All Posts (jorgeche)




#1
Re: When will there be a complete home brew game for the public
Posted on: 3/12 3:38
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
I've always wanted to implement a level editor for the engine, but it is just now that it has reached a state where I think that it makes sense to do it. The problem is that there are 5 o 6 very important features yet to be implemented in the engine, and they are much more interesting for me.

So, if and when we decide to make the engine's skeleton demo publicly available, we will consider implementing the level editor. It doesn't bother me that much that the engine doesn't get any usage beside me or KR1553 (the fact that he has taken interest on it is more than enough for me already), but the level editor doesn't look like a cool challenge, and if the engine is not used by anyone else, it doesn't really make any sense to me to take time away from it to work on an editor.
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#2
Re: When will there be a complete home brew game for the public
Posted on: 3/11 6:30
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
I think that it is an error to believe that the only thing preventing a fully comercial-like release is a little bit of money, when in fact it is a LOT. I only can talk about the cost of hiring an above average programmer like myself, which in the country in which I live can get paid between 24000 to 40000 USD per year; but if you want to pay the bill of people with much more technical skills, someone like MK or other well know people around here whose abilities are way beyond programming, I suspect that the figure could easily be doubled. Maybe 80000 USD doesn't sound like much in developed countries, but consider that, for example, in Canada a senior programmer (of casual games, not the big stuff) earned 4 times what I earned until 2010, at least that's what my ex-employer used to say. If you add up the costs of hiring an artist and a sound technician, you can easily see that even a few months of work can be completely out of reach for this little community; and even then, you are leaving out fundamental positions like the game designer and the game producer, functions that may or may not be assumed by the other members of the team, but whose costs have to be accounted for in either case.

Now, here is the catch for me: I've spent months developing my engine without earning any money out of it (losing money in fact, since I don't usually work during those months), and out of the pure pleasure that I get from doing it. But personally, I can do so because I don't respond to anyone else, I don't have to respect any time constraint and I don't have to implement the requirements of anybody else (except KR1553's lately, but that's another story), and I enjoy writing generic code, which hypothetically could be used to program as many different kind of games as my abilities allow. I usually spend hours going through the code making changes to gain a little bit of performance here and there, refactoring code to make it more elegant, or just implementing some cool paradigm that i just happened to learn lately; all those activities are luxuries way out of most budgets. Add to it that I'm not really interested in programming any specific game; so, when you change those conditions, the picture is immediately different and if I "have to" program a specific game's logic, the "out of the pure pleasure" mindset is put away and either I get paid as a professional programmer or I don't take the now-real-job.

Different people would be able to tell their own take on the matter, their personal motivations for doing homebrew, and most likely the majority of them will have little to do with money.

PS: working in a whole middle-casual-sized game, even for 5 or 6 months, is very exhausting... and boring, so it is just normal that coders lose interest in completing it. For example: I'm not a game designer, so I don't find engaging to design 90+ levels for a platformer game; for me it is enough to know, for sure, that a number of mechanics can be implemented after testing them all in two or three levels. So, different coders want to put their abilities to the test through different challenges, but after they've succeded once, what is the motivation to do it again and again?
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#3
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/26 0:20
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Sigh... Facebook is buying Oculus Rift.

http://www.engadget.com/2014/03/25/facebook-oculus-vr-2-billion/
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#4
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/24 0:08
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Yeah from a consumer perspective I prefer Sony's solution too, I just can't handle PC gaming anymore, tried it once and I ended up spending more time trying to get the games running at a smooth framerate without losing visual fidelity than playing them. I know I know, console gaming is far off from the perfect visual/smooth experience, but since you can't tweak anything I just completely forget about that and just enjoy myself playing. But from a developer perspective I don't see Sony allowing Indie access to their VR SDKs anytime soon, so I will eventually double dip if Morpheous catchs on, for now just want to make sure the Rift is a justified purchase.
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#5
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/22 19:35
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
I really envy you KR115E haha.

I've got the idea that it should be possible to create a strong sense of "decoupling" by using Kinect and Oculus Rift by reproducing your movements using the tracking capabilities of Kinect but not to place your "virtual head" over your "virtual body", but instead to letting you see it from a 3rd point of view. There are already experiments using VR which make you feel you're out of your body by feeding a stereoscopic video of yourself by moving a dual camera around, but I imagine that if you are given a task like a puzzle to solve by using in conjunction the visual and physical sensations, since you stop worrying about the simulation and have to concentrate in the task at hand, it could retrospectively create the illusion of some kind of onmipresence, just like when after you do any task you have the experience of having been conscious of all the sensitive stimulus (vision, hearing, etc.) regarding of not being paying attention to all of them at the same time.

