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Understood
@pyromatnRegistered January 31, 2017Active 7 months, 2 weeks ago
123 Replies made

Here’s a test image with reduced flickering.

In the previous test images it was noticable, that larger areas of a blended color are flickering the most. In this 3D test image, only the 4 base colors are used for larger areas. The additional, blended colors are only used for small details: small shadows and anti-aliasing.

In the attached comparison PNG, you can see that the multi color image looks much smoother and less pixelated. So I think this technique especially works nice for images like this one.

The ROM attached only contains the multi color image without comparison images, though. Still flickers with an emulator of cause, but on hardware I can’t perceive flickering anymore.

Thanks to KR155E for compiling the ROM.

  • This reply was modified 6 years, 5 months ago by STEREO KID.

Looks like this youtuber improved the graphics of his previous Dragon Hopper fan art 🙂

mips5000 schrieb:
… but the bottom half is scrambled – and what’s weirder (to me) is that it is filled in partially with another image from the program…

This usually happens when there’s something wrong with the tiles count.
Did you go through all the steps of the VDBE tutorial for each single image?

– After replacing PNGs in the template project, You have to delete all existing c files in each replaced images “binary” folders. This is important, as they will not be overwritten with the new data. (see step 1 from the VBDE tutorial)
– After converting images with Grit, you’ll have to copy the new tiles count from the new binary files to the images definition files … also for each image separately. (see step 4 from the VBDE tutorial)

Guy Perfect schrieb:
Welcome to Guy Perfect Hour, where Guy Perfect talks to himself!

Great show! :thumpup: 😀

Eiksirf schrieb:
Here’s two slightly different views of a 2d drawing, like a detailed sprite. See if you can spot some of the differences between them.

Thank you, but this actually is a pretty good example of very bad 3D stereo … 😉
There must only be horizontal parallax (view differences) in proper 3D images. In this image, there’s huge vertical parallaxe also (see attachement) – please avoid this in your images, as this will cause eye strain to your audience.

Attachments:

mips5000 schrieb:
Would the 3D sprite you mentioned basically consist of several layers of PNG images over top of each other?

Technically, a 3D sprite also consists of two 2D sprites. You can find 3D sprites in the VUE-MASTER template folder under:
assets > images > “Logo”, “LogoAa” and “ViewtualBoy”
(the “Logo” left and right sprites also are attached to this post)

But your suggestion is a possible way to create those two sprites: placing several layers on top of each other in your Photoshop or GIMP composition and shifting them left and right.
Actually, I created the low pixel version of the VUE-MASTER logo this way – see the “MakingOf_Logo” attached … 😉

Perfect! :thumpup:
My base pledge is in the pot – maybe I’ll be able to raise it soon …

mips5000 schrieb:
We’re using 2D png images, hence the need for us to create different right and left images.

Yes, the VB is a stereoscopic device and stereoscopic 3D images do always consist of two 2D images (one for your left eye, and one slightly different perspective for your right eye) … https://en.wikipedia.org/wiki/Stereoscopy

mips5000 schrieb:
If we were using sprites in a game, does the VBDE automatically create a right and left image based on one of the “32 worlds” or layers of the screen?

If you place just a 2D sprite on a 3D stage project, I belive it will atomatically appear in both displays. It will appear as a flat layer on the 3D stage, but you’ll be able to shift it in depth. You can also design 3D sprites, that won’t appear flat.

mips5000 schrieb:
Maybe you don’t know why, but for me, the platformer demo works on an emulator, yet not on my flashboy+. I can’t imagine it’s larger than some VB games.

Did you pad the ROM to a size of 2 MB before? In some cases you also might need a special padding mode – see the comments below this news article for details:
http://www.planetvb.com/modules/news/article.php?storyid=426

Oh wow … I wasn’t aware of those 3D graphics approaches on the Game Boy – very cool! Thanks for sharing!

Benjamin Stevens also is still Elite with 2047 posts …
http://www.planetvb.com/modules/usercenter/?sort=posts&order=desc&userlimit=0

OH YES!! I DID! :thumpup: :thumpup: 😀
Awesome. I feel much better now. 😉

Attachments:

KR155E schrieb:
Virtual Freak
50 to 99 Posts

Nintendoid!
100 to 249 Posts

So, by making this Post, I’ll finally stop beeing a “Virtual Freak”? To become … a fully grown “Nintendoid!”?!!

Attachments:

Guy Perfect wrote:
it’ll be around $500/mo USD.

OK, cool. This is just about the rent for my flat. So I’ll just move under the next bridge for the project duration! :thumpup: 😀

astro187 schrieb:
Maybe do a Patreon?

Kickstarter would be more appropriate for this I think, as we want to fund a certain project.

As far as I understand the difference, You wouldn’t be paid monthly, but tell a price for the final “product”. This price would be collected by the funders until it’s achieved, then you can start the project.

Guy Perfect schrieb:
… Actually, that’s a real possibility… How rich is STEREO BOY?

Me? Why me? 😉
Well … I once was rich! But then I bought a Hyper Fighting CIB for an outrageous price … do you accept Hyper Fighting as payment?
I don’t think I can afford payin’ a full time coder, but I definatly would fund this project. How about we as a community to crowdfund you?

Attachments:

Actually, “STEREO BOY” also would be a good name for an VB emulator … don’t you think? A bit long maybe. Anyway, I’m considering to rename my PVB account … 😛

Thanks 🙂

Fire-WSP schrieb:
I have no idea what video is working on the 3DS right now.

The 3DS uses 3D-AVI: that’s two streams inside an AVI container. You can use this tool to encode 3D video for the 3DS: https://filetrip.net/3ds-downloads/utilities/download-3ds-video-1-33-f31828.html

Fire-WSP schrieb:
But such a video needs to be in good quality without many artifacts. So the filesize is propably a bit gif. Therefore the clips should be only as long as needed. 20 sec maybe?

I experienced that the compression indeed tends to cause artifacts for redscale gradients. But greyscale should work fine. And maybe the developper can implement the option to display greyscale videos in redscale …

I had the same numbers in mind – 3 screenshots and for some special games a short video 🙂

Just playing around with the logo …

I also own the SNES volumes and would love a VB visual compendium!

My pleasure! :thumpup: 😀

Fire-WSP schrieb:
Somehow it would be cool to print the reels you do on film, glue it in that paper wheel and watch it on such a real thing. Would be a cool bonus for the Book project 😀

Yes, I already had a similar idea for a physical release (of a vue-master special edition flash card maybe): there are still vendors, that manufacture VIEW-MASTER reels with your custom images … 😉
But I would of course feel very proud if a printed reel would also be part of a Virtual Boy compendium!