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Understood
@thunderstruckRegistered July 1, 2011Active 12 months ago
1,114 Replies made

I also think that a FPS would be possible on VB. However, a real game like Doom would be a lot of work, as there is now way to somehow convert a to the VB. There is no other way then reprogramming everything from the scratch. However, if you really want to program a game I would suggest to start with an easy project. Building a game is not as easy as it may sound.

I am thinking about making an onRail shooter for quite some time now. However, this is nothing that you can do on some weekends. You have to be willing to invest a lot of your free time.

It would be cool to have some demos, the SU Sound Engine, and maybe some open source HB games being part of the VBDE. Also some basic tutorials would be helpful.

I feel like this discussion is heading in the wrong direction.

What I tried to say is: If you give every developer a not reflashable cartridge of his game if he publishes it in this forum, we are going to have more polished VB games.

I don’t really think making money by selling homebrew games is good incentive, because it makes the programming work and not fun.

Cheers,
thunder

The SU sound engine dynamically uses channel 1 to 4 to play multiple sounds at the same time. The GameHero Midi-Player defines for each song which nodes are played on which channel. To make both work together i simply set all notes to channel 5, so they do not interfere with the SU sound engine. But yes, it should be the other way around.

The midi player is indeed able to play multiple channels at the same time. If multiple notes are played at the same time, the converter will set those to different channels. However, the converter can only convert one track of the midi file. It does not work for all midis though but it works pretty good with melody and piano tracks.

In theory it should be able to play multiple songs/tracks at the same time. However, it is not implemented. Right now there is only one array that defines the timing, which then is used for all channels.

The Midi-Player is able to use different instruments (credits go to DanB), however I always used the piano. I am not sure if it is possible to use more then instrument at the time.

I did, the converter already calculates it. The Midi just has allot of 1 frame pauses. Thats why everything comes down to 1.

I just noticed that SRAM access is till glitchy in GameHero. Obviously I am doing something wrong, even though I am only writing an accessing the even bytes.

Could you post some example code how to write 10 bytes to the SAVERAM and then access it again?

Just had a close look at it. It is actually pretty similar to what I did in GameHero. There are major differences though. However, I was able to extend my Midi2VB converter to support the SU Sound Engine. I also cleaned up the converter code, so it is going to be released soon.

Here is a example of an midi to SU sound engine conversion:

const u16 music_test_c1[] = { 	1,  	AS5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, GS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, AS5, HOLD, HOLD, 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HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, GS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, GS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, GS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, FS6, HOLD, HOLD, HOLD, 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HOLD, HOLD, HOLD, HOLD, HOLD, PAU, G_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, PAU, HOLD, F_5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_5, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, AS5, HOLD, HOLD, HOLD, HOLD, PAU, AS5, HOLD, HOLD, HOLD, HOLD, PAU, C_6, HOLD, HOLD, HOLD, HOLD, PAU, D_6, HOLD, HOLD, HOLD, HOLD, PAU, DS6, HOLD, HOLD, HOLD, HOLD, PAU, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, GS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, CS7, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, C_7, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, A_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, A_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, AS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, A_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, D_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, DS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, FS6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, F_6, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, HOLD, PAU, HOLD, HOLD, 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Hmmm, I guess I should have written some kind of manual. The game works basically like this:

– Choose the song you would like to play. The Star Trek Theme is pretty easy and good start for beginners.

– As soon as you start the game you will see between 1 and 3 points.
— The first row shows either A or B which means you have to press the A or B button.
— The second row shows either R or L, which means you have to press the right or left trigger button.
— The third row shows an arrow that can point left, right, up or down. This means you have to press the corresponding direction on one of the D-Pads. You only have to use one of the D-Pads, but it doesn’t matter which one you use.

– While the points are above the line you can press what ever button you want, without making an mistake

– As soon as the points hit the line you have to be pressing the correct buttons. However, you can already press the right buttons while the points are on top of the screen and wait until they hit the line

– If you press more or less buttons then displayed (or the wrong ones) you are not scoring any points.

– You can score 100 points on every song. Your score should be displayed next to the “Select Song” text in the song menu. (Even though I experienced some errors on my VB)

– If your score is higher then 75 the game should say “You Rock”, otherwise “You Suck”

– You can delete all scores by pressing the right and left trigger during the start screen

Thats it… and yes, the game is nothing for little girls. For those who are curios, there is nothing to be unlocked or the like.

Well, it took me one month, but I already had a basic knowledge of how to program the VirtualBoy when I started. Making a game with group of programmers doesn’t necessarily make the development faster or better. If you work in groups greater then 3 persons you always need one person coordinating everything and keeping track of the big picture. You also need a solid basic architecture and closed tasks for every member of the team. This isn’t usually something you can easily archive after work and on weekends because this kind of work isn’t fun at all.

Btw, I was really surprised about the high quality of libgccvb. Also nearly every question I had was already answered in the forums. This made things really easy for me.

Right now I am thinking about some new VB tools to make programming easier. However, I am not going to archive much this year.

If the score is higher then 75 it should say “You Rock”. The rest of the screen is the same though.

The StarTrek Theme is really easy… you should try that oben offen you are looking for a high score.

Midi Files are actually a pain in the ass. I tried understanding them and programming a working parser for like 4 days. Even though I am now able to read notes out of a Midi file by looking at the hex code I wasn’t able to write a parser that is able to interpret every midi file.

At that point I realized that I might not be the first on who tries to do this. There is a c# library called NAudio. That made things allot easier.

I actually plan to publish the midi converter and all sources. However, before I do that I will have to clean up all of the code.

Ok… it seems to work now. Can anyone tell me how many bytes of SRAM are avalibiable?

Well, that fixed the problem. Thanks allot.