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Topics - Guadozoku

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Gaming Discussion / Japanese Bases Loaded 3, unemulated sound chip?
« on: December 10, 2019, 06:11:31 am »
I remember trying the Japanese version of Bases Loaded 3 (moe pro yakyuu 90 kandou hen) on emulator a while back and being surprised there was no voice in it. I recently bought a Famicom and the cart, and found that there's voice in our, and it sounds very clean. Also many of the sound effects sound different and better. Is there an unknown or unemulated sound chip in the cart?

2
Programming / GBDK set_bkg_tiles
« on: December 24, 2014, 02:18:57 am »
I'm really having it out with this function. I got a scrolling thing going with collision detection, but I'm VERY limited now. I can't choose where I want to set the player or load any part of the map besides the top left. I can just put the player sprite where I want of course, but I'm trying to be somewhat professional about this, so I'm sticking it in the middle of the screen (at 72,72) and moving the map around it, like a GB game or the ship on Futurama.

The command is: set_bkg_tiles(0, 0, 50, 50, Testmap);
The first 2 are the tile axes to place the map,
the second two are the size of the map
Testmap is the name of the map

The problem is that if I change the first 2, I just get garbage in some parts of the screen. If I change the second two, the whole map is warped. I've seen people point to a certain point in the Testmap array, like Testmap[50], but for some reason that screws up what tile is loaded in what spot.

I'm pretty sure that this is the biggest hurdle for a LONG time in learning GBDK (except for sound, which I'm leaving for last and dreading) Can anyone help?

3
Programming / GBDK Maps bigger than 32x32
« on: December 22, 2014, 01:37:33 am »
set_bkg_data(0,40,TileLabel);
set_bkg_tiles(0, 0, 50, 50, Testmap);

I'm using GBDk, and I made a map that's 50x50. I made scrolling routines and ran the program, but the map only goes to 32x32 then loops. Is there any way to have maps bigger than 32x32? I assume every GB game ever made has used them otherwise all levels would be really short. What can I do?

4
Programming / What's wrong with this Atlas script
« on: May 19, 2014, 12:37:33 pm »
Here it is, but it says I need a JMP command... help

#VAR(tbl, TABLE)
#ADDTBL(tbl, "oni3e.tbl")
#ACTIVETBL(tbl)
#JMP($37E02)
Party
#JMP($37E0a)
Arte
#JMP($37E10)
Use

5
Personal Projects / Cosmic Fantasy Stories - Looking for a Hacker
« on: February 14, 2014, 02:12:59 am »
So I got this full script of the Cosmic Fantasy 1 half of Cosmic Fantasy Stories lying around, and I'd like to know if anyone's interested in putting it into the game. I have the script here, and there's some hacking info as well. http://www.sega-16.com/forum/showthread.php?26705-Cosmic-Fantasy-Stories-translation&p=642074#post642074

6
Programming / Easy program to copy only part of a file
« on: March 21, 2013, 11:45:47 pm »
I'm looking for an easy way to copy only part of a file (c004 to 2c004) to another file without doing it manually in a hex editor. Anyone know a program to do that? I tried Google, but couldn't find one.

7
Programming / Playing sound in GBDK
« on: December 30, 2012, 12:29:08 am »
I'm giving some Game Boy programming a go. My C knowledge is hardly what it should be, but I don't understand how to do sound on this thing. Is there any good help out there? The example file is out of my league, so is there any simpler way than all that code?

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