It would be cool, now how can we merge all the versions?, I have made a lot of changes to the library for my project, even separeted the declarations and implementation in .h a .c files to not have link issues.
jorgeche
Wow.. I will check this in my engine as soon as I get at home tonight.
jorgeche
Hi there DogP, long time since I came, well I don’t remember exactly why I did that, but I suppose it was because in the engine I’m messing arount with a lot of the hardware registers, so after setting up a level adn before showing it, I call the function to settup the column table again.
jorgeche
Am I allowed to participate Krisse?? 🙂
Hi, indeed the engine has collision detection too, and some how provides polymorphic capabilities through the use of pointer to functions. I’m in the process of finishing the documentation of it, and hope to release it soon… But I think once I release it I will do a major update because in my current work I’ve learned a lot about game architecture, and there are a lot of things I like to be in the vbjaengine, which hopefully can be translated to some pseudo-object code in C.
jorgeche
It really was a pain to compile it the first time (first version or so), had to make a lot of changes to the source because of special characters in some patches corrupted the patched files, then David T. fixed them and provided the latest package which has a sh script which runs flawless in linux provided that you have all the prerequisites and the right version of gcc (3.4) it won’t compile under 4.1.x. I have compiled it multiple times but only under linux… you will need a very descent minimal unix in your windows machine to compile it (bison, flex, and other stuff that I don’t even know what is for :-?). I will make a try to compile it using cygwin, but I’m not that proficient on windows environments (so I don’t know about other way to compile it besides using a minimal unix) and I’m not sure if you can distribute a compiled version of it…
Ups, I didn’t saw your post DogP.
The problem are the \ at the end of each statement, this is used in some (earlier? I don’t remember well) implementations of C (ansi?) to concatenate various lines of code to get better code visibility. To solve that problem, just remove the \ character and put all the statement in a single line:
#define WORLD_GSET(n,gx,gp,gy) WAM[((n << 5) >> 1) + 1] = gx;WAM[((n << 5) >> 1) + 2] = gp;WAM[((n << 5) >> 1) + 3] = gy;
(all of the above is a single line of code)
instead of
#define WORLD_GSET(n,gx,gp,gy) WAM[((n << 5) >> 1) + 1] = gx;\
WAM[((n << 5) >> 1) + 2] = gp;\
WAM[((n << 5) >> 1) + 3] = gy;
Hope this helps
Jorgeche
It’s almost done… I have a very special demo about a game I hope everyone here will get excited of.
I’m fixing some bugs right now.
jorgeche
If you really want to program for the VB you should have to go through all those papers you mentioned. If you only know about HTML, well, you must first take a class of C and and C++, then you will have a better idea of what is programming like and will be ready to understand the files you mentioned.
jorgeche
Well I’m almost done with my game (SnowBall Wars), only missing are the sound effects. I will try to realease it next month.
Hi Mintor, I would like to know if you are using the VIDE environment to convert the images? I ask because of the way it does it, it must be taken some steps to create character animations in my engine… As far as I’ve read in the forum, you have not programmed anything yet, maybe I can explain you how my engine handles the sprites so you can send me the main character and I can make a little demo of it moving.
jorgeche
Begin to code!… just kidding… you should try one of the multiples homebrewn demos from the games section and modify it’s code to understand how the VB display graphics… read the unofficial VB programmer’s manual from David Tucker’s site, and be a little patient while I release my sprite engine by the next month, which I hope will make a lot easier to develop games for the VB…
jorgeche
Hey DogP, I thought of that too… to have 2 dedicated channels for BGM, and the other 3 for sound effects, until I saw your code and realized that a given sound (bgm or special effect) can use more than 2 notes at a time… that’s why I came to think that I need to create an “on demand solution”… but I f there is enough to have 2 channels for BGM I can live with that… which as a side effect (a good one indeed), makes the algorithm a lot lighter, having not to worry about the interrupt to be to long.
Thanks DogP
PS: by the way… have you noticed that the development forums (and scene) have been to much quiet the last 6 months or so… would be cool if more people get involved.
Not any more, I finished University last year and have been working in my grade project since then, which is a lot more fun. Will begin a master grade once I graduate from the University and then it will be all over again.
Jorgeche
I used UltraEdit when I began to work in the engine, but I ended going back to Eclipse, I now it is a shame in some areas, its installation is not that simple because of the need of the jre, and it eats up a lot of machine resources, but it has proved to be a very flexible tool, having plug-ins to support a wide range of languages. It allows to run rboy and rdragon from it with a variety of parameters. If the FlashBoy has a command line interface, it would be simple to create a script to be run from Eclipse for direct flashing, all this without the need of modify any source.
Maybe PVB could host the customized Eclipse I have (with all the plug-ins, etc) to allow new developers just download it and begin to work right away… even better, I could share my workspace’s configuration so no one will need to configure the external tools such as rboy and rdragon.. but it will work only under Linux because that’s the OS I use to develop.
Jorgeche
Thanks DogP I will check it out.
Regards
jorgeche
Hi, thanks for your comment. Maybe you will want to take a look at the engine, or cooperate with some else to develop other games once I release the code.
Jorgeche
I plan to just output some very simple sounds… maybe when I release the code someone else or maybe myself be able to add proper sound functionality. I will really appreciate if you can share whatever you have, it would be help to know where to start, thats the way I came to understand how to display stuff in the VB.
Regards
jorgeche