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All Posts (thunderstruck)




#1
Re: Teleroboxer Sprites and functions
Posted on: 9/20 20:58
PVB Elite
Joined 2011/7/1
Germany
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CoderContributorTop10 PosterLong Time User (6 Years) App CoderPVBCC 2013 Entry
You can also use reality boy in debug mode and look at the words and bgmaps. They can be saved to bmp easily.
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#2
Re: Interview with the one and only Kevin Mellott!
Posted on: 9/20 20:56
PVB Elite
Joined 2011/7/1
Germany
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Cool interview. Interesting to see how everything came together.
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#3
Re: Star Fox: Red Zone, some news
Posted on: 9/16 8:08
PVB Elite
Joined 2011/7/1
Germany
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Here is a link to the template of the box he used: https://i.pinimg.com/736x/45/42/a1/454 ... ual-boy-box-templates.jpg

It's downright embarrassing how bad that dude is at trolling.
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#4
Re: VB Controller USB adapter?
Posted on: 8/28 12:57
PVB Elite
Joined 2011/7/1
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Quote:

KR155E wrote:
It would be great to be able to use the actual VB Controller when testing code on the emulator! I'd take a couple.


Good idea. I would take one too.
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#5
Re: Mario
Posted on: 8/20 17:02
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Quote:

Lester Knight wrote:
However, I do not see the 2 player link modes. Do these modes only appear if an active link has been established?


Yeah, you can only see them when the link cable is plugged in and both VBs are running the game.
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#6
Re: [Demo-Release] Snatcher
Posted on: 8/13 8:50
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Quote:

StereoBoy wrote:
Quote:
thunderstruck wrote:
so someone can help drawing depth maps and stuff.

Hi thunder, I would feel happy to contribute some 3D conversion to this project


That's cool. But as I said, it will take some time until I get back to it. However, I do have another game I'm working on for which I could need someone how is able to draw some nice looking items.
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#7
Re: Mario
Posted on: 8/7 22:23
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Quote:

M.K. wrote:
Quote:

thunderstruck wrote:
I'm wondering if other games have more unused code as well. Faceball might have multiplayer code hidden somewhere after all.

I spent several hours checking other games (including Faceball), but unfortunately I didn't find any traces of unused multiplayer code.

Quote:

thunderstruck wrote:
I played it with my wife for a bit. I noticed some balls getting lost right when they were over the net though. But maybe that was just my link cable or something.

Are you sure that the ball disappeard for no reason?
If there is a (serve) fault and the opponent returns the ball despite the fault, then the ball usually disappears somewhere around the net. Take a look at a serve fault here: https://youtu.be/mXbPchEiptM?t=56


Might have been just that. Never saw it happening before.
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#8
Re: Mario
Posted on: 8/6 17:59
PVB Elite
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Quote:

M.K. wrote:
So first I modified an emulator to to help me identify data and code sections. Then I spent a while playing the game to collect enough data and to identify unused code paths. Next, I wrote a disassembler that was able to disassemble the whole game by using the collected data.


That's a cool approach. I'm wondering if other games have more unused code as well. Faceball might have multiplayer code hidden somewhere after all.

It is pretty crazy that you managed to reactivate the multiplayer code. I played it with my wife for a bit. I noticed some balls getting lost right when they were over the net though. But maybe that was just my link cable or something.
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#9
Re: [Demo-Release] Snatcher
Posted on: 8/6 16:54
PVB Elite
Joined 2011/7/1
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Quote:

Wyndcrosser wrote:
Thunder, any update on this by chance? We could also play thru the English game and start screen grabbing and writing down dialogue.

W


I did start converting more of the game but did ran into several problems. I actually did not program my converter very clean so it is rather hard to understand what I did back then. I will have to rewrite most parts. Due to some health problems I wasn't able to do much during the last 4-5 month. Right now I'm programming a 2-player game, which will hopefully not be as complex.

After that I will most likely go back to Snatcher. I will try to make the tools I'm using less bound to my development environment so someone can help drawing depth maps and stuff.
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#10
Re: Link Cable Code snippets
Posted on: 7/27 21:16
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Quote:

mellott124 wrote:
I just reviewed TicTacToe source last night and it has some basic examples. It looks fairly simple.

I'm planning on compiling all the info into one location that I need to develop another cable. Maybe this could all get transferred to the link cable wiki.


Quote:

thunderstruck wrote:
Hey everyone,

I received my Link Cable yesterday and will most likely put some code together on the weekend. Would someone be willing to publish some code snippets so that I (and others) have an easier start?

I know there are some examples buried in the forum and demos but I thought I might as well ask. Maybe even Mr. Anon is willing to share his code.


Can you post those examples? Doesn't need to be perfect.
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