Work on this began several years ago when I was just getting into C and learning about it. That’s why much of the code is (apparently) unreadable and looks the way it does. I don’t want to change it because it works and I may break something if I attempt to. Since work begun on this, I have learned stuff about C I would have never known. I want to work on this project again, but I don’t know what to do next. Does anyone have any suggestions on what they would like to see in this game? I doubt I will get it finished in time for August 2015, but perhaps August 2020 for the 25th anniversary? I would have liked this to be my tribute to the VB, making the ultimate best possible game I could possibly ever make for any system I know how to code on.
I was wondering if the (C) 2000-2014 PLANET VIRTUAL BOY would change to 2000-2015 on January 1. It did. Anyway, happy 2015.
Has there been any speculation on why Birdo got cut? Perhaps it would have driven the size of the cart up to 8 MB and Nintendo didn’t want all that extra wasted space?
HorvatM wrote:
The engine should be able to play up to 5 sounds at once (see kMaxSounds in su11sfx.h). You are probably somehow calling PlaySound on the same sound more than once, which just uses up extra channels for no reason.
If I change that number to 8, it allows a third note to be played.
I noticed at the very beginning, before anything else is called, it’s supposed to play three notes at the same time and only plays 2.
I guess the Soviet sound engine allows for two channels only. I wanted to put in sfx for both characters, and the VB itself can handle 4 sounds, but I guess it’s not possible. Nothing much added, I did add the ability to block with the shoulder buttons. But I’m stuck on what to do next. Any suggestions on what you want to see in the game?
No love for Atari? The Atari 2600 has every single game imaginable on it, plus homebrew is easy especially with batari Basic. Odyssey 2 would be the runner up.
EDIT: Oh, and Amiga was Commodore not Atari, right?
I tried to add punching sound effects but they wouldn’t play! The Virtual Boy does have more than 2 sound channels, right? What am I doing wrong?
if (punch==1) punchtimer2++;
if ((punch==1) && (punchtimer2==1) && (punchtimer==1)) PlaySound(youpunch);
if ((punch==1) && (punchtimer2>2)) punchtimer2=0, punchtimer++;
if ((punch==1) && (fighterxsight>opponentxminus) && (fighterxsight4)) punch=0, punchtimer=0, opponenthitcounter++;
if (opponenthitcounter==2) opponenthitcounter=0, endhealthbaropponent--, vbTextOut(3, endhealthbaropponent-1, 1, " ");
I don’t think Half-Life was around in 1995, but good job anyway. I wish I had the skills to make something similar. By the way, I saw a dictionary in the NP Online ad in the back of a Nintendo Power issue.
I downloaded the random number function and it is working nicely. I also changed a few things to try and get rid of the flashing stuff between screen changes. You can always download the most current version here:
http://www.atari2600land.com/insecticide/
I wish this site would let me have a signature so I don’t have to do that every few pages.
You mean 20th, right? It was released in 1995.
OK, I did what you told me to and the warnings disappeared. So now what I want to do is try to make AI for this game. I tried to before (using the variable opponentmovetimer) but it didn’t work out very well. Here is what I did with that variable:
if (opponentmovetimer==3) opppausepunch=0, animframe7=1, dontflip2=0, opppunch=0, oppjump=0, opponentspecial=1;
if (opponentmovetimer==2) opppausepunch=0, animframe7=1, dontflip2=0, oppjump=0, opponentspecial=0, opppunch=1;
if (opponentmovetimer==1) opppausepunch=0, animframe7=1, dontflip2=0, opppunch=0, opponentspecial=0, oppjump=1;
This basically says that if opponentmove timer=3 then do the special move. If it’s 2 then punch and if it’s 1 then jump. Somewhere else in the code it says if it’s greater than three go back to one. I have opponentmovetimer to increase by one and then increase once more if L or R on the left directional pad is pressed. Does anyone have any suggestions on this?
if you look at KRISSE’s link, you’ll see that someone named Preston J. Walker successfully trademarked the term “Virtual Boy” in 2010, long after Nintendo’s expired. Any ideas?
This is why I always keep my VB on the floor. So if I or the cat or the dog knock it over, it doesn’t have far to land. Hopefully Runnerpack will still be around in case my display starts to glitch up, though. After almost 20 years, I still have an actual working with nothing altered from the day it left the factory (at least I assume so…)
Despite the lot of stupid, needless warnings, I have finally got the thing to work OK after three or so hours of painful trial and error. Most of the work came from the fact that I don’t want the fighter and opponent to be the same insect. So that took a whole lot of time to sort that out. So I think I did, and if you see any weird things on the character selection screens, please tell me. You can get the latest ROM here:
http://www.atari2600land.com/insecticide/
I can’t figure out how to solve the problem that is posed by using the same code twice in fighter selection code. I tried and can’t come up with anything.
The compiler program doesn’t like it when you call ints in voids. It would rather you form all ints, unsigned chars, etc. before main.
Thank you for all the tips and stuff about stuff I never knew about, especially WaitForVIP. But I have a problem, though: This new code won’t compile right. I tried compiling the code which you made for me, and I tried halfing the character select code, and I get the following messages.
Attachments:
I noticed in trying to fix the code, that there was a break; missing in main(), so I fixed that. Then I had the trouble of the game making weird sounds that sounded like the music when the game was paused. I finally got that resolved. But the problem of it being faster on Mednafen than on real hardware is still there. I got the speed difference lessened, but I don’t know how, but it’s still there.
I tried to type in “while(true)”, but it didn’t like it. Here are some more .h files along with another modded .c and .vb file. I got rid of the instrument thing because I wasn’t using it. (i.e. PIANO, etc.)
