I’m “oldskool”, so I use an unmodded pad with an adapter I made (out of an NES controller socket) connected to a parallel port. It’s directly supported by the PPJOY driver.
e5frog wrote:
Really, where can I find a the GameBoy player for NES?
Or, if you like DIY stuff:
Hey, KR155E, maybe you could hack the forum so a new user has to view every sticky thread and use the prominently displayed and quite large search box at least once before posting…
Even better: the post isn’t submitted if it doesn’t contain the term(s) searched for.
Even better than that: not having to use software compensate for laziness and ignorance.
KR155E wrote:
But I am afraid BH highscore table are a problem, since there’s no good way to check your scores in random and adventure modes. No high score lists, no “best score” anywhere, no way to pause your game after losing your last life to take a screenshot of the score.
We have the source, so it would be theoretically possible to insert a pause for score-keeping purposes… Or even, with a lot more work, those missing score tables (which would probably require adding SRAM support, which would break compatibility with the FlashBoy, or a new code system).
But Dan’s idea sounds good, too.
Since it says “if someone’s projects place 1st and 2nd” I’d assumed that each project would get voted on separately. But you do raise a good point about a person being his own competition. The same percentage of people might like each of Person A’s entries, while a slightly larger percentage (maybe even just one more person) likes Person B’s single entry.
That’s a tough one…
Also: “Of course users registered before 05/01/2010…” should probably read: “Of course users registered after 05/01/2010…”.
DogP wrote:
@Runnerpack: I just looked at the wiki you linked to… why do you claim: Channel 6 uses a “Mersenne Twister” PRNG to make noise?
I don’t know… I guess I just connected the “M-type” from the IntSys documentation and the “feedback shift-register” (although it’s “generalized”, not “linear”) in the MT wikipedia article… Thanks for catching that; it’s been fixed.
I’m not very knowledgeable in music or synth terminology, but I’ve added an overview of the VB sound system to the (apparently highly under-publicized) Dev Wiki. If you have more questions or comments after reading that, come on back! I’m very interested in getting input from someone versed in VG music, synthesizers, etc. 😉
To answer your questions more directly, the 32×6 refers to a set of 32 6-bit PCM samples, of which sets there are five in the VB’s RAM, which can be used to generate the sawtooth, triangle, rectangle, etc. wave shapes you mentioned (as well as sine or any other wacky one you can come up with). Hope that helps!
(Maybe this post will help point other wayfarers to our hidden info oasis… ;-))
Welcome to the forum, Steve!
tarsius4 wrote:
…Also, I’d attempt the patches, but I’m not sure which version of gccVB (or just the GCC source?) to apply them to.
It’s the second option: you apply them to plain vanilla GCC/binutils/newlib sources.
I have gccVB code from [http://goliathindustries.com/vb/download/gccvb/vb_v810_gcc_03.tar.gz], whose gcc folder is gcc-2.95-2/
That is the one that includes the patches by David Tucker. Those patches have since been updated to fix bugs and to add bit-string and custom VB opcodes.
Also, if you have a 3.x branch of GCC installed (at least 3.4, not sure about earlier or later) it may not compile the 2.95.2 source (at least it doesn’t for me under Cygwin, but it may be a Cygwin problem).
I’m excited about the coding competition and I hope I have something to offer by November.
I can’t wait to see what you come up with! (This competition is already shaping up nicely!)
DaVince wrote:
…designed to be difficult…
You weren’t just whistlin’ Dixie! That is one HARD game! I wish I had time to even attempt to master the controls, because the graphics, music, etc. are great! Honestly, though, I don’t believe it’s possible to get past the second screen 😛 You should at least put some cupcakes on that first screen, ’cause there sure ain’t any justice 😉 (kidding…)
It reminds me of Chalvo 55, except that gives you the ability to not jump…
Thanks for sharing!
You’re quite welcome. I only hope Ryphecha can figure out why it doesn’t work for you (and probably others)…
VBjin runs a bit slower/choppier on my system than Mednafen, but that’s probably because of the really annoying console window in the background that prints numbers and other gibberish whenever I press a key 😛
The GUI is appreciated (but not really necessary) and I’ll definitely keep an eye on this one!
Also: welcome to the site, “usch the 1337” 😉
HorvatM wrote:
I’d love to enter, but…Entries have to be open source, so make sure to include source code in your release.
Why? I really don’t feel like working on something for half a year, and then having to release my code as if I didn’t put any effort into it.
Are you saying no-one puts any effort into open-source projects? Ever heard of a little thing called Linux? 😛
Or maybe take a look at SourceForge or FreshMeat some time…
I feel like I should have some control over my code, because, after all, I wrote it.
You seem a little confused… licenses are specifically designed to increase the control you have over your code. Besides that (with the GPL, at least) you retain the full copyright of your code!
But the real point is: what’s really so special about some Virtual Boy game code? Were you planning to sell it, or something? 😛
But, it’s your life, so whatever…
I’ve attached my config, so you can compare. I have it set up like the original Reality Boy key mapping (which is now the “alternate” map).
About the key-codes: there are, I think, around 256 possible key-codes on a PS/2 (probably many more on USB) because they’re transmitted in one byte, the high bit is cleared for make, set for break, and there are “extended” codes that are sent as 0xF0 + a second byte. Of course, there are oddities (like the Print Screen), but that’s the gist of it…
However, on top of that, the codes stored in the Mednafen config have to also represent an unknown (unlimited?) number of game-pad buttons, so the key-codes may be translated/encoded, or something. I do know that there is some kind of lag when SDL accesses the keyboard, so it’s not really recommended to use it, if at all possible.
e5frog wrote:
Is there any documentation somewhere over the keyboard codes in the cfg file, which code corresponds to what key.
Only the source-code, I think, and that hasn’t been released for this version (although the code for a recent version may be similar enough).
I agree with the replies so far (even the “Nice effort”) but I want to add one thing: get a hair-cut! 😛
PS: A man hair-cut.
Does that mean the first ten people to submit an entry get a poster, or the ten highest-ranking participants in the community vote?
e5frog wrote:
ALT + SHIFT + 1 to “configure buttons on port 1” does nothing…
It works fine, here. Are you sure a little “Press a key for UP (1)” didn’t appear at the bottom of the screen? Maybe it doesn’t like non-US keyboards, or the specific Shift and/or Alt keys you used. Also, you have to push each key/gamepad button twice (I’m not sure if this is for confirmation or so you can have two keys/buttons for each action).
The only problem I’ve ever had with the image import feature of VIDE is when I tried to use a picture made up of more than 512 different 8×8 tiles (which is a silly limitation, because the VB can display 2048 of them at once, but that’s a different discussion) and the error manifests toward the bottom of the map as it runs out of tiles to use. I’ve never seen this “random black squares” phenomenon.
A “before and after” screen-shot would help with the diagnosis.
Also, if you just can’t get it to work, maybe you should give “grit” a try (search the forum). The command-line seems a bit daunting at first, but the doc is actually quite readable (and dasi, I, and probably a few others can help if you get stuck).
I forgot you asked for code…
Have you looked at the examples that come with devkitpro? If you don’t have any, here’s a link to just the GC ones: https://sourceforge.net/projects/devkitpro/files/examples/gamecube/ (I got it from the Wiki: http://wiki.devkitpro.org/index.php/Getting_Started/devkitPPC) You may also learn something by looking at the source to “libogc”: https://sourceforge.net/projects/devkitpro/files/libogc/