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All Posts (cr1901)




#31
Re: Cut Teleroboxer Character
Posted on: 2015/1/15 5:53
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
In case you didn't know:

The cat sprite is not hidden. It appears if you have the misfortune (really, the only difficult opponent in the game) of battling him again during your title defense.

The cat's name is Milky, and his robot's name is Bamsham.


With that said... REALLY nice find!
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#32
Re: gccVB optimization options and assembly code
Posted on: 2014/10/19 10:47
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
I HATE to be the one to bring this up, but perhaps it's time that some of us take a look at GCC internals to see what's going wrong? I'm taking a bit of a break from VB coding (call it "guilt that I'm letting my other code rot") anyway, and I probably could take a look if I had some code that is known to generate bad jumps.
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#33
Re: [SPRITES] Custom Focus Screen- I have an update
Posted on: 2014/10/9 2:59
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Alright, my Python tool for converting BMPs to C is working (not as user-friendly as HorvatM's but it does the job for automating asset conversion). First thing I did was take the focus screen, split it into two, and add parallax. This was the result: http://imgur.com/VBeYXxE

I have attached the BMPs and generated C files (same conventions as list time). I feel this focus screen's much better! Thanks for the suggestions. :)

Attach file:



bmp  vblogo_l.bmp (252.05 KB)
4292_5435dda8200b3.bmp 384X224 px

bmp  vblogo_r.bmp (252.05 KB)
4292_5435ddb2bcaa0.bmp 384X224 px
c vblogo_r.c Size: 35.08 KB; Hits: 177
c vblogo_l.c Size: 35.08 KB; Hits: 144
c cfoc.c Size: 139.84 KB; Hits: 140
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#34
SCR and CGX Peculiarities
Posted on: 2014/10/7 6:43
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
In the vein of HorvatM's tool, I've created a Python tool that can take Bitmaps and convert them to a graphical format that the VB expects.

For an attempt at authenticity, I want the output to be similar to SCR2C.EXE and CGX2C.EXE. Since Nintendo didn't provide source for these tools, I have a few questions regarding them for those who may be familiar with their use and origin.

So far, I've determined that they were compiled using Borland C and are just generic array generators so to speak. I have not figured out what .SCR and .CGX represent, other than they appear to be related to a poorly-documented tool called SGC-CAD. There is NOT a one-to-one correspondence between the output C files and the actual data for the .CGX file, but there is a partial one-to-one correspondence between the C array and the binary data for the .SCR file I examined. In both cases, I found the following string embedded in the assets:

NAK1989 S
-CG-CADVer1.11 930511 F
930511 is obviously a date code for May 11, 1993. The string appears to also be found in some official SNES games as well. However, in that case, the string is embedded in the ROM itself, as opposed to the assets. Does anyone more familiar with Nintendo development kits have some backstory on these tools?


I also have questions re: the output of GCX2C and SCR2C themselves, again for authenticity :P. For convenience I've provided snippets. First up is the character table from the sample software. Nothing really fancy/notable here. Each tile is commented for convenience. Curiously however, the second line of comments is missing.

