We're using cookies to ensure you get the best experience on our website. More info
Understood
1,430 Replies made

Wow! That is brilliant!

Well, it’s a pretty good first attempt, as far as it goes. Like any good piece of engineering, it solves the problem it was created to solve. 😀

Attached is an (untested) implementation of the system I described above. I hope it solves the problem as well as (or better than ;-)) your code, or at least gives someone an idea or two…

  • This reply was modified 16 years, 7 months ago by RunnerPack.

I haven’t tried it yet, but the screen shots look great, Dan! Good job! It’ll be extra-sweet when it’s really 3-D 😀 The FPS gun/hand are a nice touch.

Is this really just a ray-caster, or is it still a true 6-DOF engine like the original Yeti3D? (I noticed it has look up/down keys, but that can be faked.)

No offense HorvatM, but that jump code is pretty simplistic. This is not a commentary on your programming skills or anything else; I’ve seen something like it in far too many games/demos. Everyone needs to learn somewhere, right? Also, like your post, this is just my suggestion and can be taken or left.

The problem is that gravity, and the fight against gravity that jumping entails, are both accelerations rather than velocities. Acceleration, as I’m sure you know, is a change in velocity over time. Gravity is a constant force attempting to change the velocity of all objects. If it is resting on the ground, an object’s velocity remains zero.

Rather than messing about with a flag that determines the direction of an object’s velocity vector, one can simply use the sign of the number holding the velocity itself (since we are only interested in the Y component of said vector). Since coordinates on the VB’s screen(s) increase away from the upper-left corner, -Y velocities/accelerations should probably mean “up,” to make the code easier to grasp.

Another signed number can hold the gravitational constant. This will be added to the velocity value each frame. The velocity will in turn be added to the object’s Y position, which will be constrained by the floor.

To jump, simply apply another acceleration force in a direction opposite to gravity which only persists while: A) the button is held down, and B) some amount of time has not gone by. This time value in B depends on how high you want your object (e.g. fighting bug) to jump. This and the acceleration force will have to be selected by experimentation and will likely vary by the fighter.

I’m sure HorvatM’s code can easily be altered according to the above. This system, while a little more math-intensive, will give a much more realistic motion to the fighters. It should, of course, also be applied to the victims of upper-cuts and the like 😉

Hope that helps

PS: Thanks for uploading those sounds, HorvatM. If you (or anyone else) want a whole lot more sounds that are free to use, I wholeheartedly recommend http://www.freesound.org/. You can, of course, find a user named RunnerPack on there 😉

If you like regular Tetris, V-tetris is probably better. If you like lots of 3-D depth and manipulating things in three dimensions, you might like 3D-Tetris more. They’re really so different they can’t be directly compared, other than that they’re both falling-block puzzle games, but then so are Panic Bomber and Virtual Lab.

It’s good to see an actual list laid out like that. By narrowing it down, it makes it easier for someone to pick something to start on.

I like your idea, KR155E, but I think it would take more than “just some graphics hacks” to make a JB Zelda 😛

As for Red Alarm, I’d like to see it hacked into a Zero Racers-type game. I’ve been wanting to start on something like this (from scratch, not a hack) but I’ve never liked racing games/flight sims with digital controls, so I’d have to make one of DogP’s PSX-pad interfaces (or implement my own analog interface idea) first.

I’ve got an idea that I could use this for. I just have to modify wavplay() to support pitch-bending…

Also, @VirtualChris:

DogP wrote:
Unfortunately, with how Allegro handles sound, I don’t think RB will ever be able to play this kind of sound without a complete sound processor rewrite.

I don’t think the code you posted is ugly… It’s a little limited, but perfectly serviceable.

If you can’t find itoa() or want even more text formatting power, you could use dasi’s posprintf() port:

http://www.vr32.de/modules/newbb/viewtopic.php?post_id=6529#forumpost6529

And as for clearing text, just use setmem() on the BGMap segment you’re using for text output. Something like:

setmem(BGMMBase + (row * 128 + column * 2), 0, );

Where BGMMBase = 0x20000 (in case it’s not defined in your libgccvb.h).

You could wrap it in a “cls()” function, if you like.

Do you mean saving sites to view offline? Opera lets you save an entire page to disk–images, flash, CSS, and all–with a few clicks. I’d also wager that FF has at least one way to do the same thing (although probably as a plugin you have to install manually). I would never use IE, much less 6.0, as my daily browser knowing what alternatives are out there… No offense, but I think you just need to look around more.

