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#41
Re: 3DS to ruin the game industry?
Geschrieben am: 13.01.2011 22:31
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
I think that mainstream low-budget games have been dead on consoles for a while now. What that market has sort of transformed into is the overly broad genre of "indie games", which are gaining a lot of popularity on the PC. As of late, I've been doing a lot more PC gaming than I used to... Of course, I don't even have a console from this generation, so I've also been having fun sifting through older console libraries looking for hidden gems. At any rate, I don't think the 3DS is going to "kill" that market when it's already been dead for a while in my opinion.
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#42
Re: Iwata Asks: Virtual Boy
Geschrieben am: 09.01.2011 9:49
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
I didn't read the article too intensively, but I don't find it that offensive. I get that feeling that a lot of gamers (myself included) disagree with Miyamoto's latent views about what a game console should be. (I also agree with VirtualJockey's comment about Nintendo going downhill after the SNES, but the SNES is my favorite console so I may be biased. ) In fact, what I was most shocked about was the fact that Gamecubes have stereoscopic capabilities built-in... I wonder how that works.
Zitat:

DanB wrote:
I'm betting on black and white at launch, like the recent DS releases. Too bad, because I like the red/black one myself...

Modders like to use this magical substance called vinyl dye to solve problems like that.
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#43
Re: Sound?
Geschrieben am: 05.01.2011 2:42
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Sorry for double posting, but I was playing around and answered my own question... I forgot to set bit 5 in SxINT. With bit 5 on, my sound gets chopped off after a different period of time depending on how I set bits 4-0.
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#44
Re: Sound?
Geschrieben am: 05.01.2011 1:31
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Zitat:

DogP wrote:
The duration of the note is until you stop it, unless you use fading.

Regarding waveform RAM... on real hardware you don't need to initialize the waveform to get sound (I'm not sure if it's a random waveform or a default one), but in the emulator you probably do. It's obviously a good idea to do it anyway.

DogP

My guess would be that on real hardware, the waveform RAM is filled with garbage when the system gets powered on, but in an emulator, the memory that gets allocated for waveform RAM might get initialized to zero depending on the implementation.

Anyway, thanks a bunch for the code samples DanB! (Especially the frequency tables... I really didn't want to try to figure those out. )

Also, I looked at DanB's instrument waveform definitions and was thinking about how difficult it would be to make new ones, when it occurred to me that many waveforms were already produced for commercial VB games! Not only that, but the mednafen debugger makes them incredibly easy to get at. To dump a waveform:

1. Load up the game that has the instrument you want in mednafen.
2. Once the music that uses the instrument begins, hit Alt+D to start the debugger
3. Press Alt+3 to bring up the memory editor
4. Now, by pressing < and >, you can switch between main memory, and the five VSU waveform banks. The cool thing is, the debugger even graphically displays the waveform that is loaded into the currently selected bank! (Another cool thing you can use the debugger for is editing these waveforms in real time - just press Insert to enter/exit edit mode.)
5. Once you find the waveform that you want a copy of, press D to bring up the dump dialog, then type

0000 001F wave
.bin
to dump the entire waveform to a file called wave.bin.

This will give you a dump of the waveform memory segment that you selected, which is cool, but not really useful for coding purposes. If you want to change the raw binary into a usable format (a C header), I whipped up a python script which will do that for you. It's attached to this post, and the syntax for it is

./bintoheader.py [hex dump filename] [header name without .h]
It probably has a few flaws, but it gets the job done more quickly than manually transcribing hex codes. Hope this helps someone out!

I do have one question about the VSU registers: What does setting the interval do? I tried changing the lower 4 bits of SxINT, but it didn't seem to affect the sound.

Datei anhängen:


py bintoheader.py Größe: 0.58 KB; Hits: 106
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#45
Re: Sound?
Geschrieben am: 02.01.2011 6:55
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Zitat:

VirtualChris wrote:
That's what I want to do: Make music. I played with the wav converter, but it seems like the game freezes while playing the file (you can't press a buton or anything.)

It's a good learning experience to try and understand what other people's code is doing. I think you mentioned that C isn't your first programming language VirtualChris, so a couple of good coding exercises would be: Can you see why the game "freezes" while the sound is playing? Can you make it so that the currently playing sound stops when a button is pressed?