/*<<<<<<<<<< CG DATA from SCG-CAD   CGX2C.EXE ver2.0  Nintendo R&D1 >>>>>>>>>>*/    

short    cgx_sample[] = {      
0x0000,0x3FF0,0xF03C,0xFC3C,0xF33C,0xF0FC,0xF03C,0x3FF0,    /* (0x000) */      
0x0000,0x03C0,0x03F0,0x03C0,0x03C0,0x03C0,0x03C0,0x0FF0,    /* (0x001) */  
0x0000,0x3FF0,0xF03C,0xF03C,0x3C00,0x0FC0,0xC0F0,0xFFFC,    /* (0x002) */  
0x0000,0x3FF0,0xF03C,0xF000,0x3FC0,0xF000,0xF03C,0x3FF0,    /* (0x003) */      
0x0000,0x3FC0,0x3CF0,0x3CF0,0x3C3C,0x3C3C,0xFFFC,0x3C00,    /* (0x004) */      
0x0000,0x3FFC,0x003C,0x003C,0x3FFC,0xF000,0xF03C,0x3FFC,    /* (0x005) */  
0x0000,0x3FF0,0x003C,0x003C,0x3FFC,0xF03C,0xF03C,0x3FF0,    /* (0x006) */
0x0000,0xFFFC,0xF03C,0xF03C,0x3C00,0x0F00,0x0F00,0x0F00,    /* (0x007) */  
0x0000,0x3FF0,0xF03C,0xF03C,0x3FF0,0xF03C,0xF03C,0x3FF0,    /* (0x008) */  
0x0000,0x3FF0,0xF03C,0xF03C,0xFFF0,0xF000,0xF03C,0x3FF0,    /* (0x009) */      
0x00C0,0x00F0,0x3FFC,0x3FFF,0x3FFC,0x00F0,0x00C0,0x0000,    /* (0x00A) */  
0x0300,0x0F00,0x3FFC,0xFFFC,0x3FFC,0x0F00,0x0300,0x0000,    /* (0x00B) */  
0x00C0,0x03F0,0x0FFC,0x3FFF,0x03F0,0x03F0,0x03F0,0x0000,    /* (0x00C) */      
0x03F0,0x03F0,0x03F0,0x3FFF,0x0FFC,0x03F0,0x00C0,0x0000,    /* (0x00D) */  
0x0000,0x03C0,0x03C0,0x0000,0x0000,0x03C0,0x03C0,0x0000,    /* (0x00E) */ 
0x0000,0x0000,0x0000,0x0000,0x03C0,0x0300,0x00C0,0x0000,    /* (0x00F) */


On the other hand, the BG (or SCR data as they call it), has some interesting properties. In particular, the comments denoting the offset from the background start suggest that each 32 tiles are interleaved with data that is 1kB apart when loaded into BG memory, but I can't find any code snippets in the sample software to suggest this is the case. Does anyone have an idea as to what addresses the comments represent, and why they may be interleaved? An address interleave of 32 doesn't even make sense, since BG segments must be at least 64 tiles in height/width.

Additionally, what in the WORLD is up with that second line of comments XD? It looks like DOS gave up and decided to print out whatever it felt like (note I pasted this using Code Page 437. What does Japanese MS-DOS use)?
EDIT: I needed to use Shift-JIS encoding. The translation/proper glyphs on the second line can be found here: http://goo.gl/SzHhLa


/*<<<<<<<<<< SCR DATA from SCG-CAD   SCR2C.EXE ver2.5  by Nintendo R&D1 >>>>>>>>>>*/
/*    žs…Ų(64)   ∆&#937;Ň&#960;ť&#9617;(0)    */

short    scr_saru_bg[] = {
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,    /* 0x0000 */
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x02F5,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,    /* 0x0400 */
    
0x03FF,0x03FF,0x0280,0x0281,0x0282,0x03FF,0x03FF,0x03FF,
    
0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,
    
0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,
    
0x03FF,0x02F3,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,    /* 0x0020 */
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x02FA,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x02F4,0x03FF,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,    /* 0x0420 */
    
0x03FF,0x0283,0x0284,0x0285,0x0286,0x03FF,0x03FF,0x03FF,
    
0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,
    
0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,0x03FC,
    
0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,0x03FF,    /* 0x0040 */


Additionally, I find it curious that the arrays generated aren't const-qualified. I know from experience that gccVB will run out of RAM space quickly if you don't const-qualify data. For those who have used VUCC, does VUCC expect array data to be stored in ROM to be const-qualified?