If you’re able to either parallel or cross-eye free-view, you can use the “Side” mode. If you are better at cross-eyed viewing (like I am) you also need to activate the left/right image swap option (or press the swap key inside the emulator; I think it’s the right square-bracket).

I was going to add another comment to say essentially what DogP said, but, well… (Note that my first comments still apply: it looks better 😉 )

I will add that, IMO, the horizontal menu is MUCH more usable than the old vertical one (and the “user” bar at the top is nice, too).

(BTW, I fixed the problem with my user JS).

I think the demo (http://www.vr32.de/content/downloads/roms/vb_programming_intro_demo.zip) – in fact, pretty much the whole Wiki – is pretty clear on the fact that BGMaps and Objects need to be in Worlds to be displayed…

Is there another tutorial I’m not seeing?

Looks great, Chrisse! One of my user JavaScripts seems to have a problem with it, but that was bound to happen, eventually…

I, too, suggest switching to Opera. It really is the best browser (and Nintendo seems to think so, too 😉 ).


@VBrulez
: Umm… The old theme had those pictures, too… 😛

Oops! I got busy and forgot to reply! (We need an embarrassment emoticon 😛 )

mbuchman wrote:
RunnerPack,

I used everything from Alumilite.com. I have no idea how much resin you would need, but you can get 2 gallons of the plastic resin for $94, shipping would be maybe $15 or so (I don’t know),

Thanks for the link! Sounds kind of expensive, but I doubt anything of similar quality would be any cheaper… On the bright side, I probably won’t need that much. Maybe they have small sample quantities or something.

Thanks for all the tips about molding (I knew it all, but thanks all the same 😉 ) Did you take some classes on this or something?

But that sounds like a pretty sweet idea!

Thanks, so was your VB controller :thumpup:

As far as the dye goes, how could you dye plastic that already has a color?

I was referring to “vinyl dye”. It’s used to change the color of car interior parts (dash, armrest, etc.) and is, appropriately enough, found at auto part stores. It’s like paint that sort of softens the surface of the plastic so the pigment “soaks in”. I’ve never tried it.

A web search will find lots of info on using it to color ABS things… like the VB pad buttons/case.

But really the whole point of the project was for a starter project in plastic molding.

Well, I think you’ve started, and what a great start it was! 😀

I haven’t studied it much, but I think it uses the same principle as those parabolic mirror desk toys that make an image of what’s inside float above it.

I haven’t seen the Sega game in person, so I don’t know if it’s actual volumetric 3-D or just a 2-D image projected in space. If it’s actually a 3-D projected volume, I would assume that they move the above-mentioned mirrors in sync with the display somehow.

I’d love to see a schematic/exploded diagram of the display unit…

Uh, this belongs in the dev forum more than it does here… Do you even know what this forum is for?

But, anyway, M.K., if you still read this forum, PLEASE release this demo and your source code! And the code for VB Racing, while you’re at it 😉

(Notice that I’m requesting this even in light of this news article! That’s how much I want to see this first-hand!)

[…] I may just hardwire new wires to the eye board and to the main board of the Virtual boy […]

http://www.vr32.de/modules/newbb/viewtopic.php?topic_id=3282&forum=1

I can’t really help with your search, but I think I knew someone who owned one of those two kinds of organizers. It was about 18 yrs. ago, though, and I only saw it for maybe an hour or two (and most of that time I was playing NES, of course :-P) so it could have been an entirely different thing/brand.

As a side note, though: If there are any actual kids like those depicted in the magazine ads, they officially qualify as Nintendo fanboys/fangirls 😀

Whenever I play on my back, I leave the stand on. It helps steady the unit and keep it from tipping sideways.

Like Dan said, if you have the visor, you have all the parts that go between your face and the VB (IT NEEDS YOUR EYES! …sorry, I don’t know what came over me. :-P)

If you come up with any solutions to the face-crushing problem, let us know! 😀

It wasn’t designed for XP (Win98, if anything :-P) but it doesn’t include the “manifest” file that MS (apparently) requires programs to have in Vista.

I’m not sure why the front end doesn’t run, but I have the code (actually an updated version) and VisualStudio 2008, so I may be able to make a “Vista ready” version. No promises, though; I’m extremely busy finishing up a project and I don’t have any machines running Vista to test on.

I sent the new code to David, but he probably wouldn’t care if I distributed it, especially considering he hasn’t posted it anywhere himself.

(David, if you’re reading this and you didn’t receive it, let me know! In fact, let me know either way…)