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All Posts (Greg Stevens)




#21
Re: PCM and speaker pops
Posted on: 2014/8/26 23:25
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
Does it also occur in an emulator or just the hardware?
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#22
Re: Possible compo in 2015 ??? lets talk about this
Posted on: 2014/8/17 15:42
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
I agree with thunderstruck as well. Lets just celebrate. Id love to see artwork, 3d models, music, demos, tutorials whatever. Probably because I have little to no talent in most of those areas so I'm easily impressed by those things.
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#23
Re: Insect Combat
Posted on: 2014/7/23 0:16
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
There are some simple tricks for getting a random number. Using the timer combined with user input works pretty well. Since user input is really the only truly random aspect of gaming it works pretty well. So a combination of the timer and when for example somebody hits the start button could be a random seed for setting up enemies before a level starts. It's pretty unlikely that a person will hit the start button at the exact same microsecond everytime they begin playing a game. Also updating a random number depending on each button push helps to. So for a simple example if the player presses up you increment the number by 1 if they push left increment by 2 if they push A increment by 5 etc... That usually gives a nice randomness to a number that can then be used anytime throughout the game. Of course you don't need to just add, you can shift the values left and right or whatever you like.
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#24
Re: Emulator Development
Posted on: 2014/6/4 23:21
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
This sounds like fun. I've been wanting to try to develop an emulator but the project always seems to overwhelming for what little time I have. I wouldn't mind pitching in a little. My C skills are probably average but I'm a quick learner and an expert Googler :)
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#25
Re: Virtual Box - A VirtualBoy Development Tool
Posted on: 2014/4/1 19:58
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
That looks awesome! After you publish that maybe some of artists out there can put some sprites out for the artistically challenged programmers and we can stop stealing err umm borrowing graphics from existing games :)
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#26
Re: Tutorial for making VB game?
Posted on: 2014/3/29 7:46
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
I started out just going through the Games->Homebrew->Demos->Beginner Samples to get started. There are a bunch of examples in there most of which have the source code with them. For the compiler i use the VBDE VBDE. Kr155e may have a newer version of this somewhere but this is the one I've been using. Although I just found out that the precompiled version of gccVB V2.95 currently gives much better performance if you're looking to optimize but isn't nicely bundled with an editor and other utilities like VBDE. You'll also want the VB Sacred Tech Scroll from the documents section of the development area of this site. I actually got started on all this by helping out my brother hacking in some translation patches for a few commercial roms. From there went to the homebrew code, started compiling and tweaking that code and then built the wireframe library from there. I have to admit it's a lot of fun being able to code for an obsolete system and although the community here is relatively small you can always get help when you need it.

I have to admit there is a lot of code posted in the homebrew section that was compiled on older versions of gccVB and may have some syntax issues when trying to compile on the current VBDE but if you're familiar with troubleshooting compile errors you shouldn't have any issues fixing the few bugs you may come across.

Good luck.
Edited by Greg Stevens on 2014/3/29 7:56
Edited by Greg Stevens on 2014/3/29 8:02
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#27
Re: gccVB optimization options and assembly code
Posted on: 2014/3/26 0:42
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
Here are two test roms to show the difference in performance. It's 4 rotating spheres and I use an interrupt timer. I can only run in mednafen and I know that mednafen timings aren't accurate to real hardware but it should be accurate to the number of instructions being executed. VBDE.vb is the current compiler and has a timer count around 10,000. V295.vb is the same code with the old compiler and it runs around 2-3000. Also Ben tested my Star Fox demo compiled on the old compiler and said it ran much better on the actual hardware.

I can post this test code as well if anybody thinks it'll help.

Attach file:


vb V295.vb Size: 64.00 KB; Hits: 156
vb VBDE.vb Size: 128.00 KB; Hits: 133
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#28
Re: gccVB optimization options and assembly code
Posted on: 2014/3/25 0:35
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
Tried the version Kr155e sent and it didn't work. The errors show up as soon as you try and add the -O to the compiler options in the make file. The functions it can't find are in the lib1funcs.asm so I'm guessing this file is missing from a patch somewhere since the definitions can't be found.
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#29
Re: gccVB optimization options and assembly code
Posted on: 2014/3/24 22:03
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
KR155E just sent me an updated version of VBDE with all patches so I'm going to give it a try and see if it works.

I'll post after I've tested a bit.
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#30
Re: gccVB optimization options and assembly code
Posted on: 2014/3/23 22:56
Nintendoid!
Joined 2012/8/5
USA
117 Posts
CoderLong Time User (7 Years) PVBCC 2013 3rd
I just moved my project folder and manually compiled it. I didn't try to add it to vbde. Ill be messing with it more this week at some point.
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