Perhaps a disassembly is in order...
Edited by cr1901 on 2014/10/7 6:55
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#35
Re: Hi-res VB Beta Logo
Posted on: 2014/10/6 1:09
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Kick. Ass! Mind if I use it for my Focus Screen asset?
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#36
Re: Linux Support
Posted on: 2014/10/3 23:57
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Quote:

blitter wrote:
I've built gccVB 4 under OS X, both PPC and Intel, and combined with Eclipse is how I do all my VB development. The FlashBoy software though is relegated to a PC with I believe a flaky motherboard, so I'll have to find a solution for that one of these days. As far as I know the FlashBoy software is Windows-only, so you'd either have to use WINE/CrossOver or write one yourself-- seems somebody has figured out the protocol... http://www.planetvb.com/modules/newbb ... ost_id=8666#forumpost8666 ...
Has anyone gotten FlashBoy to work using WINE/CrossOver?

In any case, I suppose it doesn't matter- system board was replaced, and now my setup is back to pre-failure state. Lenovo worked incredibly fast o.0;- failure to fixed in 4 days- I'm impressed.
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#37
Re: [SPRITES] Custom Focus Screen
Posted on: 2014/10/1 22:16
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Quote:

RunnerPack wrote:
It looks pretty cool, but it lacks the grid of pixels that make it easier to adjust the focus, and two of the corners aren't as visible, which might make it harder to adjust IPD.

No problem, I can always edit the post later. I'll just open PAINT.NET and... oh... XD

Jest aside, when I have access to my Windows OS again, I'll add an extra layer for the grid BG and make all 4 corner the same. Additionally, the real focus screen has two corners visible for each eye (necessitates two BGs or 16 (4corners*4objects) objects + 1BG).

I don't think Pinta is going to be able to do what I want, but I'll see.
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#38
Re: Get your FlashBoy+ here
Posted on: 2014/10/1 2:07
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Fishbone was cute and fun, Faceball I didn't enjoy too much, but I'm glad it exists b/c it proves a 3d renderer with filled objects for VB is possible.

Bound High was AMAZING. Wish it was released for real (or CIB was still available).

I wonder if a Dragon Hopper prototype will ever show up...
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#39
Re: Linux Support
Posted on: 2014/9/30 0:29
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Quote:

RunnerPack wrote:
Quote:

cr1901 wrote:
[...] my [...] hard drive [...] decided to go kaput, and I cannot reliably boot into it. [...] There is a possibility that I'll be going back to Unix full time.
[...]
Fun while it lasted, but this is beyond my control :/.


I don't get it... are you trying to say that Windows ruined your HDD? If you're going to get a new drive to install Linux on, can you not just as easily reinstall Windows (and the VB dev tools) to it, as well? None of this sounds "beyond your control" to me, so I must be missing something.
I left out some details, but in the worst case, I will have to send out my laptop for repairs- the last time I did that, it took me a month to get everything back to normal prior to my hw issues.

It's less of an issue of reinstalling everything and more that "real life doesn't stop because my laptop is busted." Also, I had a number of things fine-tuned for my UI that chances are will be lost, and will have to do intense Googling to figure out again :P.

I have spare Linux hard drives, so there's no need for an adjustment period- I tuned them/set them up for my preferred use a long time ago :P.

TLDR; I just expect to be busy- and this really wasn't something I needed to break my concentration writing code.
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#40
Linux Support
Posted on: 2014/9/29 21:32
Virtual Freak
Joined 2014/8/31
USA
83 Posts
Long Time User (5 Years)App Coder
Unfortunately, my attempts at VBdev may have come to a screeching halt effective this morning for the time being- either my laptop or hard drive (seems to be the latter, as I'm typing this from my laptop on a different system) has decided to go kaput, and I cannot reliably boot into it.

Right now, I'm backing up everything I can, fearing the worst. There is a possibility that I'll be going back to Unix full time.

So, on that note- has there been any attempt to use the FlashBoy from a Linux system, as well as compile gccVB on Linux? Has anyone attempted to port the ROM padder so FlashBoy will accept the ROM (Linux)?

Does anyone have any starting points? If this is not currently feasible, then for the time being, I'll have to put VB dev on hold.

Fun while it lasted, but this is beyond my control :/.
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