MineStorm wrote:
Now for some 32Mbit games
One exists already 😉
Would it be possible to make a 32Mbit Flashboy based on this board? I was thinking about a certain project and I can tell it’s going to be big.
Try this one.
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KR155E wrote:
I unlocked the last world yesterday. Easily beat the Toad level, but the Box house and Champion’s Road are freaking unforgiving. The latter seems to be even harder than the final level of Super Mario 3D Land, doesn’t it? I finally beat that one with both Mario and Luigi about three weeks ago and it honestly took me like a hundred tries.
I actually thought the last level of Super Mario 3D Land wasn’t that hard. The last level of Super Mario Galaxy 2 on the other side was very very hard. I perfected running through that level only to fail on the Hammer-/Boomerang Bros right before the end over and over again.
I didn’t play Super Mario 3D World since I wrote the initial post. I’m confident I can beat the level with power ups though. I find the Box house (all of them actually) a bit annoying as just the timer makes it complicated.
It is always hard to find someone to make your game. The whole process of making a game becomes very repetitive and tedious after some time. You have to be very passioned to pull it of till the end.
You seem to be very passioned about Battlezone though. Programming really isn’t that complicated. Gregs library comes with a demo. You can already learn allot from just playing around with that.
Not that I have any insides but I’m pretty sure MK reprogrammed HF from the scratch using sprites from other games.
I highly doubt that there is a simple way to convert a compiled Atari game to run on the VirtualBoy. Maybe programming an emulator would be possible.
I guess your best try would be to reprogram it. Taking into account how technically simple Battlezone is it wouldn’t be that complicated. You could take Gregs wirefram library. I only had a brief look but it seem pretty simple to use. The Battlezone polygons are all pretty simple so you could rebuild them quite easily using Blender or so.
I just checked my stand as my VirtualBoy has a rather high number (VN1055…) and it indeed has the newer version of the medallion. Amazing.
That’s very sad to hear. I never talked to him but reading through his posts it I can tell he was a very nice person.
I had the exact same problem. There is no need to clean the contacts. Doing what DogP said in this post fixes the problem:
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=24578#forumpost24578
DogP wrote:
One thing to note: there’s a pretty consistent problem where the cables are dimpled from where they’ve been in contact with the socket on the motherboard side for 17+ years… this ends up causing a glitchy display problem as well. The easy solution is to simply pull the cable out a tiny bit.When you push the display cable into the LIF socket, you’ll feel a little bit of tension, and then you’ll feel it sorta pop into place. That means you went too far. Just pull it out a tiny bit, where you feel a little bit of tension, and you’ll be good to go.
Protoman85 wrote:
I will never make it because I don’t have the patience to even get all the stars in every level. The same thing went for Super Mario 3D Land, where I gave up at special world 7 somewhere.I’m fine with stopping after the credits, everything else after that is a bonus to me.
I usually stop after the credits as well. The only exceptions are Mario and Assassins Creed. For some reason I enjoy collecting everything in those games.
I still plan to beat the Champion’s Road. Some day I have to finish the last worlds of the Lost Levels as well. I think I’m stuck in B-4 or something.
Cool stuff. I used version 1 for quite some time. I had to program my own in the end because I needed the char flip feature. Any plans on putting that in?
That is pretty cool. Interstingly it already says Ext instead of Playlink.
morintari wrote:
thank you for explaining that further I’m sorry I’m not a programmer just an artist, so I don’t always see direct application. I guess if you already have your work in 3 colors and alpha you don’t need to convert it in that case I’m sure it’s great to use it as a testing tool. To test animations.
No need to apologize. I was just confused by your question. You could do much more then just testing your animations. You could use it for example to build cut-scenes.
Of course you could also prepare a game for a coder helping you out. You would just put together your animations, assign them to objects and apply actions to them. You could already see stuff moving around and see if it looks like you imagine.
The person who codes the game then programs the game logic and triggers your actions from code.
morintari wrote:
I can see how this can be an awesome tool for “borrowing sprites” But is it useful for the original artist that wants to create their own work. If so how? At any rate it’s great to know that we finally have a tool to make it easy to port over graphics for our own Metroid, Zelda and CastleVania.:vb:
I don’t understand your question, sorry. The tool is designed to allow you to convert your images into a form so that it can be used in VB games. They don’t have to come from a different game. It’s just images.
Basically you take your images and define how the colors are replaced. Then you define the single sprites on your images. After that you put your sprites together to define animations. Then you create the objects of your game (like an enemy or a background). Finally you apply actions to your objects (like moving them around or an previously defined animation). Actions can trigger other actions so you can have complex scenes running without the need of coding. Of course you can simply trigger every action from code as well.
Every step has a mednafen/flashboy feature so that you for example can test an animation without starting the whole game. Makes it easier to test tiny parts. At the end you press the convert button and the tool will convert all of your images in vb header files. It will also generate the code for all objects and animations. Right now there is still a couple of lines needed to start everything.
RunnerPack wrote:
That is very cool, thunder. I definitely want to give that a shot. Any idea when you’ll have it ready to share? (Not that I want to rush you…)
It could be used already. It’s not like it is crashing or anything. However, sometimes you have to know where to click in which order. I want to polish/add a few things until I release it. Just because it is always hard to make savefiles backward compatible.
I usually develop this tool along with a game. Right now I’m not actively programming on a game so it might take a couple of month or so.
Greg Stevens wrote:
That looks awesome! After you publish that maybe some of artists out there can put some sprites out for the artistically challenged programmers and we can stop stealing err umm borrowing graphics from existing games 🙂
Thanks. I usually try not to use graphics from existing game. Mario Combat was an exception as time was running. I’m planning to push the tool further. It is already pretty handy when it comes to animating and moving stuff around. However, there are many things not in there like affine maps, efficient bgmaps, char replacement instead of manipulating bgmaps and graphics per eye. I also wanted to merge some other tools like my midi converter into it.
Obviously the tools assumes that my engine is used. I tried to make everything easy to use in code though.
vbde comes with a barbone project. make sure you compile it (button with green arrow) before you start it. It doesn’t do much though.
8bitmatt wrote:
It’s been awhile. I was super busy with a game development project last year and took a break from playing games or collecting. Hoping to get back into it soon.
I’ve read about your six games on kotaku. Seems like you’ve been pretty successful with your kickstarter.
I was hyped when Oculus Rift was announced first. I didn’t back because I rather wanted to wait for the consumer version. I have to say that I’m kind of disappointed that it is not available yet.
I heard only good things about Morpheus so far. Depends a little on the price point but knowing myself I will most definitely ending up owning it. Not so sure about the Rift anymore.
Greg Stevens wrote:
Thanks to Thunderstruck for compiling DanB’s zpace racers and pointing out on the forum that it ran much slower than DanB’s demo. That little nugget directed me to try my code on the old compiler which I had never tried before.For now, I’ll be switching back to the old compiler version because I can basically eliminate all of my assembly routines and code directly in C since the performance difference is not noticable when using the -O or compiling with my assembly version functions.
So it was just the newer compiler slowing things down? I guess I need to check that out.
Do you have vbde running with the old compiler? Could you maybe post it?
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This reply was modified 12 years, 5 months ago by
thunderstruck.
Yeah. Congratulations. Your latest version truly deserves the first place.