Hm, looks interesting, like the homebrew “VB Racing.” A shame that the relaunch didn’t happen, I would really like an official Nintendo racing game like “Zero Racers” on the VB. Unfortunately, I don’t have an iPhone or whatever to try out the Vector Racing game.
OK, I figured out the problem. It was hard, though, and something I would never have in a million years known how to do, it was looking at the code for the etch-a-sketch game that made me make it better. By the way, I was fooling around with a new logo possibility, how does this look, or do you like the old one better?

You want Space Invaders? I doubt this is going to stay at 1 cent now that I’ve posted it here:
http://www.ebay.com/itm/Virtual-Boy-cartridge-set-VirtualBoy-JP-GAME-/310350561228?pt=LH_DefaultDomain_0&hash=item484255bfcc
Issue 1 is finished! I hope to release a new issue every equinox and solstice. Sorry I’m a few days late on this one. You can download them here: http://www.atari2600land.com/mvb/
Comments and feedback is very much appreciated.
I can’t seem to get it to work properly (the garbage won’t go away.) Perhaps you could put it into my code? The main fighting code starts at line 988.
Trouble. I keep getting glitchy objects for less than a second right when it switches from GIANTCRAWLPART2 to GIANTCRAWLPART3 and switching from that to GIANTCRAWLPART4. What I want is for that to go away. How would I do that? Here’s the code for moving between BGMaps and CharSets for the animation I’m trying to do for Gi-Ant.
if ((fighter==1) && (animframe2==1)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==2)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==3)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==4)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==5)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==6)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==7)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if (animframe2==8) animframe2=1; if (animframe2<3) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART1CHAR, 512*16); if (animframe2<3) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART1MAP, 512*16); if ((animframe2>2) && (animframe2<5)) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART2CHAR, 512*16); if ((animframe2>2) && (animframe2<5)) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART2MAP, 512*16); if ((animframe2>4) && (animframe2<7)) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART3CHAR, 512*16); if ((animframe2>4) && (animframe2<7)) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART3MAP, 512*16); if (animframe2==7) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART4CHAR, 256*16); if (animframe2==7) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART4MAP, 256*16); vbSetWorld(22, WRLD_ON|1, fighterx2, 0, fightery, fighterpos1x, 0, 0, 160, 106); vbSetWorld(23, WRLD_ON|1, fighterx2, 0, fightery, 160, 0, fighterpos2y, 160, 106); vbSetWorld(24, WRLD_ON|1, fighterx, 0, fightery, 296, 0, fighterpos3y, 160, 106);
Was just wondering if there was a way to make it do something while the wav is playing. Right now it pauses everything while the wav sound is playing.
Should I change the name of the game to “Insecticide”? I think it fits better to the “fight to the death” theme of the game.
Attachments:
Jorge, if you’re still working on this, look at my Insect Combat game, (link is in my siggy.) The “fighter select” background screen scrolls, and you can look at my code to see how I did it. I don’t really feel the need to use objects in my game, so I haven’t really taken the time to study them. By the way, your game looks really nice so far.
Lester Knight wrote:
i’m thinking it has to do with virtual goods sold on ebay and people who do not send the “information” after the payment has been made.
What are “virtual goods?” I’m confused.
I never in a million years would have guessed that’s how you would flip a sprite! I tried your program sample and it came out just like you tried to tell me it would (It’s not that I didn’t trust you, it’s that I somehow thought you had fixed the way it would do that) , so in the end I just made another BGMap. Thanks for your help.
Why wouldn’t I need another charset? Wouldn’t the characters be all messed up if I flipped the whole map horizontally?
Why do you say that? Is it hard to flip sprites? If I did that, then I would have to do something like this:
if (flipping==2) copymem((void*)CharSeg1, (void*)SPRITEFLIPPEDCHAR, 256*16);
if (flipping==2) copymem((void*)BGMap(1), (void*)SPRITEFLIPPEDMAP, 256*16);
if (flipping==1) copymem((void*)CharSeg1, (void*)SPRITENOTFLIPPEDCHAR, 256*16);
if (flipping==1) copymem((void*)BGMap(1), (void*)SPRITENOTFLIPPEDMAP, 256*16);
Wouldn’t that slow down my program considerably?
I’m back working on this again. This is sort of like a Wiki, only it’s for people who have no knowledge of programming whatsoever and are as stupid as I am (hey, it *might* be possible…) Anyway, I’ve updated the first page, and added a second one. You can view them here: http://www.atari2600land.com/vbdev/
Corrections and feedback appreciated.
That didn’t really seem to help much, I didn’t really understand anything from that. What I was hoping for were samples of code. That’s how I learn, especially something as complex as C programming language: by tweaking samples.
I’ve read the Wiki parts about colors and stuff and nowhere does it say that you can make a certain part of a background map use a certain palette and other parts use other palettes. How do I do this?
For a lark, I tried reversing the order of the colors, and it worked. That should be clarified in the Wiki that the order of the colors is backwards. Anyway, I noticed all the BGMaps use the same palette. I looked through the wiki and couldn’t find a way to type in code so that only certain BGMaps should use certain palettes. Is there a way to do this?
