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Understood
@virtualchrisRegistered April 26, 2008Active 2 weeks, 4 days ago
809 Replies made

Added some text. Mainly a wins/losses/ties counter and a message saying “YOU WIN”, “YOU LOSE”, or “TIE GAME”. Since there can only be three slots for stuff, I put the text in 3, which means when the game is going on, the cursor is shown, but when the game is decided, the text is shown and the cursor disappears. What I want to know is how to get rid of the half-squares that show up once the text disappears and the cursor comes back. By the way, I forgot to mention that this is my entry for the 2010 competition, so I added the required “Planet Virtual Boy” start-up screen.

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I don’t really understand the thing about licensing. Plus, the link about it seems broken.

I think arrays seem over my head right now. I looked at the site provided, but it all seems so complicated.

What is MISRA?

Looking through my code for my Tic-Tac-Toe game for the TI83+, I had an epiphany. So I made each square have its own value. Then, checking to see if the values were one (human) or two (computer), I’d need only eight if statements per player to check for a win, not the tons of code I had been doing. Duh, I’m stupid.

  • This reply was modified 16 years, 1 month ago by VirtualChris.
  • This reply was modified 16 years, 1 month ago by VirtualChris.
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OK, I think I have a win detection routine down. See if this works. I tested it and it seemed to work for X.

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I just added a whole bunch of comments. Hope they help to understand what’s going on here. Also, I think all the arrays stuff is over my head. Remember that I’m used to BASIC programming and all this C stuff is somewhat still new to me.

Yes, I know my code is a mess. As you can see, I’m not very good at C. And I was going to add some AI after I figure out how to get win detection.

OK, everything seems to be working fine except there is no win detection. I need a somewhat simple way to detect wins. In my code, if X (you) win, the value of message should be 1 and if O (the computer) wins, the value of message should be 2. You can transpose these numbers if you want, but if message equals 0, then the game is still being played. Once I add win detection, I can go ahead and add some more features.

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I’m already at work on something! 🙂 What does “open source” mean?

The PVB IPD/Focus adjustment screen link is broken. Other than that, now I have an excuse to keep working on Castle of Doom, or maybe I can start something else…

That’s odd, it works fine in Reality Boy.

OK, I can’t come up with a good jumping code, so I’m asking you guys. What should I do about this? I’ve changed the code around so the walking animation is back, but I have removed the jumping code.

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OK, I worked on the collision detection of the walls. How is this? Better? Next up: Working on the jumping.

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I ditched the elevator in room 8 because I couldn’t get it working. So here’s the latest ROM.

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OK, I see that file. I already had it. How do I open a bz2 file?

Thanks for the link. What I’m also looking for is a code sample so I can get started. What I want to do is make a game using the DK Bongos since there weren’t many made. The idea I had in mind is a Space Invaders-style game, only using bananas instead of aliens and a bongos-shaped ship. It seems like this should be do-able, except the section on the DK Bongos doesn’t really mention anything about the clap sensor.

by the way, today (the 26th) is my two-year anniversary on the site.

OK, I’m having trouble again. What I’m doing in room 8 is having an elevator go up and down. I’m doing this by taking the world and creating a new one, moving it ahead by 328 pixels, creating a ledge that moves up and down at the right side of the screen. The only trouble is, the guy doesn’t recognize the ledge and keeps falling even though he’s reached the bottom of the moving ledge. How do I make the code recognize the guy is on the ledge so he can stop falling?

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Added another room (room 5). You start at room 4.

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Guess I’ll have to wait until tomoorow to read the site again.

No, I programmed that part myself. It’s basically what I use in batari Basic (an Atari 2600 programming language) for jumps when I have a character like Mario that needs to.