Hey, just saw this thread. Good to have you back.
morintari wrote:
Correct me if I’m wrong but that’s a real smack in the face to BigMak:-( who was so generous to give us the game and the smiley’s. If we really wanted to I guess we could translate the descriptions language to find out where this guy was from and we might limit the culprit as to who it was. Also this guy was probably a purchaser of Faceball Remastered to narrow it down. I know I know he has the right to do this after all it’s his game but it just doesn’t settle well w me. Maybe it’s because he got his for free. It’s guys like this that make MineStorm decide on not making any more hard copy games that are at one time commercial. they just ruin it for the rest of us.
He writes in the auction that it is a reproduction and started at 30$. The game also sold out a while ago so it’s not like he bought it and resold it. I think that is everything we can ask for.
It sold for 120$ which is very low taking into account that the game sold out. Of course it’s not nice seeing them pop up on ebay. However, the people who donated have never been told they would receive a physical card. If they don’t want their copy why shouldn’t they be allowed to sell it? It should be ok as long as they are not telling lies.
Chavaflyfree wrote:
thunderstruck wrote:
I bought this on: http://www.ebay.de/itm/4-5mm-Security-Screw-Bit-Lifetime-Warranty-Uscrew-Virtual-Boy-System-/171049124774?pt=US_Video_Gaming_Replacement_Parts_Tools&hash=item27d35283a6 from the same seller.
It worked perfectly fine. Shipping was extremely fast considering the fact it was send from the states to Germany.
Thanks! That’s more like it.
Thanks to that I’ve managed to find also this one, shipping from UK which hsould work, right? http://www.ebay.es/itm/4-5MM-SECURITY-SCREWDRIVER-NINTENDO-GAMECUBE-SNES-N64-MEGADRIVE-/380653675974?pt=UK_VG_Replacement_Parts_Tools&hash=item58a0ba25c6#shpCntIdAnd this one from Spain… http://retrocables.es/tienda/index.php?id_product=222&controller=product&id_lang=4
Thanks for your help!
No idea. The one I bought was delivered within a one and a half weeks and it worked perfectly. If you are not sure what to buy I would go for that one.
It’s funny how stuff develops. Bigmak just asked me if I could fix the typos and we ended up with another game and the editor. I’m curious if someone will ever pick it up and build his own version of Faceball.
Guy Perfect wrote:
Though the affine window can be used for a perspective effect, the specifics on how to use the affine window is a different matter entirely and depends wholly on how you code up your program. Scaling is the simplest transformation, though rotation isn’t too hard to grasp either. What you’re looking for is a form of projection, and you can’t just toss a couple of parameters to a function and make that work.
I actually throw a couple of parameters to a function to do the tilt but the result is not that great.
Guy Perfect wrote:
It doesn’t help that there are multiple ways to approach the problem. The way I did the perspective is just one way; it may not be the most flexible nor the fastest, but it’s flexible and fast enough for what I needed it to do.
Well, yeah… that’s the problem. My current way is not that great. Yours seemed to be better, that’s why I asked. I can understand that it is too complicated to write it into a forum post though.
Chavaflyfree wrote:
Lester Knight wrote:
i bought my gamebit off ebay and then modified it to fit my virtual boy. HERE are instructions.you can also modify a screw driver by fileing out a notch at the bottom so that it can grip the security screws on 2 sides.
you should consider replacing the screws after you get them out. any hardware store should sell a #4 X 1/2 PAN PHIL screw. to make the job easier consider someting to magnetize your driver
good luck and welcome to the world of the virtual boy!
Thanks!
Well, I’ve been trying with a few more games and sometimes both screens are on and then start messing with the lines and all, so I guess the problem is the same as reported by other people.
Anyway, thanks for the tip, but I don’t have neither the means nor the knowledge to do that hehe. That sucks, because from what I’ve read here, there’s no “off the shelf” screwdriver that can get to the deep screws of the VB, right? Found this: http://www.newelectronx.com/join-email-list.php?letter_id=68&lettertype=&pageaction=browse but in this very forum it’s said that those don’t work either… Bic pens are too thick… what am I to do?Thanks again
I bought this on: http://www.ebay.de/itm/4-5mm-Security-Screw-Bit-Lifetime-Warranty-Uscrew-Virtual-Boy-System-/171049124774?pt=US_Video_Gaming_Replacement_Parts_Tools&hash=item27d35283a6 from the same seller.
It worked perfectly fine. Shipping was extremely fast considering the fact it was send from the states to Germany.
Guy Perfect wrote:
thunderstruck wrote:
Would you mind sharing the affine code/settings for the racing track?That’s akin to asking to see “the 3D code” for Faceball. (-: It’s not like it’s five lines of text that I can just paste into a forum post and call it good. There’s quite a bit of concept behind it, and the implementation isn’t trivial.
It’s something that’s better off for an article about perspective effects using affine windows.
I guessed it’s not that easy. I’ve experimented with the affine tilt demo DogP released in some thread. That one was about 20 lines or so.
