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Understood
@virtualchrisRegistered April 26, 2008Active 2 weeks, 4 days ago
809 Replies made

I think I might have fixed the problem. The song I was talking about is the title screen song for Pineapple 64. I discovered that the first digit in the volume refers to the left speaker and the second digit refers to the right speaker. I had values ending in a low number, so that was what made the right speaker not speak up. Now the bass has a value of 0x88, the treble at 0xbb, and the high part at 0xff, so now it seems as though you can hear all of the song now. I still don’t get why it was acting weird. Can I put regular headphones in the Virtual Boy or do I have to get the special Nintendo ones they go on and on about?

Thanks. I worked a little bit more on the beginning screen last night for about 4 hours, trying to figure out stuff. I figured out how to do collision detection on all characters. It probably could be tidied up a lot, but I didn’t know how. It’s still one screen, though. I put the build on my website, you can check it out here:
http://www.atari2600land.com/pineapple64/pineapple64of20151226.zip

So here is your Christmas present: A first look at Pineapple 64. It’s really rough, but bear with me. The collision code that GoSub had I tried to utilize in this game, but I discovered that it only did the first character and not all of them. As a result, I need to know if my code can be altered to bump into ALL characters, not just the first one. (And Quincy can walk around almost everywhere right now on the first screen, including off it.) The zip file attached contains the .vbh, .vb and .c files. PLEASE let me know if the collision code can be tweaked. Right now there’s 17 characters, but I can change it to 16 if need be, I know how computers like powers of 2.

I figured it out by looking at the notes. Apparently the VB cannot read low notes, so a way to mute music would be to use C_0 as a note, thereby producing silence. It looks as though the whole sound engine relies on this fact as well!

Sorry to bump such an old thread, but I sort of have a problem. I have two looping songs running. One is a treble and one is a bass. I’d like to MUTE some treble HOLDs. Is there a way to do so, and if not, can we make a way, by “hacking” the engine or something?

I have a question. There’s like a half-dozen US Jack Bros. on eBay right now. They’re all over $200 except one that’s $199.99. Why is this? It can’t be because of rarity, since they keep popping up on eBay. Why aren’t the other games released at the same time $200 as well?

I took out the blocking, it makes the game way too easy.

I was playing and found a few things wrong. I haven’t tested this on real hardware yet, but I will. Anyway, it’s now version 20151030.

I think I’m calling this game completed. I want to work on something different for a change of pace. I’ll still make sure it plays on a real VB sometime soon, but since this is done and barring if anyone finds any bugs, I’ll start work on something new. What that is, I don’t know yet. Does anyone have any ideas? What should be the final binary is located at the Insecticide website, which is here: http://www.atari2600land.com/insecticide/
It’s been a several-years-long journey (started this in 2009!), and thanks for taking the ride with me.

Worked on this some more again. I did find a bug, but after trying to fix it and not being able to, I’m just letting it be in the game. When you pick Behe-Moth as your opponent and pause the game after he starts moving, and then quit, and then pick him again, he’ll “twitch” once when the fight begins. It’s nothing major, but I wanted to fix it and due to my code being so long, I doubt I can without making it bigger and/or messing it up. I also took the time to test in on a real VB with my FlashBoy+. Everything (except the bug) looks and plays great. If you can and want to help, please download the game here: http://www.atari2600land.com/insecticide/ and at least play it on an emulator and tell me how I’m doing with this. I want to be done with this soon. I want to be done with this by the end of the year so I can finally get to work on something else for a change. I’m sick of doing bugs as my main project for the last 6 or 7 years. But that’s not to say I hate the game, I love it.

I made the color of Gi-Ant’s arena ground brighter. I can’t believe it has been almost two months since I worked on this. Busy on other things I guess. I must admit I didn’t play the VB on its birthday. But hey, I worked on my VB project a day later, and maybe I’ll play it later today. It’s a young day (7:15am here.)

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Today’s the actual birthday! 20 years old! How time flies. Happy Birthday, VB!

I don’t know about in Japan, where it was more successful, but in America, it only had 20 titles between 1994 and 1997. I think it’s really a great console and a great idea. It has graphics on par or greater than the Genesis. Here is a video I made of it in action:
http://www.youtube.com/watch?v=ZFTPy0RvZQk

Also, I just got the last game, which should come next week.

Well, you can play it right now. But if you mean “finished,” I don’t know.

OK, I’ll try to adjust the ground color. The reason the insects look the way they do is because I drew them, and I can’t draw as well as everyone else. I like having almost total control of my games, though, as I can shape and mold them as close as I can to my original vision I had.

Added a new background for Gi-Ant. I inserted a photo of a giant anthill in the background but it looks more like mountains to me, although I guess that’s OK too. What do you think?

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I figured out a solution. It’s not the one I wanted, but it’s better than none. It took a whole lot of hours, though. And while I did, I noticed I had made these stupid green arrows in Programmer’s Notepad and they won’t go away. How do I get rid of them? Download the latest version of
http://www.atari2600land.com/insecticide/

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I decided to make the bugs walk on the fighter title screen instead of float. But, the problem is: I want to make it possible for the bugs to face the correct way while they’re walking in the fighter select screen. I spent at least two hours trying to figure this out but my stupidity got the best of me. All I want is to make the fighter turn left when he goes left. And then turn right if right is pressed when left was pushed before. And then turn left if left is pressed after right was pressed. Why is this so &*^% hard?!

Get ready to spend a lot.
The cheapest cart only Jack Bros. on eBay is $215…
item #151693405097