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

Is there a way to make it so that a sprite can change BGMap sets without having to put it through VIDE again with the exact same picture and have it be the same only the BGMap set changed? The reason I’m asking is because I just thought of this, and if there isn’t, I might have to make there be just 6 insect fighters again.

OK, I now know what was wrong. I wasn’t pressing the “OK” button in VIDE’s Advanced Map Editor. Everything is working OK now.

I am afraid I don’t understand GPLT any more. Why is it that my program completely ignores the fact that I set the ant to use GPLT1 and the rest to use GPLT0? Any changes I make to GPLT0 also changes the ant, which I said to use GPLT1 and NOT GPLT0. Why?

I just got recently back into working on the game and am deciding whether or not to make the ant black. Here is what he’d look like:

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Cool! Thanks for posting that, KRISSE!

Again, great work! I’d love to have the Virtual Boy Wario Land soundtrack if you’re looking for a next project to do.

Issue 2 is finished! I plan on releasing them on each solstice and equinox. This one is only 5 pages long. You can download it from the URL posted in the post above.

Wow. I wasn’t even ALIVE back in 1979, but I wish I was. I could be playing Atari and my Microvision back when it was new. And I would have been bugging my parents to get $50 blank VHS tapes so I could tape TV back then and have it now, but the downside is I’d be about ten years older! Anyway, to the point of this post, I have made a little video about the Microvision and put it on my YouTube page: http://www.youtube.com/user/kwvtads It should be near the top (unless this post is really old.) By the way, this is my 400th post!

Speaking of a Microvision emulator, has anyone tried this?
http://home.comcast.net/~eichler2/microvision/MicroSimProject.htm

Problem solved. I just updated the batch file in the wrong directory, that’s all.

This is the message I get. The error message has been there and has not caused any problems (the one about STOP’s definition). I’ve attached the unpadded rom (the 542k one) since I don’t know how to change make.bat to use DogP’s ROM padder.

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Hi, I need help again. My ROM size is 542K and so it won’t run on Mednafen any more. Is there something even more special I need to do to change the ROM size to 1MB or not? I’m asking because I changed the number in the batch file to 17, and I tried leaving it off, and it’s still compiles to 542K. Both were suggested in another topic I had going on a different game. What’s wrong?

:: ----- Pad ROM/add header -----
copy /b %1%2.VB /b + %1%2.hdr %1%2.VB /b /y > NUL
padromvb.exe %1%2.VB 16 > :: the number 16 here.
if exist %1%2.O del %1%2.O > NUL
if exist %1%2.hdr del %1%2.hdr > NUL

Hi all, I just want to show you what I’ve done since the last time I updated the game. No matter what fighters you pick, you will get GI-Ant and nobody else. Gi-Ant can only walk around at this point, and the animation is not final, and neither is the background yet. And there is an Easter Egg credits scroll, but you’ll have to figure out how to see it on your own. I was just wondering if there’s a way to use the same characters only swapping the BGMap number, i.e. put Gi-Ant on #2 instead of #1 so I don’t have to make 16 different fighter graphics, one for each BGMap number. Also, is there a way to know how much memory I have left before I have to bump the game up to 1 MB?

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I searched the development wiki and putting in vbPrint in the search bar yielded no results. I’ve been using vbTextOut, and would like to know more about the vbPrint command, like a sample line of code or something.

OK, what if you have a .h that doesn’t use a character map at all. Suppose you have this text font and you want it to follow [GPLT2]. How would I do this, or is it even possible? I’d like to make the font black in one spot and bright red in others. The default color it is is bright red, so how would I change it to black since there’s no BGMap?

OK, I won’t change it then, but I would like to make it appear bigger on the screen, like the Nintendo logo in the opening of Nester’s Funky Bowling, how it becomes bigger. Is there a special way to do that, or is it an animation showing just a whole bunch of consecutive pictures showing the logo being drawn consecutively bigger? I’m confused…

The problem was (is?) I was changing the sprite every other frame, so that’s why it went back and forth when I told it to flip (and I still don’t get why it did that.) When I tell it to change the sprite every frame, it works well, although the legs are moving faster when he’s going right as opposed to going left. I don’t know if that’s due to the VB’s computer having to work more to make it go left because I tell it to flip the sprite, or what.

Do you think that you could try to write some code that makes the guy turn when pressing left and not when pressing right? (The character originally faces right.) Because I tried and I couldn’t get it to do it right. When I pressed left, the character got all garbled and kept turning from left to right to left to right etc. whenever I tried to do it.

Must have been when I was taking a break from both visiting PVB and working on Insecticide, because I don’t remember seeing that topic.