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#1
The "Pineapple 64" thread.
Posted on: 2015/12/23 6:03
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I have a new idea I want to attempt for the Virtual Boy. Basically what you do is explore around trying to find a pineapple. The pineapple is like the Legend of Zelda's Triforce of this new game idea I have in mind. Only it's supposed to be a humorous silly game with silly enemies and other stuff. I hope to begin work on it on January 1, 2016. I'm calling it "Pineapple 64," a callback to when most Nintendo games had the "64" suffix on it, and yes, even though it's on the incorrect platform to HAVE the "64" suffix on it. That's how silly the game is. You guide Quincy Quandorf on a guide to find the pineapple. That's the point. But it will (hopefully) prove hard to do. Not that I'm a fan of hard games or anything. And in this game, I'd probably need to implement saving, so it would need SRAM or whatever, and this would be the first game I would ever program that would need it. Nothing really all that hard to save, though, just what level you begin at, your current health meter and the items you have. To save a game, you'd need to find the bathroom in a certain level and use its toilet. Flush the toilet, save your progress. And I'd only have one save file since, let's face it, how many people who have a Virtual Boy have more than one person who uses it?
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#2
Re: The "Pineapple 64" thread.
Posted on: 2015/12/23 18:41
PVB Elite
Joined 2013/6/17
Canada
1168 Posts
Top10 Poster10+ Game RatingsLong Time User (6 Years)
I really like that idea. The sillyness will definitely make it stand out.
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#3
Re: The "Pineapple 64" thread.
Posted on: 2015/12/23 19:26
Nintendoid!
Joined 2012/3/13
USA
213 Posts
Long Time User (7 Years)
That sounds absolutely ridiculous, I like it.
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#4
Re: The "Pineapple 64" thread.
Posted on: 2015/12/24 20:55
VB Gamer
Joined 2015/8/14
15 Posts
Long Time User (4 Years)
LOL, Pineapple 64 is 32 bit. I like the idea, but it sounds like a n64 game, not a VB game.
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#5
Re: The "Pineapple 64" thread.
Posted on: 2015/12/25 12:55
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
So here is your Christmas present: A first look at Pineapple 64. It's really rough, but bear with me. The collision code that GoSub had I tried to utilize in this game, but I discovered that it only did the first character and not all of them. As a result, I need to know if my code can be altered to bump into ALL characters, not just the first one. (And Quincy can walk around almost everywhere right now on the first screen, including off it.) The zip file attached contains the .vbh, .vb and .c files. PLEASE let me know if the collision code can be tweaked. Right now there's 17 characters, but I can change it to 16 if need be, I know how computers like powers of 2.

Attach file:


zip pineapple64of20151225.zip Size: 26.13 KB; Hits: 157
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#6
Re: The "Pineapple 64" thread.
Posted on: 2015/12/26 0:43
PVB Elite
Joined 2013/6/17
Canada
1168 Posts
Top10 Poster10+ Game RatingsLong Time User (6 Years)
Wow, that was quick! I mean obviously just the beginnings here, but you already have a little intro and everything. Good job!
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#7
Re: The "Pineapple 64" thread.
Posted on: 2015/12/26 16:44
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
Thanks. I worked a little bit more on the beginning screen last night for about 4 hours, trying to figure out stuff. I figured out how to do collision detection on all characters. It probably could be tidied up a lot, but I didn't know how. It's still one screen, though. I put the build on my website, you can check it out here:
http://www.atari2600land.com/pineapple64/pineapple64of20151226.zip
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#8
Re: The "Pineapple 64" thread.
Posted on: 2015/12/27 10:56
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I made a song for the first level. I also tried to normalize the movement of pressing down or up when you are at the edge of something, but it still makes you move left or right by pressing down or up. I tried just about everything and nothing helps, so I think I'll leave it just as it is unless someone else can help me. Other than the song, though, nothing else has changed. I made a website for the game, you can find it here: http://www.atari2600land.com/pineapple64/
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#9
Re: The "Pineapple 64" thread.
Posted on: 2016/1/4 23:12
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I am wondering how I would test the game progress saving aspect of this game. Does a FlashBoy have a battery that I can use with this, or what would I need to do? All I'd need to save is some variable values, so not very much info.
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#10
Re: The "Pineapple 64" thread.
Posted on: 2016/1/4 23:32
Administrator
Joined 2000/1/8
Germany
2516 Posts
Highscore Top10Highscore Top ScoreCoder#1 PosterHOTY09 1stLong Time User (15 Years) App Coder90+ Game Ratings
This code should work on both the FlashBoy Plus as well as emulators: http://www.planetvb.com/modules/newbb ... t_id=18663#forumpost18663

Reality Boy creates a *.ram file next to your ROM which you can inspect in a HEX editor to see if stuff was properly saved.

If it is correct in the ram file it will also be on the FB.

Note that the above code is hackish and only allows using half of the available Save RAM, but it will be more than enough for your needs.
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