HorvatM wrote:
Yes, I think the Wiki should become a collection of tutorials.
I agree. I wanted to write some “First-Steps” Tutorials for a long time but I never found the time. I think VirtualBoy development is surprisingly easy as soon as you figured out the basic. If you guys start cleaning up the Wiki I would be happy to write some coding tutorials.
This is great. It solves some questions I had in the past. I actually still have some questions regarding the sound. I somehow solved all of my problems but I experienced some strange effects during that. I have to check my code again…
MineStorm wrote:
If it makes a card release I want it to sell for the lowest price possible
It will cost me at least double to make this cart as it needs SRAM.
I wasn’t aware of that. Good to know, I could build a version that doesn’t persist the score to lower the price then. However, I think it is way to early to think about all of this.
Lester Knight wrote:
It is great to see this game completed. I hope it gets put on a cart, but not in the $75+ range. =PHappy New Year!
If it makes a card release I want it to sell for the lowest price possible, meaning I will make no money with it nor will VirtualBen. I would even buy my Box like everyone else if that lowers the price. However, you can be pretty sure that the lowest possible price is somewhere around 75$ as it’s no like someone is earning money with the repos right now.
I’m thinking about adding my PayPal info if there is a card release though, so people can donate money if they want. It’s not like I need money but there are some tools and licenses I would like to buy (e.g. a proper Visual Studio license, a newer Photoshop license, some Midi tools, licenses for graphics and music). I usually don’t buy this stuff because I feel like I don’t want to invest my money into these projects (even though I put a ridiculous high amount of time into them).
Hehe, let’s just say you are the biggest fish in the ocean.
First of all: I love how you reverse engineer this game. It seems like every time you post something in this thread you discovered a new cool secret.
I have recently grown interest in this whole Rom-hacking thing and already looked into the Mednafen and RealityBoy debugger. However, I it is somehow hard to find a starting point as there is don’t seem to be allot of tutorials about this specific task. Do you consider writing something like a HowTo to share some of your experience?
Benjamin Stevens wrote:
Sweet. Now I know for sure all of the “perfect scores” that I must achieve. Thanks for that.You know… all of these additional edits from you are starting to make me think that you just made up that story about the elves… 😉
I have to do a Rom-Hack every time, it’s pretty tedious.
I just counted them:
CLASSIC FISH: 172 Fish
SUPER FISH WORLD: 151 (76 x rip van fish + 75 x blurp)
REVENGE OF THE FISH: 200 Fish
PHISH TAHKO: 202 Fish
I added some of them as traps. It’s pretty impressive that you manage to collect so many of them. I actually tried to make sure that every victim is theoretically reachable. Seems like I missed one. Thanks for the hint, I fixed it. You should be able to reflash the game and still have your scores.
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Some trivia:
– There are 16 different enemy types, 3 different victim types and of course the player fish in the game.
– Every stage consist of 51 unique screens which I created using a level editor that has been programmed from the scratch only for this game.
– Creating a single stage took me 1 and a half Superman movies (I ran out of Superman movies in the end)
– There are 5 different attack patterns.
– I tried to give every stage unique feel by choosing different sized enemies and different attack patterns.
– There are 8 different songs in the game. All have them have been converted from Midi files.
– There are 10 different screens in the game.
– I had to extend the engine to display text only for the credits screen
– The credits are utilizing the actual game-code to show off all of the enemies
– The stage-select-screen has been inspired by images of the Faceball stage-select-screen
You have definitely surpassed all of my expectations with this game, thunderstruck. The controls are solid, the graphics are very nice, the music rocks, the challenge is great, and the high scores add great replayability to this game. This game definitely gets a 10 out of 10 from me!
Thank you, it was a hard piece of work and I’m happy I’m done with it. I learned allot of stuff during the development and think I could do a even better game now. I’m not sure what it is going to be though. There are so many genres missing that it is hard to choose one.
I used OpenGL to realize a similar demo for Android a couple of years ago. It was surprisingly easy. I used Blender to build the 3D Model. Blender is a pretty powerful tool but I found it hard to learn in the beginning. However, I wrote a plugin for it that allowed me to export the 3D model directly to Java code. Would be pretty cool to have something similar for the VB.
Virtual_Ben wrote:
THANKS
You’re welcome.
Just finished Dishonored. Great game, I decided to quietly sneak onto everyone and then brutally slaughter them. Obviously got the dark ending using this strategy.
Virtual_Ben wrote:
It’s good to hear that the game is finish.
Awesome work thunder.
VB
I’m still waiting for that “Thanks”, but no hurry kid.
KR155E wrote:
But did they forget to remove the “demo” label from the title screen?
D’oh, stupid elves. Fixed it for them.
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thunderstruck wrote:
I noticed that too. I’m not sure what causes this. I looks fine on the emulator. The Super Fish World is the most complexest one so I guess the amount of Sprites can’t be handled by the VB anymore. It would be a major effort to fix this that’s why I don’t do it.
Bullshit! Here is a fixed version from the Elves. Some of the blocks still flicker but they say that’s a feature.
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HorvatM wrote:
I know you said you’re not going to change the game any more, but in case you change your mind and release updates, you should fix the background of Super Fish World (it jumps around a bit). A pause feature would be welcome too, unless it was omitted on purpose.
I noticed that too. I’m not sure what causes this. I looks fine on the emulator. The Super Fish World is the most complexest one so I guess the amount of Sprites can’t be handled by the VB anymore. It would be a major effort to fix this that’s why I don’t do it.
There is no pause feature on purpose.
Greg Stevens wrote:
IT’S JUST A DEMO, DON’T READ INTO THIS ANYMORE THAN THAT :).
Wow, this looks pretty cool. Are there any plans for a card release?
Dreammary wrote:
Where’s the download for “Fishbone.[Next.time.we.break.your.legs].vb”? All I see is “Fishbone.Final.zip”!
🙂
I zipped the file so that it is smaller.