Unfortunately, we don't have any good utilities right now for converting something like a midi file to a format the VB can play. (At least not any released ones... *cough*DanB*cough ) DogP's wav player really isn't a practical way to play music during the game. The practical way to play music during the game is to use the VB's built-in tone playing capabilities along with something like a timer interrupt, so that the speed of the game doesn't affect the pitch of the sound, and the sound doesn't freeze the game.
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#46
Re: Sound?
Geschrieben am: 01.01.2011 23:18
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Unfortunately, no, it's a lot harder than just calling up built-in sounds. I've never done it, but from looking at the programming manuals, my understanding is that the VSU (Virtual Sound Unit) has a number of registers which can be programmed with a very short "sound effect". (The "sound effect" is actually a wave pattern which defines an "instrument" of sorts.) It also has other registers which tell the VSU if the sound should be played, how fast it should be played (the frequency, or pitch of the sound), how loud it should be played, etc. This is mostly for making music though... To actually play sound effects, there are a few different techniques. One is to use the standard "instruments" (channels 1-4 of the VSU) to play beep boop sounds, use the sweep channel (channel 5 of the VSU) to make "boing" jumping noises, or use the noise generator (channel 6) to make explosion noises. However, DogP also wrote a demo/utility for converting wav files into a format that could (with some supporting code) be played on the VB. I just tried it, and in mednafen the default code seems to be playing the sound files too fast, (in fact, exactly 10x too fast!) but I just got it to work by changing the the definition of SR_DIV on line 126 of wavonvb.c to 3750000 instead of 375000. Beware though, that including wav files in your game will significantly increase the size of the ROM image. That demo with just the four sound files requires an 8Mbit cartridge! Hope this helps!
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#47
Re: Any good homebrew shooters?
Geschrieben am: 03.12.2010 4:40
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
I mentioned before the contest ended that I'm working on a Gradius clone. Right now is a very hectic time for me, as it's the last few weeks in the semester (and I'm a CS major, so I'm pretty burnt out on programming ) but I'll probably pick up work again over the break.
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#48
Re: VB Development Environment... what's left?
Geschrieben am: 23.11.2010 9:24
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Wow, these are some really long posts... Guess I'll just throw my 2 cents into the parts I found interesting.

Audio:
I think the code is out there, it just needs to be released. We need something that can convert from a format that's easy to compose in, to something that's easy to import into your project, such that it can be updated with timer calls. (Like... DanB's midi converter? I know you said you would release the source 2 years ago when it debuted, DanB. It has to come out sooner or later. ) I think music would work best with a timer interrupt call so that the music is completely unaffected by slowdown. You could use a frame interrupt to handle graphics. Which brings me to...

Graphics:
I've never used Grit, how does it work? It looked to me like a "dumb" tool that would just convert an image into something that can be used in VRAM. I'd like something that gives you full control over VRAM tiles. The problem with VIDE is that it's really clunky when it comes to Chars. You can't even move them around once you've placed them. If you look at the Mandelbrot explorer source folder, you can see that I was actually using the GIMP to lay out tiles, and then just using VIDE as a go-between. Another thing (sorry, I'm on a rant) is that VIDE "links" BGMaps to CharSets, and limits BGMaps to the Chars in that set, when a BGMap tile actually has access to all the tiles in Char RAM. I'd like to write a utility if I get the time.

Objects:
I actually prefer objects over BGMaps because of their versatility, but they are a bit of a pain to manage. If you want to "generalize" object management, you have to come up with some way of allocating objects, and then keeping track of them. This should be easy, but might have some nasty overhead. I have my own more hackish solutions to this problem...

Random Numbers:
I actually wrote my own random.h based on c's standard rand. As far as seeding, I figure a predefined static seed is good enough, especially if the game's progress depends on user input.

As a parting note, I would prefer it if whatever gets added to the pool is not tied down to an IDE. Personally, I develop in Vim and terminal, so having to use an IDE would be frustrating for me.
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#49
Re: Soviet Union 2010 for DOS
Geschrieben am: 18.11.2010 2:13
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Cool! How much work was it to port your code to Basic? That wouldn't have been my first choice, I would imagine it would have been easier to port it to DOS while staying in C. You might also consider writing it in Java. That way your code would be both cross-platform and web enabled.
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#50
Re: Give back to the community
Geschrieben am: 16.11.2010 3:50
VUE(xpert)
Dabei seit 29.09.2006
USA
267 Beiträge
CoderLong Time User (13 Years) PVBCC 2010 3rd
Eh, I've always wanted a FlashBoy, but to be honest I probably wouldn't use it that much. Virtual Boy development is just one of many hobbies I have, so I've never wanted to invest that much in it. Also, my desire to work on hobbies goes in phases, so I'm probably burned out on VB for the moment. (But I'll probably pick up work on my Gradius clone again in a few weeks, once finals are over with and I have a few minutes to breathe.) Another one of my bigger hobbies is electronics so I've always just figured that I'd build myself a RAM cart if I ever got a decent way to etch PCBs. (I'm also considering building myself a CNC PCB mill one of these days. )
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