I know that Kinect 1 has a lot of lag and may not work at all for what I envisioned, but I think that something like Move won't suffice either, so I have to settle for Kinect 1 until the 2 is available for PC.
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#6
Oculus Rift and Project Morpheus
Posted on: 2014/3/22 1:21
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Hi guys, since I haven't seen any thread about Sony's announcement regarding it's VR project, which I thought would be a hot topic here, I' have been wondering if any of you have the Oculus Rift, I'm really excited about these technologies and seriously considering to buy the new DK2 in conjunction with MS's Kinect to implement some ideas based on phenomenology (a mind theory besides other things). Any experiences?
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#7
Re: Call stack and nested function calls
Posted on: 2014/1/21 5:37
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Solved:

http://www.planetvb.com/modules/newbb ... t_id=27088#forumpost27088
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#8
Re: gccVB 4 and PC-relative calls/jumps
Posted on: 2014/1/21 5:23
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Quote:

Greg Stevens schrieb:


here is main and the incorrect function call which looks like __vbvectors_end+0x3f0311 since it went beyond the end of the linking area. I still don't understand how it calculated a mirrored address correctly though.


That part led me to the solution of a problem related that I had which crashed the game when running on the VB. I was getting the same references in my assembler code (__vbvectors_end+0xXXXXXXX ), but after compiling gccvb 4 with the patches blitter provided in the following thread, the linker now outputs the right addresses for the relative jumps.

http://www.planetvb.com/modules/newbb ... t_id=26112#forumpost26112
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#9
Re: Call stack and nested function calls
Posted on: 2014/1/17 0:38
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Using Rboy's debugger I've made some sense of the memory status, and how the stack relates to the .bss section.

I have reduced the RAM footprint to 15612 bytes, but still it crashes on the real hardware.

The RAM dump doesn't show anything strange.

Attach file:


txt sections.txt Size: 61.92 KB; Hits: 52
bin ram_sys.bin Size: 64.00 KB; Hits: 22
vb skeleton.vb Size: 256.00 KB; Hits: 32
Edited by jorgeche on 2014/1/17 0:56
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#10
Call stack and nested function calls
Posted on: 2014/1/16 20:26
Nintendoid!
Joined 2006/3/15
Ecuador
197 Posts
PVBCC 3rdCoderLong Time User (9 Years)
Hi guys, I'm experience some very strange behavior while running my code on the VB, however all works just fine in both Rboy and Rdragon .

The problem seems to be related to nested function calls and the size of the call stack, for example:

void callNested5(int* dummy){
vbPrint(0, 1, 5, "5", 0);
callNested2(dummy);
}

void callNested4(int* dummy){
vbPrint(0, 1, 4, "4", 0);
callNested5(dummy);
}

void callNested3(int* dummy){
vbPrint(0, 1, 3, "3", 0);
callNested4(dummy); // if this call is allowed the game crashes on the VB
}

void callNested2(int* dummy){
vbPrint(0, 1, 2, "2", 0);
callNested3(dummy);
}

void callNested1(int* dummy){
vbPrint(0, 1, 1, "1", 0);
callNested2(dummy);
}

int callRecursive(int number){

//vbjPrintInt(number, 1, 20);
return 0 == number? 0: callRecursive(--number);
}

int main(void){

vbDisplayOn();

copymem((void*)CharSeg3+(254*16), (void*)ASCII_CH2, 258 << 4);

WA[31].head = WRLD_ON;
WA[31].w = 384;
WA[31].h = 224;
WA[30].head = WRLD_END;

VIP_REGS[BRTA] = 32;
VIP_REGS[BRTB] = 64;
VIP_REGS[BRTC] = 32;

int dummy = 0;

while(1) {
callNested1(&dummy);
callRecursive(2);

}
}

As soon as I put in the call to callNested4 from callNested3 the screen just stays black on the VB.

The recursive call crashes the program too but only in the VB.

I'm compiling with GCCVB 4, does anyone else experience the same problem?

BTW: I've tried a barebones test program with only libgccvb and the problem does not arises, neither by calling callNested1 nor callRecursive so I suspect that it has to do with the size of my engine, but it buffles me that in the emulator the code works.

Is there any way to know how the stack and the .bss sections are related? I have some big structs in the .bss.

Jorgeche
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