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

Changed the speed of the ant walking and jumping dramatically, due to the fact that I wasn’t able to jump over the other ant. I also added some bass notes to the Flight of the Bumblebee song. The ant (as well as all the other characters when they get designed and programmed in) should now be able to walk in a better time, in my humble opinion. Let me know what you think about the changes.
Also, if anyone wants to work on this besides me (perhaps this being the community game people are talking about, which I would be really flattered if so), let me know, give me a PM or something.

As to what the midis songs I’ve composed, I think this is the best one:
http://www.atari2600land.com/mybutthurtspart5/mbh5.mid

OK, finally got the background scrolling the way I wanted it to. The front background is moving at a faster rate than the deep background, but at a slower rate than the foreground (what’s in front of the characters.) Also, since this is a beehive, Rumblebee’s song is Nikolai Rimsky-Korsakov’s “Flight of the Bumblebee.” Wikipedia link: http://en.wikipedia.org/wiki/Flight_of_the_Bumblebee
Just thought it fitting.

If this actually comes to fruition, I’d like to compose the music for the game.

Thanks. Here’s today’s change. Instead of remaking a new character select screen every time a new character is created, I decided to have the fighters scroll back and forth, so to select a fighter, you either press left or right to select who you want. The fighters will then scroll off the screen and a new one will pop up (except for now since there’s only one fighter created so far, but you can press left or right at the fighter select screen to get what I mean.) To download the latest ROM, click the link in my signature.

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For a video of the latest build, go to:
http://youtu.be/WtQnA4bTn0c

OK, so Morintari sends me a bunch of tile sets. I thought that tile sets on the VB were 8×8, but the ones he sent me are 32×32. So my question is, how do I make three tile sets appear all at once if my setup is this:
CharSeg0 = opponent
CharSeg1 = fighter
CharSeg2 = foreground
CharSeg3 = text/background
I had to put the alphabet at the upper left corner of the background picture just to make CharSeg3’s picture of the background work. Apparently there must be something I’m missing here.

Here is Rumblebee’s background. I put the background on different eyes. I tested it on a real VB and I like the results. What do you think? You can download it here:
http://www.atari2600land.com/aegis/ic

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I made a temporary anthills foreground/background with the background moving at half-speed so it looks like Super Mario World. I attached it because I’m wondering how many people care about this project.

No, it’s just one image.

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How does this look? OK to you?

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OK, now I think the title screen would look better if they were in 3D. Only problem is, I don’t really have any experience in making 3D stuff and even if I had the software to do so, I wouldn’t know how to use it. So this is a “complete the picture” problem. Can anyone solve it to make it look good?

  • This reply was modified 14 years, 6 months ago by VirtualChris.

Actually, the problem was I had a variable named “song” I had forgotten about, so I couldn’t name the u 16 “song”.

Found the problem on my own! It appears it didn’t like my definition of the song inside int main(). But I have a different question now, which shouldn’t take long to answer. In my song, all the even numbered notes (including 0) have a different length than all the odd numbered ones. Is there an easy way to tell it to do something if it’s an odd numbered note instead of an even numbered one? Something like
if the note is an odd number then currNoteLength=300, else currNoteLength=500?

This is what I get regardless of whether or not I put a “const” before “u16”:

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DanB wrote:
Why did you make your music with song lenghts of just 3 notes each that you switch between? That was just an example and not how it was intended to be used for real songs. You know you can make a single song with hundreds of notes in it, right?

Because the compiler doesn’t like the following:

	u16 song[] = {F_3, C_4, F_3, B_3, B_3, C_4, C_4, F_3, AS3, F_4, AS3, E_4, E_4, F_4, F_4, AS3, F_3, C_4, F_3, B_3, B_3, AS3, GS3, G_3}; 

By the way, the reason it didn’t like that other code is because I think you forgot a semicolon at the end of the last line. Shouldn’t it be: *currCell |= (chseg << 9);

I can’t put it in my code without causing stupid errors, like saying something is undeclared when in fact it is, and stupid stuff like that. Is there a way to insert it without it acting like a stupid moron? I’ve attached my code.

DanB wrote:
With your example, you would use it like this:

copymem((void*)CharSeg1, (void*)GIANTCRAWL1CHAR, 512*16); 
copymem((void*)BGMap(1), (void*)GIANTCRAWL1MAP, 512*16);
ChangeCharsegOfBGMap(1, 1);

Thanks! Now I don’t have to cut the number of fighters down to 6. But I do have a question, though: Would that above code I quoted, does ChangeCharsegOfBGMap change it to 2 then? So I could just use it once before the fighting screen comes up to double all the players essentially?

OK, suppose I have this:

copymem((void*)CharSeg2, (void*)GIANTCRAWL1CHAR, 512*16);
copymem((void*)BGMap(2), (void*)GIANTCRAWL1MAP, 512*16);

I was just wondering if there was a way to change the CharSeg and BGMap to, let’s say, 1 and still make it show right without needing to put the exact same picture in VIDE and changing it to 1 that way?