You are not logged in.
Lost Password?

All Posts (jorgeche)




#1
Re: The "Pineapple 64" thread.
Posted on: 1/21 21:52
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 Years)
Quote:

VirtualChris schrieb:
Hi jorgeche,
I did not understand the second option which was recommended. It all looked like gobbledygook to me, so I went with the first option, which was to force a wait. As it turned out, that option worked for me greatly. Thank you for helping me out, and now that that problem is done, I can work on the game some more.


Glad to be of help ;).
Top

Topic | Forum


#2
Re: The "Pineapple 64" thread.
Posted on: 1/20 6:15
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 Years)
Hi Chris:

By quickly checking your code, it seems that you are not waiting for the VPU's drawing process to end before writing to DRAM. The lines like the following, in the walkingaround function, could be the offenders:

// put quincy on the screen.
vbSetWorld(29, WRLD_ON, quincyx, -2, quincyy, quincycutx, 0, 0, 14, 32);

You need to either brute force the wait, and write to DRAM only after it:

while (VIP_REGS[XPSTTS] & XPBSYR);

Or use interrupts, on these posts you can find more info about them:

http://www.planetvb.com/modules/newbb ... t_id=14206#forumpost14206

http://www.planetvb.com/modules/dokuw ... php?id=direct_screen_draw

The interrupt approach is preferred, and gives great results on hardware, but it is tricky to understand it at first sight, and you have to make sure that no race conditions arise because of the asynchronous nature of the interrupts. This is what I do:

// VPU's interrupt handler
void vpuInterruptHandler()
{
// here you write to DRAM, in your case:
vbSetWorld(29, WRLD_ON, quincyx, -2, quincyy, quincycutx, 0, 0, 14, 32);
}

while (true)
{
// update each subsystem
// wait to sync with the game start to render
// this wait actually controls the frame rate
while(!(VIP_REGS[INTPND] & GAMESTART));
VIP_REGS[INTCLR]= GAMESTART;

// at this point disable the VPU's XPEND interrupt
VIP_REGS[INTENB]= 0;

// calculate the data to write to DRAM while the VPU
// is busy drawing
doSomething();

// after you have finished calculating the data to write to DRAM
// enable the VPU's XPEND interrupt
VIP_REGS[INTENB]= XPEND;

// do any other process that is not DRAM related
doSomethingElse();
}

I'm omitting some details, you can check the full code at the following links, just look for the Game_update and VPUManager_interruptHandler methods:

https://bitbucket.org/jorgeche/vbjaeng ... eviewer=file-view-default

https://bitbucket.org/jorgeche/vbjaeng ... eviewer=file-view-default

Jorge
Top

Topic | Forum


#3
Re: Simple Graphics Demo
Posted on: 1/6 1:10
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 Years)
Quote:

Greg Stevens schrieb:

I did notice that the virtual boy automatically wraps coordinates to the other side of the screen if they go outside the screen bounds. Maybe there is an obvious reason as to why but I thought it would only do that for BGMaps and Worlds if the OVR[something] flag was set. So if any object goes off the right side of the screen it automatically appears on the left hand side without having to do any special coding. I'm actually going to have to do coding to remove that "feature" if I can't find a flag or register that is causing that to happen.


Hey Greg, I'm experiencing a similar issue, did you find a way to disable the "feature" without having to turn off the WORLD?
Top

Topic | Forum


#4
Re: The "Pineapple 64" thread.
Posted on: 1/5 1:45
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 Years)
Hey, you don't need to worry about the size of your data, as long as you read and write to SRAM following its constraints. That is, you will need a BYTE* pointer to the data to save/read, a displacement in SRAM that reflects the displacement of your data (you will want to use a struct to hold any data to save in order to use this approach) and the size of the data to save.

You can take a look at the following classes and search for the use and definition of the save/read methods:

https://bitbucket.org/jorgeche/vbjaeng ... eviewer=file-view-default

https://bitbucket.org/jorgeche/vbjaeng ... eviewer=file-view-default

Refactoring the code to suit your needs should be easy enough.


Jorge
Top

Topic | Forum


#5
Re: When will there be a complete home brew game for the public
Posted on: 2015/3/12 3:38
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 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.
Top

Topic | Forum


#6
Re: When will there be a complete home brew game for the public
Posted on: 2015/3/11 6:30
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 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?
Top

Topic | Forum


#7
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/26 0:20
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 Years)
Sigh... Facebook is buying Oculus Rift.

http://www.engadget.com/2014/03/25/facebook-oculus-vr-2-billion/
Top

Topic | Forum


#8
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/24 0:08
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 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.
Top

Topic | Forum


#9
Re: Oculus Rift and Project Morpheus
Posted on: 2014/3/22 19:35
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 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.
Top

Topic | Forum


#10
Oculus Rift and Project Morpheus
Posted on: 2014/3/22 1:21
Nintendoid!
Joined 2006/3/15
Ecuador
202 Posts
PVBCC 3rdCoderCoderLong Time User (10 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?
Top

Topic | Forum