jwierer
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Everything posted by jwierer
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I'd still like to make it work for you on Windows 7 64-bit. If there is anybody else out there using a 64-bit version of Windows PM me and I'll send you a later version to test. -Jeff
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It was both an honor and a pleasure to help out. I am glad you found it useful! -Jeff
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It's the fact that you're using 64-bit. I have it fixed in the latest build. I'll send you a PM that you can try. -Jeff
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Are you running 64 bit or 32ibt? Do you have UAC disabled or enabled? What build of vbB are you using? What is the exact error? I use Windows 7 so I can confirm it does work. -Jeff
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Nope. You'll have to boot into Windows in a seperate partition or use a Windows virtual machine. -Jeff
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As Bob mentioned in his post on FAILSAFE here, I created a game editor for him to use while developing and testing the game. It makes for a pretty good level designer if you would like to create custom hacks or just see the later levels you've been having trouble getting to. You will need to use the final binary available here. Here are the basic capabilities: 1. Editing the playfield for each of the 6 levels 2. Changing the graphics (ex: Playfield, Player, Enemy, Title, etc…) 3. Setting the initial player start position 4. Setting the enemy locations 5. Increasing the number of lives in case the default is not enough! Download FailsafeEd1.0.19.zip Getting started The first thing you'll want to do is go to the settings tab and set the location of your favorite emulator. Optionally you can also set a bit code or hex editor in case you want to make additional changes not available in the editor. Below I am using ProSystem and Hackomatic3. Editing the game field This is the default setting when you open the editor. To begin, Failsafe has six levels. Each level is pretty big and is broken down into 256x11 cells. When you are editing the playfield you will get 3 toolbars with all the items you can place on the playfield. Most of the basic items have a quick key next to the image. There aren't enough keys on a basic keyboard o the final 8 playfield items you'll have to click on the button to place them on the screen. You can also select a range of cells and copy, paste cut, delete, flip horizontally and vertically. Setting Enemy Locations To view the enemies use the menu bar View->Enemy Locations. Each level has 4 sets of enemy locations. A run time an enemy set is selected randomly to keep the game from becoming too predictable. Additionally, you'll notice you get an extra row, "R", when setting enemy locations. This is the random row. Enemies placed in the random row will be assigned a row randomly at run time to further randomize the game. Each enemy set can only have 127 enemies set. The editor provides you a total count and will prevent you from going over the 127 limit. You can copy, cut, past, and edit, but if you hold down the ALT key you can drag an enemy to a different location. Setting Player Start Position To set the player position, use the menu bar View->Player Tank. From there you will see a tank on the design surface. Just grab the tank and move from the current location. Only restriction is it needs to be placed before column 16. Editing Graphics This section is pretty straight forward. Here you can change the playfield, player, enemy, and text graphics. I never got around to modifying all the color palettes, but in general it will automatically change colors for the different items and, in most cases, changing the colors will be reflected during game play. The graphics are stored in two different locations in the game. You can switch to those two locations by changing the bank from 0 to 1. I also have a blog posting on editing the title screen using Hackomatic 3. You should buy your copy of Failsafe now! Enjoy, Jeff
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[VbB problem] Can't open Sprite/Playfield editor
jwierer replied to Glitchy Furrystuff's topic in batari Basic
Are you sure the registry settings were actually set? For example if you're not logged in as a local administrator it probably didn't change. You should open regedit and confirm the following were set: [HKEY_LOCAL_MACHINE\SOFTWARE\VisualbB] "_DEFAULTBACKCOLOR"="06" "_DEFAULTPLAYERCOLOR"="2E" "_DEFAULTPLAYFIELDCOLOR"="00" Also, you have to close vbB and reopen it so it refreshes those settings. In an extreme case, close vbB, kill the entire registry hive for HKEY_LOCAL_MACHINE\SOFTWARE\VisualbB and re-retun vbB. It will recreate it as if you were installing for the first time. In all cases it's been a problem with the registry so I'd guess you're is still not set correctly. -Jeff -
I hope your bitmap kernel gets formally included. -Jeff
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Is this based on your MinGW build? If so, I am still having trouble with it under certain conditions whether on 64 or 32-bit Windows. -Jeff You need to use the latest kernel if using the minGW build. Apparently, the one I posted here is the latest. Let me know if this works. That fixed it! Looking forward to the update. Thanks, Jeff
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Is this based on your MinGW build? If so, I am still having trouble with it under certain conditions whether on 64 or 32-bit Windows. -Jeff
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I agree that would be useful. -Jeff
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Should be. Let me know if you encounter an error. -Jeff
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Are you doing this by hand? Would be easier to use the latest vbb build. By pressing on the keys you can just create the music and it will tell you how many bytes of data it will occupy. -Jeff
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I would guess a friend. Pacfan97 already knows how to use my pacman editor and how to post a file. -Jeff BTW if he just saved it as a .bin uing the same tool it signs it automatically. pacarcade.bin
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It appears all the improvements that went into Ms. Pac-man Arcade got included? Visually Ms Pac-man looks better in this one. -Jeff
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Does that work because those regions are defined as tunnel zones even though there is a maze in the way?
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Available here. -Jeff
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Games I'd like to see ported ove from atari 8-bit
jwierer replied to BiffsGamingVideos's topic in Atari 5200
Demon Attack exists http://gooddealgames.com/inventory/Atari%205200.html -Jeff -
First I think you'll need to turn 18 before you can get a credit card -Jeff
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Saving Sprites/Playfields as images should be easy. Doing side by side development is a little tough. I would just copy the existing playfield into a new one and modify it. -Jeff
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I'd say they cannibalized a label-less Frogger/Popeye. It's quite easy. -Jeff
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It looks like the .NET 2.0 library I am using requires Msvcr80.dll and MSVCM80.DLL. I believe you can get these from the visual C++ redistributable here (2.6MB download). Let me know if that fixes it for you? It looks like these are commonly installed with Microsoft Office which is why I am guessing most folks have not encountered this. There is a library for .NET FX 1.1 that doesn't require those. I might give that a shot and see if it works the same. If so I'll switch to that in later release so you don't require more prerequisite DLLs. -Jeff If anybody else has a problem using Vista or Windows 7 64-bit PM me. I have a version that fixes the problem now. It will be included in the next release. -Jeff
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No such luck. I already had office installed, but went ahead and gave it a shot. On the irrklang site, there's a thread about this problem. One of the developers (maybe, I didn't pay too much attention) mentioned that this might be a bug in the current version. *shrug* Please PM me the thread. Thanks, Jeff
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It looks like the .NET 2.0 library I am using requires Msvcr80.dll and MSVCM80.DLL. I believe you can get these from the visual C++ redistributable here (2.6MB download). Let me know if that fixes it for you? It looks like these are commonly installed with Microsoft Office which is why I am guessing most folks have not encountered this. There is a library for .NET FX 1.1 that doesn't require those. I might give that a shot and see if it works the same. If so I'll switch to that in later release so you don't require more prerequisite DLLs. -Jeff
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Yes. I could prevent that, but I'd need to unblock it if bB supports it at a later date. I am hoping there is a future update where the bitmap kernel is just part of the bB compiler. -Jeff
