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Understood
@danbRegistered September 3, 2003Active 4 years, 4 months ago
420 Replies made

Thanks for the tip! I changed the declaration of the VIP_REGS pointer to volatile (which does make sense when you think about it), and now it works! 🙂

Is this really just a ray-caster, or is it still a true 6-DOF engine like the original Yeti3D?

It’s still 6-DOF like Yeti3D. You can still pitch/yaw/roll and move in true 3D space. The only thing stripped down is the level of detail in what gets drawn (no textures/lighting/no floor and ceiling).

Maybe you could draw each screen at 160×112 to an array of 280 characters, and display them as affine backgrounds scaled up to 320×224 ?

I have thought about this. The thing is, now I’m using the bitstring instructions to draw very long vertical lines in a single operation. With chars, I would have to chop everything up into 8 pixel lines before drawing due to the memory layout of the chars, and that would be less efficient…

IIRC, I tried lower resolutions in the beginning of this project, but strangely it didn’t affect speed that much 😕

Though drawing to chars would have other benefits, like the gun wouldn’t have to be behind the level graphics, and it would be playable in Reality Boy 🙂

Just different components in them I think… on a user level they should be identical though (same features, capacity, etc.)

It means that the latest version of the software does not work with all flashboys. I have the same problem with it. Just use the older version software that came with the flashboy.

Cool. Maybe I’ll make a title screen later. I think your next focus should be on the actual fighting mechanics and gameplay, fancy graphics should be the last step when the game works.

I was a little bored, so I took it upon myself to help design some new graphics for your fighters 😎 Feel free to put them in the game if you like them! 😀

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Here are some silly name suggestions for you 😛

lousy (louse)
e-snail (snail)
robocock (cockroach)
bookworm (worm)
wassup (wasp)
superfly (fly)

  • This reply was modified 15 years ago by DanB.

It doesn’t sound like you’re missing any part if you got the soft foam visor on it. Maybe your nose has grown bigger? 😉

I could actually use a spare eye shade and holder as well… how much do you want for it?

Way to go KR155E! It’s gorgeous! 😀

Great work RunnerPack! This is a really good demo! This is what they should have done with the water effects in Waterworld :thumpup:

Good stuff! My donation is sent now as well.

I can chip in $20 too.

I just thought it would be practical for a linked list with the enemies and items in zelda, but I already have it working the way I need it to using static arrays instead, so no biggie… 🙂

Bummer, if I had known about this I would have attended… It’s only about 10 miles away from where I live 🙁

I love this kind of music. I listen to slayradio.org all the time at work 🙂

That’s pretty cool. Especially since it’s an original accessory made by Nintendo. I haven’t seen that before either…

Interesting how they could trademark such a common name as “hands free” 😛

I wonder how many were made?

Another fine thread by akumie 😛

I voted 35 times for Bonsaido. Sorry Garrison, but imagine being able to make a bonsai tree in the shape of a virtual boy! That would be so awesome!! 😀

This is funny, I was working on Zelda again yesterday, adding more objects, and I noticed the exact same effect in my engine, caused by the same reasons 😛

The problem is, rounding to the nearest pixel rounds to one of two adjacent pixels depending on how much the screen has scrolled, making objects that are supposed to stand still relative to the background look like they wobble back and forth as the background scrolls…