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#41
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/2/6 20:56
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Joined 2011/7/1
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I was forced to give it a try yesterday. I like hoe you organized everything and the custom button bar is great. Good job.
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#42
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/9/24 21:15
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I was fixing some stuff on a tool I'm working on today. Therefore I created a little demo in the latest vbde to try stuff out. Somehow I couldn't get the paralax to work. Everything would always stay at p=0. It took forever to figure out what is going on. Finally I noticed that the world.h of the new vbde says:

#define WORLD_GSET(n,gx,gp,gy) WAM[(n << 4) + 1] = gx; WAM[(n << 4) + 3] = gy

instead of:

#define WORLD_GSET(n,gx,gp,gy) WAM[(n << 4) + 1] = gx; WAM[(n << 4) + 2] = gp; WAM[(n << 4) + 3] = gy;

So if you use the latest vbde you will need to fix this.
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#43
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/9/24 22:35
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Thanks for the feedback! I have fixed that for the next version.
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#44
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/9/26 14:21
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Joined 2003/7/26
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You should skip those obsolete (i.e. deprecated) macros and do it the new way:


WA
[n].gx fooWA[n].gy barWA[n].gp baz;


And so on. I'm sure there are many better ways to load World attributes, but for quick'n'dirty projects, this will do the trick.
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#45
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/9/26 21:15
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Quote:

RunnerPack wrote:
You should skip those obsolete (i.e. deprecated) macros and do it the new way:


WA
[n].gx fooWA[n].gy barWA[n].gp baz;


And so on. I'm sure there are many better ways to load World attributes, but for quick'n'dirty projects, this will do the trick.


I know. I like using the old ones when I'm in a hurry. I would either remove them or fix them though. Having something broken there only produces trouble, especially for someone who is new to vb development.
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#46
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2013/10/2 18:33
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Speaking of VBDE's libgccvb, why doesn't it have a bgmap.h? There were some useful macros there, BGM_PAL* if nothing else.
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#47
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2014/12/21 18:30
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Quote:

HorvatM wrote:
Speaking of VBDE's libgccvb, why doesn't it have a bgmap.h? There were some useful macros there, BGM_PAL* if nothing else.


Can you point me to a copy of libgccvb which contains that file? The copy I used as a base for VBDE's apparently didn't have that file and I couldn't find it in any of the homebrews I looked at.
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#48
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2014/12/21 19:15
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It's in the gccVB 1.0 distribution.
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#49
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2014/12/21 20:46
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Quote:

HorvatM wrote:
It's in the gccVB 1.0 distribution.


Thanks! I'll add it.
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#50
Re: VBDE: A Virtual Boy Development Environment
Posted on: 2014/12/21 23:52
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This one has taken me a while, but I am finally wrapping it all up for a proper release of VBDE. So here's the new Preview 5:

http://www.planetvb.com/content/vbde_preview5.7z

This release brings back Cygwin to allow for the latest gccVB patches. Sadly, we couldn't get a working native Windows build.

The good news is, I have recently been working with jorgeche to get the VBJaEngine integrated into VBDE. It's all working perfectly smooth now including a nice, complete Grit workflow. The engine saw a large overhaul and the new version surely rocks! Along with it, we're working on a platformer demo which will showcase the engine usage and (a few of) its capabilities. Both the new engine version and the platformer demo are still heavily in the works and will be released in 2015, though, so these are not included yet. Please be patient. If anyone wants to help out with development, you're welcome. :-)

Furthermore, VBDE now works from anywhere, it no longer needs to be placed in C:/vbde.

Note that *.vbh was renamed to "header". Also, the PVB Framework was merged into the barebone sample.

There should be many more changes, but it's been almost a year since the last release and it's become a bit too late today for me to check. ;-)
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