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All Posts (mips5000)




#1
Re: VUE-MASTER: Graphics Support
Posted on: 4/18 2:49
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
From what I understand, if the right and left image spacing is off, it causes VB sickness to the viewer...

I hit a small road-block - After creating my own reel with stereoboy's instructions, I added the first 2D image. Looks good to me.

The next image is of my wife at a museum, 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...

I had a similar result when trying to replace some images (a bush, background, etc.) on the platformer demo - only a small part of the top of my image showed up, the rest was scrambled.

The PNG being used is a similar size.
I'm guessing this is due to the numbers mentioned that I pay attention to in the guide.. I'll keep looking into it.

Attach file:



png  CV64 good.PNG (22.59 KB)
14289_5ad695abed3a6.png 388X232 px

png  CV64 bad.PNG (27.47 KB)
14289_5ad695b311b30.png 387X228 px
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#2
Re: VUE-MASTER: Graphics Support
Posted on: 4/9 3:22
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Thanks for the response, and your time in making the tutorial. It helped a lot in understanding how the images are defined in the VDBE, although the meaning of the hexadecimal representation itself still eludes me...

I'll hold ctrl and try option 3 in the padder - Thanks.

Would the 3D sprite you mentioned basically consist of several layers of PNG images over top of each other?
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#3
Re: VUE-MASTER: Graphics Support
Posted on: 4/5 7:39
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Thanks for the tutorial.

I got around to using it, and have some images to show up on my VB (emulator) from using it. I didn't attempt to make them in 3D yet: I just took an image and used GIMP to:

- Change resolution to 384x224 px
- Made a 4 color palette and applied it to the image, added dithering (although it looks like only one or two options for degrees of dithering in GIMP).
- Exported the images as PNG files
- But used the same exact image for right and left

Can you tell me if this is correct:
We're using 2D png images, hence the need for us to create different right and left images.

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?


Maybe next I'll try to create some pixel art and use it in different places in the "platformer demo".

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.
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#4
Re: Just some noobish questions here on vuengine
Posted on: 4/1 9:04
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Thanks STEREOBOY and KR155E.

I haven't spent as much time with VBDE as I would have liked, so prob have no business asking more questions; but if either of you care to inform me - or point to a resource; My current interest is in how a sprite or image is defined inside the VBDE;

There is the binary (written as hexadecimal) code.

0x01FD007F

So there are 8 digits after the 0x.
I'm going to make a big assumption and say this represents one pixel, which is made up of four "components".

In RGB displays, aren't there two digits dedicated to each color (so 6 total digits to represent one RGB pixel), and that 00 through FF represent the intensity of that color?

If virtual boy has just 4 shades of red - I would think each pair of digits would be either 00 or FF. Obviously I'm mistaken.

Attach file:



png  key binary.PNG (66.66 KB)
14289_5ac081a4b32e2.png 985X729 px

png  key png.PNG (3.25 KB)
14289_5ac081aaec321.png 76X582 px
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#5
Re: [Release] Virtual Lab English "Translation"
Posted on: 4/1 8:48
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
I'm impressed that you can make these modifications.

I may not be worthy to ask this question; but in layman's terms - What are the steps between having a rom file, and having a code in front of you where you would actually be able to tweak certain things before re-compiling it into a rom file?

Is there a certain software used for this?
Does it look like crazy machine code when the rom is un-archived?
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#6
Re: Just scored a Blockbuster Case!
Posted on: 3/30 4:24
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Hey! I recently got a hold of a BB case myself. Mine has the foam - If you can't find good pictures of it, let me know and I can take some. I would think you can somehow get a solid block of foam, and cut it out similar enough to the same shape as the original.

Do you mind if I ask where you found the deal? If I ever look at craigslist in my area, all I see are lots of ads for people wanting to BUY your video game related stuff.
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#7
Re: Long time user, first time posting. Any 95-96
Posted on: 3/21 3:56
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
I wanted everything video game related in 95, but didn't feel compelled to blow my birthday/xmas load on it - so ebay when I had some disposable income.

I wish I got mine at a yard sale or flea market before the days of "seller+smartphone+ebay = no deals to be had" and retro game stores buying all stock and driving the prices way up.
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#8
Re: Project Virtual Mario Land - Wario Cruise
Posted on: 3/17 4:50
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
I think it's awesome, and I'm "here supporting you 100% from the sidelines".

Can you reveal what tools you're looking to accomplish this with?
I've been messing around with the VBDE supplied here on this site.
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#9
Re: Just some noobish questions here on vuengine
Posted on: 3/5 2:34
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Nevermind about questions above - I used STEREO BOY's post to find the output.vb file.

So far I've been able to mess around with the music and the main character's graphics. You can expect Wario Land 2 to be out in about a year.
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#10
Re: Just some noobish questions here on vuengine
Posted on: 3/4 17:27
VB Gamer
Joined 2017/2/5
USA
35 Posts
Long Time User (1 Year)
Thanks for the help.
Placing vdbe folder in the root of the C drive lets me compile "vuengine-platformer-demo" now.

When I try to "RUN" or "compile and run" however, the resulting "SDL_app" window opens, but stops responding. I'm guessing this is the point where an emulator would normally pop up and run the compiled code?

Is it true that the community as a whole hasn't gotten their hands on, or been able to decipher any of the source code for the official games yet? Would that be a matter of reverting the V810 code back into assembly?
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