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Understood
@virtualchrisRegistered April 26, 2008Active 5 months, 1 week ago
808 Replies made

There was a problem with level 8 that made it impossible to beat. I fixed it. Every level should be beatable, tell me if you see any problems.

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I’ve looked on the forum and it seems like the people who own Bound High don’t want it to be dumped because the value would drop dramatically for the people who own it. My question is why is that true? It seems like it wouldn’t affect the value at all because the people who have the cart would still own the cart. I’m sorry, I didn’t want to open a new topic for a question that’s been posed a lot of times, but I’m curious as to why the value would drop. I would understand if you wouldn’t want to dump the game because your precious game’s value would suddenly be nothing.

So, if people have carts, why not dump the ROM so everyone can enjoy it?

OK, Now all I have to do is check to see if all the levels are beatable. The logic for starting on level 1 only to 32 to get the congrats screen is in the game now.

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What I meant by “full” was that if I put any more in the game, it would be 1 MB instead of 512K, I’d just assume not waste a whole bunch of space if neccessary. I don’t know what the size limit is on a FlashBoy, but anyway, that’s what I meant.

I put in your suggestions, KR155E, see if it looks good. This still isn’t the final version, I have to play-test the levels and make sure they are beatable.

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Added levels 31 and 32 as well as a congratulations screen. To see the congratulations screen, all you have to do (now) is beat level 32. I wanted a fancy picture and stuff, but just like I feared, space is limited. I’m going to make it so that you have to start on level 1 and beat all 32 levels in order to see it, I just wanted you guys to see what it looks like before I do this. If you use the level select to get to levels 2-32 in the final version, after you beat level 32, you’ll just go to the title screen. GoSub is in its final stages. I also changed the font a little bit.

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Added level 30.

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Just so you know, there is a level select screen. Press select at the title screen to get to it, then press left or right to change the number then start to start. As for sound, here’s what KR155E had to say:

“Sound is not an easy task. Some people have gotten sound to work in their homebrews, but no one released any code yet. Better finish the game first, release it without sound, and create a version 1.1 if you ever get sound working.”

Added level 29. Only three more levels and a a congrats screen to go.

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I’ve added level 28 now. I’ve also changed the file name from “gosubi” to just now “gosub”. I added the i a long time ago because there were different version titles I’ve used, (i.e. “gosuba”, “gosube”, etc.) But now I feel there doesn’t need to be a need to do that any more. Hopefully I can fit 5 or 6 more screens in 512K (4 levels, one with changing walls, and a congratulations screen.)

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Here’s my plans for ending the programming for this game:
I plan to fit 32 screens in it (for VR32), if there is enough space. Also, I will program a special screen if you complete all 32 levels from the beginning. This would only work if you started from level 1 and went all the way to level 32. If you started on level 2 or above, at the end, you’d go back to the title screen. Right now, there’s 27 levels. At the rate I’m going, I’d say this would be done by late December at the latest.

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When I play it, the color scheme changes to Windows Vista Basic. I have no idea what that means. And on the old one, the computer makes a really loud steady noise (like the fan or something is working extra hard) when I play, so I’m careful not to do it for so long.

Made minor changes to the collision detection and added a new level. (#25.)

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I said to myself, “I’m going to work on this thing and I’m not going to get up out of this chair until the collision is the way I want it, darn it!” So after almost three hours of cussing at the computer, this is the result. I am quite happy with the way things have turned out, and now I can go on and make new levels for it.

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The empty space behind the periscope is registering as a hit even though it shouldn’t. You can see this in action in level 1 when the sub is facing right and you get the sub’s periscope past the first wall and press up. That shouldn’t happen, it’s acting like the periscope is hitting a non-existant wall.

I need help. I thought it would be nice for the sub to face the right direction, so I’ve added a second sprite that is the first sub sprite only horizontally flipped. Here’s my collision into the walls code:

// walls collision

	if (getBGMapChar(1, (xpos/8)+0, (ypos/8)+2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+1, (ypos/8)+2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+2, (ypos/8)+2)==512) j=1;
 	if (getBGMapChar(1, (xpos/8)+3, (ypos/8)+2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+4, (ypos/8)+2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+5, (ypos/8)+2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+0, (ypos/8)+1)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+5, (ypos/8)+1)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+0, (ypos/8)+0)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+5, (ypos/8)+0)==512) j=1;
	if (horz==-1) goto horizontal_left_coll;
	if (horz==1) goto horizontal_right_coll;

horizontal_left_coll:
	if (getBGMapChar(1, (xpos/8)+1, (ypos/8)-2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+1, (ypos/8)-3)==512) j=1;
	goto start_1a;

horizontal_right_coll:
	if (getBGMapChar(1, (xpos/8)+3, (ypos/8)-1)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+1, (ypos/8)-2)==512) j=1;
	if (getBGMapChar(1, (xpos/8)+1, (ypos/8)-3)==512) j=1;

Now, look at how it works in my current build. You’ll notice that it works fairly well when the sub is facing right, but it’s all screwed up facing left (level 1 is a good testing level). What is going on?

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While I have no idea if it is possible from a technical stand point, I say leave the games as is. Call me crazy, but I think part of the charm of the Virtual Boy is that everything is red.

I added a very interesting but IMO difficult level (21). I hope it isn’t too hard, but if it is, please tell me.

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Here’s the page for Game Boy/Game Boy Color/Virtual Boy.