Re wiki:
A VB palette is a single byte (8-bit number) containing three (3) 2-bit colors, in bits 2 through 7, and two padding bits which are ignored. Each 2-bit entry points either to black or to one of the BRTx registers. Black is zero (00b), BRTA is 1 (01b), BRTB is 2 (10b), and 3 (11b) refers to the sum of BRTA, BRTB, and BRTC (See: Brightness).
So, we only get three colors for each character. So why is it when I put in VIP_REGS[GPLT1]= 0x2C (00101100 in binary), it still shows the darkest red as the darkest red and not black like it is supposed to be?
Oh! I get it now! So, to make the lowest red black for just the sprite in BGMap1, I should use:
VIP_REGS[GPLT1]=0x4B;
0x4B being 01001011 in binary.
I tried going back to sleep, but I couldn’t.
The releases by Telegames for the Lynx IMO are really expensive, though. I never did manage to find them (i.e. Super Off-Road).
Well, that’s odd because it is doing what I want it to do (i.e. low = black).
OK, so in order to make low black, I would type in:
VIP_REGS[BRTA]=00;
I don’t understand the Wiki!
So what would I type in to make this change?
I suppose
“0x0005_F824=00b”
would be too easy
???
OK, the next question is: how do I set the palette?
Here’s a screenshot to illustrate what I’m trying to do, so I know it’s possible. How did they make Wario’s pants black against a red background?
Attachments:
I have it set in my mind that each animation frame set will be one character segment/map (all one picture in layman’s terms, cutting and pasting relevant parts of the picture of all frames of animation.) Right now, I have one picture of the first fighter and all his animation parts called “giant3.bmp”. I was wondering whether to have the insect face the other way when going left, but then I figured since this is a fighting game, he doesn’t need to and it’ll look like he’s backing away. What would also be cool is to put some battery-powered save memory in here, which I would use to keep track of how many fights you’ve won and lost, which I would put in a menu at the start. I would also have an option to view some credits here, too. I hope to make this at least a four megabit game.
How about a pair of Virtual Boy sunglasses? Only $189.93!
http://cgi.ebay.com/Virtual-Boy-Sunglasses-Made-Nintendo-Ultra-Rare-/330143470584?pt=Video_Games_Accessories&hash=item4cde1593f8
The answer to my problem has been found. I finally thought: “Why not make the music in one channel and the speech samples in another?” So that’s what I did. Seeing as how the music fades with each note played, it wouldn’t start up again unless it was called to do so.
OK, I need help again. I’ve added a pause feature where you can pause the game, and when the game is paused, you can hit the select button which will take you back to the title screen. The problem lies with the music. It won’t play any more if you do this. If you go to the arena, the speech still works, but the music quits playing. Don’t be fooled since the code as it is now works fine in Mednafen, but something is wrong with my code and it doesn’t work in a real Virtual Boy. I think maybe the problem lies with the fact that the speech samples and the music are two different kinds of audio? I don’t know. I’ve attached the code so an audio coding wizard can look at it…
Yes, I hope on planning finishing this game, don’t know when, probably a long time from now. Sounds like you’re not liking what i have so much, care to elaborate on what you’d like to change about this game?
Question: I know we’re not supposed to play games we don’t have on our Flash Boy, but I was wondering whether playing something like Bound High! would be OK (under law or what have you.)
Whenever I hear or see the word “oscillate,” I think of the palindrome “Satan, oscillate my metallic sonatas!” That’s how I learned to spell it. But anyway, it’s nice to know the correct pronunciation of the guy’s name. A word that rhymes with Yokoi would be “holey-moley!”
I figured out the source of the bug. It had to do with calling speech before the music started. So after trying to please the stupid thing, I just cut out the “Insect Combat!” at the beginning so now it starts with music like I wanted it.
I also have found out a little of why it stopped responding at 5%: It was because I had it set on Dev mode. Apparently my computer does not like it if the Flash Boy program is set on it. I don’t know why that is.
You need to update your signature to reflect that you now know how to spell “oscillate”.
OK, Here’s what I might have for each player: Jump is up on the left control pad, while the right control pad would move the player (up on the right one would make the player move up) punch is A and kick is B, left shoulder is block and right shoulder is used along with A and/or B and the control pad for special moves. An example of executing a special move might be down+A+right shoulder.
Controls: I don’t really play fighting games. For research, I played a little bit of Killer Instinct for Game Boy (the closest thing I could find for a fighting game for the VB.) I was thinking having the A button for jumping (like in Mario) and the B button for kicking, and making each fighter make his special move with the Start button. And I’d like each player to have his own special move, so any ideas? I have a Rumblebee stinging is pretty obvious, but what about insects that aren’t known for attacking each other? (i.e. ants/Gi-Ant)
