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#1391
OT: Jim's 3D Adventure ;)
Geschrieben am: 07.08.2004 5:13
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I'm a little confused...

You mean they have a stereo camera mounted on someone's head?

And, on the projector, was it autostereoscopic? (3D without special glasses) If you did have to wear glasses, what kind? Polarized (like sunglasses) or LC shutter glasses?

BTW, where do you work?

-RunnerPack
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#1392
Re: SELFMADE GAME CARTRIDGES
Geschrieben am: 06.08.2004 3:58
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XSF04: Go here: [url]http://projectvb.vze.com/[/url]
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#1393
Re: NEW VB
Geschrieben am: 05.08.2004 18:50
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Dabei seit 26.07.2003
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1. The GBA's screen is reflective, so it would be hard to get a good picture in an HMD.

2. It's not higher resolution than a VB's display. GBA: 240 x 160 VB: 384 x 224

3. Portability shouldn't be a factor, anyway. Mostly due to what I like to call the "Wet Willy Principle" ;)

I think the VB2 should be a console (portable like a GC, not like a GBA) with a large, multi-user stereo display. HMDs have too many problems and restrictions.

-RunnerPack
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#1394
Re: DEV CART QUESTION.
Geschrieben am: 05.08.2004 4:42
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lameboyadvance has his (ODD) and (EVEN) labels switched:

Data: 0123456789

Even: 02468

Odd: 13579

Notice that the two files are each 1/2 the size of the original. Thus, the chips should each be 1/2 the size of the file.

If the chip is larger, the file (either even or odd) must be either padded to size, or duplicated enough times to fill the chip.

E.g. for a 512KB chip and a 64KB file, the file is split into even/odd files that are 32KB each. Each chip must contain 16 copies of one of the 32KB files. (32 * 16 = 512)

Or, to save time burning EPROMs, you could use my program called "padromvb.exe" included in the gccVB distribution. It knows how to fit "0xFF" data (padding) in between the data and the "header" in a VB ROM. Since an empty EPROM is actually filled with 0xFF's, the programmer can just skip the padding, saving a lot of time. (Obviously, you pad the ROM, then split it.) Because of the way it works, it will even work on commercial ROMs, which you shouldn't even have, much less put into an EPROM cart ;)

BTW, the even bytes (0, 2, 4, etc.) go into the chip attached to VB pins D0-D7 and the odd bytes (1, 3, 5, etc.) go in the D8-D15 chip.

-RunnerPack
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#1395
Re: Weird line
Geschrieben am: 05.08.2004 3:41
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Is it just in one eye, or both?

It sounds like it might be a scratch, smudge or dust on a lens or mirror.

-RunnerPack
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#1396
Re: Editing released games
Geschrieben am: 05.08.2004 3:25
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You really shouldn't say "impossible" when talking about computer software...

A better phrase would be "prohibitively time-consuming."

There are very few with the skill to do it. Of those, how many do you think _need_ to play 2-player Mario's Tennis? I rest my case ;)

However, I plan on making a tool that would help someone hack VB ROMs, so don't count this out as a possibility, yet...

-RunnerPack
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#1397
Re: Tutorials
Geschrieben am: 21.07.2004 4:03
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Dabei seit 26.07.2003
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Like I said, I have been, but I still don't have anything in there about framebuffer or sound. :/

The person to ask about framebuffer access is DogP. Or, you can consult his source-code at his website: Project: VB (Direct Link)

frostgiant is the only one who's done much sound R-E'ing. He sorta dropped off the radar last fall, and he's pretty hard to get in touch with... He said he almost had a sound document complete, but no-one's ever seen more than excerpts. :(

"For more information on these and other exciting VB dev'ing topics, stay tuned to the PlanetVB Forums!" ;)

-RunnerPack
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#1398
Re: Color pallets & parallax questions
Geschrieben am: 19.07.2004 3:09
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1) There are 4 shades of red onscreen at once. One is always Black, the other 3 are defined by the BRT registers (BRTA, BRTB and BRTC.)

There are four palettes from which an OBJ can choose, and another four from which a BGMap cell can choose. Each of the four entries in a palette points to one of the aforementioned four shades.

2) Positive parallax values move things away from the user's eyes (i.e. "into the screen.") Negative parallax values bring them nearer (i.e. "out of the screen.")

If you have more Q's, come into the channel!

IRC | EFnet | #virtualboy

When are you going to release your program? I can't wait to see it! (And your source-code, of course ;)

-RunnerPack

Post Edited (07-19-04 05:34)
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#1399
Re: Tech Question ?
Geschrieben am: 16.07.2004 4:11
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Yes, there's really only one kind of adapter tap. As long as you use the SNES adapter for your locality, it should work fine.

-RunnerPack
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#1400
Re: This friggin' color scheme
Geschrieben am: 14.07.2004 6:09
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Only 3 things wrong with the colors. The first two are caused by having one's gamma adjusted properly. (Which also messes up the BG image, but I can live with that...)

1. The sickly pinkish color used for, e.g. the Subject line above each post. (Each occurance of #AF0A0A should be changed to #FF0000.)

2. Not enough contrast.

3. The idiot(s) who thought up CSS didn't put color adjustment for all possible form controls. (I might have another go at fixing the checkboxes...)

Anyway, to reiterate what Fredde said: Great content!

-RunnerPack
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