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Understood
@virtualchrisRegistered April 26, 2008Active 2 weeks, 5 days ago
809 Replies made

Question: How do I read the left and right shoulder buttons (i.e. K_STA, K_SEL, etc.) I looked at the Wiki and couldn’t even find instructions on any buttons, let alone the shoulder ones.

How do I save into the RAM?

I was thinking how to make a “random” number appear. What I’m going to do is start adding a number at the warning screen and continue adding a number throughout the intro and fighter selection screens. My thoughts are: how fast does the Virtual Boy add? Would this be fast enough to make a “random” number? And I also need to think up of things for the opponent to do when the value reaches certain numbers. I was thinking once it got to five, reset to 0 and do that over and over again. Then I could do that if the value is zero, then do this, if it’s one, do something else, etc. on up to four (or however many numbers I need.) Also, if I made a random number Void statement and put a “Random();” that in every single game loop, it would continue adding over and over again, right?

Why did they show a whole bunch of still concept images instead of real actual gameplay? If it wasn’t ready yet, then why make the video so soon? Anyway, it is a great video.

I worked on this for a couple more hours. I successfully re made the opponent walk back and forth over and over. The only thing that stops them in their tracks is a special move or a punch. I don’t know why I did this, I guess just to see if I could. Since the zip files are getting too big and I don’t want to use up PVB’s server, all future ROMS will be available at the official Insecticide website, which is
http://www.atari2600land.com/banana/ic.html

So go there to get the ROM.

Do you know who made these? I’d like to have whoever did try to make an Insecticide one. I like the GoSub one. Yes, GameHero is a real game. You can find it here:
http://www.planetvb.com/modules/games/?h076g

I was laying on the couch when an idea hit me. Why not make the end of the bar be a variable, so when the opponent gets hit, a chunk (a character block) of his health meter can be subtracted. So now whenever the opponent gets hit by a special move, his health bar will decrement by 1.

endhealthbaropponent--, vbTextOut(3, endhealthbaropponent-1, 1, " ");	

Thankfully, writing spaces in code erases what was on screen (if anything) and puts a space in its place. I also changed Killipede’s strike zone since he’s longer than the other fighters.

Right now, when you hit your opponent 16 times with a special move, it will just loop back to the title screen. Obviously, I will replace this with some sort of victory sequence.

I just had another thought. All the code in the fighting sequence will have to be doubled for the opponent and his AI. That’s going to be a tough job getting all that correct. But I’ll cross that bridge when I get to it.

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Anyone? I want to work on this game some more.

OK, I guess the next step is to have the health bars be removed once a fighter gets struck. For the bars, I have written “QQQQQQQQQQQQQQQQ” with a Q being a block (I don’t use the letter Q anywhere else in the game, so it’s only fitting.) I am wondering if I could use something easy to erase letter Qs at both ends (since the player on the right would need to have the health bar diminish on the other side from the player on the left.)

I WON! I beat Toad 6-2 playing as Mario. But I still think the game is too hard. But it is impressive seeing as how the ball’s movement can be far or near. I can’t judge distance very well though, so I don’t know when I can hit the ball I think is my main problem.

I forgot about this thread since I’ve acquired the third VB unit. The previous two went all flaky on me so it was fate that brought me a third workable one. Its number is VN10470179[7].

OK, so I came back to this sooner than I thought I would. Slaying Mantis’s head chomp is now in the game. And do you know what that means? All 8 special moves are in the game now. And you know what else that means? I’m at the point where I need help with opponent AI, which I have no idea how to even think about doing. But not right now, though. I need to take a break. I spent 6 hours working on this. Started at 4am and it’s almost 10am.

EDIT: Fixed a glitch that showed up on real hardware.

  • This reply was modified 12 years, 1 month ago by VirtualChris.
  • This reply was modified 12 years, 1 month ago by VirtualChris.
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OK, so my monthly visit to this game only took about one hour to implement and perfect instead of a couple. I have not tested it on real hardware yet, though. I’ll do that later and report back if I see anything that needs to be fixed. Anyway, I added fire breath for Panzer Dragonfly. Seems a little ridiculous, but let’s remember this isn’t really supposed to be based in reality. The year in the game is 2047, though, so dragonflies may be able to breathe fire by then if they hurry up and start mutating that trait. And they are, after all, “dragon”flies. Since this is the special move, you have to be near the foe to do this, just like all the other special moves. To do next is the last special move, Slaying Mantis’s head chomp.

  • This reply was modified 12 years, 1 month ago by VirtualChris.
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It took at least 12 hours (not straight though) to put in Killipede’s special move. Part of the problem was the legs not aligning with the body. So I gave up on it. But then an idea hit me. Why not get Killipede’s legs in the same level as the body? So when I did that, I had another lengthy problem to solve: Killipede facing the right way when the special move was done. I think I might have solved it, so I’ll post it here. I haven’t tested it on real hardware yet, that’s the next step.

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I can’t even make it to the castle in level 4 because I need fifty stars and I only have 41. Wish the stars weren’t a fricking requirement. So I don’t even know what the Champion’s Road even IS, let alone see it myself.

It was around X-Mas of 1995. I was walking around in an Electronic Boutique. There were ads all over for the Virtual Boy. I wanted one so bad, but Dad said he wouldn’t buy me one. That was the first time. Then in about 2008 or so, I got sweet revenge on Dad by buying one in a used video game store. And the collection grew from 5 games to what it is now.

LMAO at the thought of someone paying $200 for a hat.

I didn’t see the word push on it.

I kind of started one, and you can view it here:
http://www.atari2600land.com/vbdev/
Good luck, and let me know if you run across any problems with it.

OK, I did that. I guess I wasn’t using enough force to unsnap the VB off. I didn’t want to break the stand or the VB or anything. It was my first time doing this, so now that I’ve done it, I know to apply more force to unsnap the VB.