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

I’m using the pre-built 20100331 version on cygwin 2.573.2.3 :thumpup:

HollowedEmpire wrote:

06-20-05 is the 4.x version right? …With a function calling bug? Does that mean I can’t use any at all? I guess there is always goto’s… til I can figure out what is wrong with my computer and using the 2.95 version.

06-20-05 is not using the 4.x version of gcc (it’s in fact older than 2.95) but, it doesn’t contain any major errors and should be fine for you to start out with until the 4.x version has been “standardized”.

And goto’s are NEVER the answer to any problem! 😉

O_O… baking the entire console??? Are people actually doing that???

😯 I always thought you were supposed to bake the controller… 😉

Wow, that’s a lot of dates! What a great feature, thanks! 😀

Another good review! Keep ’em comin’! :thumpup:

Nah, sounds like he is 😛
Just look at how much shovelware/low-budget games that got released for the Wii, despite it being 3D and “powerful”.

Plus, even if not that many smaller games get released on cartridge, there is still the 3DSWare download service where games like that will be featured.

Or… you could get an iPhone 😉

All of those songs you declared (with 3 notes each) are arrays, so you have already used them! 🙂

Instead of going into a detailed description of them here, this is a good explanation of them, that I think you should read. If you still have questions about arrays after reading that, we’ll be happy to help.

I don’t think they are wrong at all. They are saying that real time graphics can be changed gradually (that’s what the slider is for), but that pre-rendered images like videos can’t.

That’s the same as your nVidia glasses for PC. In-game graphics (rendered in real time by OpenGL or DirectX?) can be adjusted gradually, but if you watch a movie like Avatar 3D on bluray, it’s either flat or the depth that the movie director has decided for you.

Glad to help! It looks amazing with the added details! Keep up the good work!

I’m getting the red/black 3DS of course 😀

There probably won’t be a red/black 3DS, at least not for a year or two. Those metallic versions shown so far are probably just prototypes for the trade shows 🙁

Remember when they first showed the GBA? It was silver with blue and orange trims. Then what we actually got was just purple and white versions.

I’m betting on black and white at launch, like the recent DS releases. Too bad, because I like the red/black one myself…

But I can’t help but feel that Miyamoto is a bit jealous of Yokoi and his great inventions that kept Nintendo afloat and financially out of the red.

I believe Miyamotos own inventions (Mario and Zelda games) have earned Nintendo their fair share of cash too 😉

Well… it’s not any more code really. Those 2 lines are all you need.

It’s more about how you set up your charmaps before exporting them from VIDE. For the backgrounds (that are going to use GPLT0) you design them just like you want them to look in VIDE, using all 4 colors.

For the characters, you just use the colors differently. Use “black” for what you want transparent, and “dark red” for what should be black. I guess you do this already.

Now, the key part is modifying the characters charmap to use GPLT1. You can do this with the “Advanced map editor” plugin in VIDE. Open it up, select an area in the map and press the palette button once. Tick the checkbox and your characters should be marked with a blue “1”. Save and you’re done!

Attachments:

Kind of sad that they don’t see it as a full-scale gaming platform. Technically, it certainly is.

The graphics you’ve made really does look great, but I still feel I have to comment on the fact that you’re only using 3 colors for the backgrounds, when you could use 4… The backgrounds don’t come to their true potential then.

I guess this is because in the beginning you were told to change the default palette so that the black in the characters would not be transparent? I’d just like to point out that you can have different palettes for the sprites and bg, to still enable all 3 reds + black in the bg, like this:

VIP_REGS[GPLT0] = 0xe4; //palette for bg with 3 red + transparent black
VIP_REGS[GPLT1] = 0xd0; //palette for sprites with 2 red + non-transparent black + transparent black.

Then when you create the graphics in VIDE, you can set different parts to use different palettes.

Just a tip.
Great job so far, looking forward to the next release!

DanB wrote:
It looks like my waveforms aren’t interpreted as I intended though, that’s interesting…

Heh, those instruments I posted are totally messed up! 😛

Here are the correct ones instead:

rubengar wrote:
ohh thanks, but I had already tested with PAU and I hear a bad sound 😕

Then you can stop a channel completely by setting
SND_REGS[chan].SxINT = 0;

rubengar wrote:
hello, how to make a silence between notes?? thankss!!!!

Just call PlayNote with the note parameter set to PAU (or 0)

Hi!

Yeah, it’s the most common problem with the VB, and it’s bound to affect all units sooner or later. There are a few methods to fix it, check out the Sticky thread about it.

Edit:
Heh, too late 😛

Hey Fwirt, thanks for the tip on Mednafen’s graphical waveform editor! I hadn’t seen that.

It looks like my waveforms aren’t interpreted as I intended though, that’s interesting… maybe it doesn’t like signed values.

HorvatM wrote:

VirtualChris wrote:
Where do I get vsu.h?

I commented out its #include and it worked fine.

Yeah, that just contains some alternative #defines for the memory map that I used before. It’s not needed and should be removed.