I managed to tilt a bgmap and it looks okish after all. Still, the way your track looks like is what I was aiming for. I don’t wanted any movement or so. Just a bgmap titled so that it looks like a floor.
libgccvb and the tech scroll didn’t help me allot with this. I couldn’t find any demo (except for the affine tilt one) showing how this is supposed to work. I understand the basic principle of how the affine mode is supposed to work. I’m just having trouble getting around the math part.
Cool demo, too bad it didn’t work out. I played around with the affine mode myself lately but I couldn’t get it to look the way I wanted.
Would you mind sharing the affine code/settings for the racing track?
Haha, it is definitely not that kind of thing you want to have set up when a girl enters your apartment after a date. She might think you want to torture her.
It is a very clever idea though. I always hated the normal stand.
How did you like faceball?
OK… here we go. I actually already finished FacEdit a long time ago. With all the stuff going on in my life I completely forgot about this little thing. However, here is what FacEdit is capable of:
– Create 56 levels for Faceball
– set position and types for walls
– set enemies of any type
– change strength of enemies
– change drop items of enemies
– set star orientation of enemies
– change behavior of enemies
– set positions of items
– set player health
– set timer time
– set music for each level
– modify credits
– set control scheme
– enable/disable debug menu
– testing in mednafen
– flashing using Flashboy
– stuff
Using it is pretty simple. you add stuff with left click and remove it with right click. The modified rom can be found in the “rom” directory. Don’t delete the .bak file there.
If you add too many enemies, walls, items or play around too much with the custom enemy behavior you might break the game. Usually the level doesn’t start, jumps to the next level if you come close to an enemy or resets the game when you finish a level if the game is broken.
Also, major SPOILER WARNING. The level editor has all of Bens and mine levels in there which have been released as “Faceball: Remastered”. If you want to start without those levels just remove the stages.xml before starting the editor.
Have fun building stuff.
Attachments:
It is actually done, i just forgot about it. Will post it later today.
Protoman85 wrote:
Nice boxart!
Thanks.
My VB collection is actually not that special. Most of my original games are card only. I do own the rare foam smiley without the shot mark though. However, here are a couple of pictures.
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This reply was modified 12 years, 10 months ago by
thunderstruck.
RunnerPack wrote:
You should skip those obsolete (i.e. deprecated) macros and do it the new way:WA[n].gx = foo; WA[n].gy = bar; WA[n].gp = baz;And so on. I’m sure there are many better ways to load World attributes, but for quick’n’dirty projects, this will do the trick.
I know. I like using the old ones when I’m in a hurry. I would either remove them or fix them though. Having something broken there only produces trouble, especially for someone who is new to vb development.
I was fixing some stuff on a tool I’m working on today. Therefore I created a little demo in the latest vbde to try stuff out. Somehow I couldn’t get the paralax to work. Everything would always stay at p=0. It took forever to figure out what is going on. Finally I noticed that the world.h of the new vbde says:
#define WORLD_GSET(n,gx,gp,gy) WAM[(n << 4) + 1] = gx; WAM[(n << 4) + 3] = gy instead of: #define WORLD_GSET(n,gx,gp,gy) WAM[(n << 4) + 1] = gx; WAM[(n << 4) + 2] = gp; WAM[(n << 4) + 3] = gy; So if you use the latest vbde you will need to fix this.
cool, thanks for that code. Another thing I was wondering: Vide is reducing the number of chars by setting the flip value in the bgmaps. Meaning, if two chars are the same but flipped it will save the char only once and set the values in the bgmaps. Are you doing that as well? From looking at the resulting charset it doesn’t look like it but my testsprite might not be a 100% accurate.
HorvatM wrote:
It’s because the array in which BGMaps are generated is not initialized before generating each one. Should all cells be initialized to 0? That would only give you a blank BGMap if character 0 was blank though.
I guess that would work most of the time. Alternatively, you could search for the blank char and use it to initialize the maps.
When I worked on Fishbone I had quite some trouble organizing maps and chars I created. The basic problem is that after all of the tools always assume there will only be one charset (or 4). However, I often reused certain sprites forcing me to have them multiple times on different maps.
Do you think it would be possible, when converting a batch of images, to specify an offset for the chars? The charset itself would stay the same but the maps would reference to the respective chars + offset. That way someone could have multiple charsets and bgmaps.
I don’t need this right now though. It’s just something I remembered when I looked at your tool.
I played around with this today and noticed something strange:
– I converted a batch of images
– I did not use the optimization features
– I copied the whole charset to memory
– I copied the whole BGMap of image 1 to bgmap 31
– When pressing a button I would copy the second image bgmap 31
– The first image was bigger then the second one
-> The first image would display correctly
-> The second image would display correctly but you would still see the rests of the first image
I double checked and the generated bgmap of the second image actually contains parts of the first one.
I know that it doesn’t really matter as you can set the world attributes to not show the garbage around the image but I though you still might want to know.
TheForce81 told me lately that he isn’t fixing displays anymore.
I used this a while ago and I noticed one thing: If you reference your image including a path (like: vbimgc /XC chr bgm horst C:\vbde\image_0) you will have the whole path inside of the header file (const u16 bgmC:\vbde\image_0[] = {).

