advanced” > “Functions” > “Export to *h” (A VIDE plugin by DanB which you need to install seperately, by just copying it into the “PLUGINS” folder of VIDE. Download here). Place the *.h file in your project directory and include it in the code using the “include ‘file.h'” command. The CharSeg or BGMap can then be referenced by the name you gave it in VIDE (In my example it was “FONT”). Also make sure that, if you use BGMaps you created in VIDE, the CharSet is in the correct CharSeg (As specified when using the “export to *.h” plugin).
RunnerPack schrieb:
I think we really need to work on that unified library… I’ll try to at least post what I used on my compo entry. Most things work in it and I know vbTextOut does (I used it for debugging).
Yes, we really need to get back to that topic. I started compiling one, based on the one from the vbJAEngine and my custom lib I wrote for Blox 2. I will probably work on that some more now that VUE Snake is out. Regarding the current topic, I also wrote a custom text out function, which can print from left to right or right to left, horizontally and vertically and takes the Offset of the font in RAM as input, so more than one font can be used.
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This reply was modified 17 years, 3 months ago by
KR155E.
