I took a break on it, but after a few months, i’m back working on it. I had to relearn how to do things since it’s been so long. I’m glad it works on a real Virtual Boy. I’ve added a new level. I plan on making new ones until the 2MB is used up.
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Added level 16. The game is now 512K. It’s getting bigger. I don’t know how many levels to put in though. And also, I’d like someone to play this on real hardware via the Flash Boy and see if it works OK.
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Added level 15 and changed the level select code to make it go faster.
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Added the 14th level. I don’t get why the sub wouldn’t be responsive. Every time i play it on Reality Boy, it works fine for me. Has anyone played this on a Flash Boy yet? I’d really like to know if this would work on actual hardware, and I came here a little too late to get the last batch. Also, I’d really appreciate it if people would help with level designing. The squares have to be 8×8 pixels. The sub can fit in a 6-block space going vertically and (barely) in a 5-block going horizontally.
The final image should be in .bmp format. I’ve included a template for people that I use myself using MS Paint. If you’d like to use MS Paint, it would be easiest to use the third size eraser tool to make your blocks with.
The level 1 bug can easily be fixed. I changed the way the level select screen handles inputs so the sub won’t stop when you’re pressing the left or right button. It now looks like this:
choose_level_main: level_str[2]=0; level_str[0]=(level/10)+'0'; level_str[1]=(level%10)+'0'; vbSetWorld(31, WRLD_ON|3, 119, 0, 50, 0, 0, 0, 384, 224); vbSetWorld(30, WRLD_ON|1, 0, 0, 0, 0, 0, 0, 0, 0); vbSetWorld(29, WRLD_ON|2, 0, 0, 0, 0, 0, 0, 0, 0); vbSetWorld(28, WRLD_ON|1, 0, 0, 0, 0, 0, 0, 0, 0); vbSetWorld(27, WRLD_ON, xpos, 0, 150, 0, 0, 0, 384, 224); if (g==1 && xpos>300) g=0; if (g==0 && xpos<84) g=1; if (g==1) xpos=xpos+1, vbWaitFrame(1); if (g==0) xpos=xpos-1, vbWaitFrame(1); if (f>15) f=0, level=level-1; if (h>15) h=0, level=level+1; vbTextOut(3, 1, 1,"START ON LEVEL"); vbTextOut(3, 16, 1,level_str); if(vbReadPad()&(K_LL)) f=f+1; if(vbReadPad()&(K_LR)) h=h+1; if (level==0) level=13; if (level>13) level=1; if(vbReadPad()&(K_STA)) goto begin_game; goto choose_level_main;
I’ve changed it so if the player presses left or right for a set amount of time, the level changes instead of having a vbWaitFrame(40), which would stop the sub’s movement in its tracks.
EDIT: The only other time vbWaitFrame is at 40 is here:
if(d==1) vbWaitFrame(40); d=0;
This should only be happening if the wall has been hit. I made it that way so when you start over again, you don’t automatically ram into a wall again.
Spruced up the level select screen and added a level.
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Just got another one. Its number is VN10308926[1]. USA.
OK, I figured out what was wrong and fixed it.
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Here’s a ROM.
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Why isn’t this working the way I want it to? What I want is for once it starts to have the maze be at the correct position when it fades in, not after. Second of all, I’ve added a level select screen (if you press select instead of start at the title screen, it comes up.) The same thing happens if you choose the level with the left and right keys and press start. Would someone please help me get the maze position right so it doesn’t do what it does now?
Added two new levels, 9 & 10.
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Like I said, I didn’t hurt the box very much. I tried to play it again and couldn’t get to the final boss without losing, and this is on the very easy setting (at least I think it’s on the very easy setting, it’s all in Japanese.) I think the CPU is difficult to beat on the last boss setting. Also, there should have been a mode where you can just go at it alone for points. That would have been cool.
Do you have to have a flash boy in order to hear the music? I tried it in Red Dragon and Reality Boy and didn’t hear any BGM.
OK, there it is, there’s a manuals tab. Never mind.
Added 2 more levels. You start on the first new one (level 7). To play again, lose all your lives on “level 9” to go back to the title screen.
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Added level 6 with flashing walls that appear and disappear.
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Fading added. Also, when you hit a wall and go back to the start, the sub is unresponsive for a few seconds (so you don’t hit a wall again and again.)
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That’s good, because we need more VB homebrew games!
Added a level. Game is now 256k.
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Here’s what I will do from now until the game’s level designs are finished. Any update regarding a new level (like this update), it will be the first level in the ROM (so you can all play it.), then after you complete that level, it will go to level 2. So the first level in this ROM will actually be level 4 even though it says “LEVEL 01” at the top. Also, I have a question. How do I make it so it goes to the title screen after all your lives are lost? (after you die when you don’t complete the maze when it says “LIVES 00”. I’d like there to be four attempts at completing each level.)
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Why is it that when I put in this code, once level 1 is completed, it skips level 2 and goes to level 3?
// treasure collision if1) { level=level+1, xpos=16, ypos=152, horz=0, vert=0; if (level=2) copymem((void*)BGMap(1), (void*)LEVEL2MAP, 256*16); if (level=3) copymem((void*)BGMap(1), (void*)LEVEL3MAP, 256*16); }