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Understood
@kr155eRegistered January 8, 2000Active 8 hours, 3 minutes ago
2,008 Replies made

yes, it does. it seems as if commercial games only use the space up to that address, though. ~_? at least no save games get corrupted by that. if you have a look at the galactic pinball ram file, it ends exactly at 0xFFF, while all necessary data (high score tables) is stored before that address.

Fwirt schrieb:
I’ve never seen that design of stand before though… Does anyone know anything about it?

http://www.vr32.de/modules/hardware/index.php?type=displays&model=nintendo

the chance is not that slim, theoretically, according to the birthday paradoxon, a lot of our users should share the same birthday. congrats anyway. 😉

JackFost schrieb:
Why don’t some Virtual Boys have a N in their serial number ?

that’s the serial numbers of japanese virtual boys, they don’t have the n.

I can upload the source I have if Krisse allows it, maybe I made one or two changes to the code… don’t remenber now.

do you mean changed source or the compiled gccVB?

btw, can the new gccVB still be used the old way, with the batch file runnerpack created, or do we have to use makefiles?

DogP schrieb:
I also think the ASCII table should be modified from the current 256 char one to just the standard 7 bit 128 char one (with one of the non-printable characters being the blank char so you can have transparent – space isn’t transparent when you have the text “highlighted”). We don’t have unlimited resources, and there’s really no reason to have extended ASCII (or if you really need it, add it in your own specialized lib). I guess the unprintable characters could also be replaced with special extended chars that people may use if anyone thinks that they’d actually be useful.

right, for us europeans, it would be very useful to have special characters like ä, ö, ü, ß instead.

DogP schrieb:
Anyway, I haven’t seen jorgeche’s libs, but I know Parasyte had logically broken them down into several .h files a while ago, so it may be worth checking those out too.

yep. i have uploaded the lib i am using currently. i don’t remember where exactly i got it from, but it is unchanged for the most parts (i created a pvblib with additional functions instead of modifying libgccvb).

furthermore, i think it would be nice to have a short decription of each function and meaning of the input parameters.

Attachments:

i can only agree to runnerpack, it’s really great to have him back. 🙂 i am looking forward to to all the new stuff coming, i will probably wait for an usb version of veGL before i build a cable.

pat, what technique did you use to draw the columns to the screen? directly drawing the lines to the framebuffer seems to be the easiest way to me, i think i even saw a function to draw a line between two input points in one of your source codes. if i want to use wall textures, though, another approach is needed. i’d say objects, because we can’t have 384 individual bgmaps and there’s no way to draw single pixels to one (or do we?), but affine transformation can’t be used on an object.

i am nowhere near as good in coding to port wolfenstein to the vb, but i have been wondering how hard it would be to write something similar from scratch. so, after seeing your post this morning, i printed out a raycasting tutorial and read it on my way home from university. (for anyone who doesn’t know, a raycaster is the kind of pseudo 3d engine early fps like wolfenstein used.) i was actually surprised about how easy the concept is, only requiring some cheap geometry. i can imagine a very basic engine being written in a day, and definitely want to give it a try when i find the time. 🙂

RunnerPack wrote:
BTW, KR155E, why isn’t there a sticky about the display lines? 😛

honestly i don’t know, but there is one now. 😉

nice article, thanks! 🙂

are you using a weird alien browser?
otherwise, click File->Save page as. 😉

Bruno schrieb:
Are you using floating points on you mario kart? And how many matrix do you need to convert a plain sprite into perspective? Ah and how big can the circuit be? Cause there is a size limit on bgmaps, or do you use more worlds for the circuit.

when you load it in red dragon and use its debug features, you’ll see that the track is made of 2 x 2 bgmaps.

yes, it’s ok that you use the cursors.

BUT… for the fourth time, this is the wrong forum! i assume you just didn’t notice that the other threads got moved, and that’s the reason why you opened two threads for the startup sound and two more for the cursors, so i’ll wait a bit with moving this one.

thanks for the great tip!
got a code snippet to enable the cache for us lazy ones? 😉

i tried it on hardware and it already rocks! looks very cool using 3d effects. i also like the idea of using the right dpad for looking back or to the sides, btw. 🙂

blox 2 is a complete recode with several new features. it will announce it (and probably release a demo to some people) soon, when i worked out a small bug and made some more additions.

  • This reply was modified 18 years, 1 month ago by KR155E.

thank you! 🙂

that’ll make a great entry, looking forward to it! 🙂

i am also working on a game, blox 2 to name it, but of course not for the compo.

about your other question: everyone can download attachments and there’s no way to change this without hacking the forum module. :/ you could put a password on the file and only give it to trusted users per pm.

so, what’s everyone else having in the works? or is anyone else working on something? 😉

incredible, this will open up so many new possibilities! again great work, pat! 🙂

i assume it is not possible to stream roms from the pc? like using it to transfer binaries to the vb out of ultra edit for testing during game development? for this purpose, this would even be faster way than the flashboy.

luckily i’ve got all the parts here to build one of those (or a dozen if i wanted, heh), because i wanted to give building a link cable another try.

again, wrong forum. so, topic moved. 😛

yes, you can use it. btw, is your site nintendo-land.com, as stated in your profile, or nintendoland.com?

  • This reply was modified 18 years, 1 month ago by KR155E.