Jump to content

jwierer

Members
  • Content Count

    949
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by jwierer

  1. It seems you can still use the keyboard to navigate but for some reason the darn thing crashes when using the mouse commands. It works fine as a debug release. MicroSoft strikes again! According to JagMod(my coding partner), Its works fine on Vista. Maybe someday MS will learn how to develop an OS where there is TRUE backward/forward or whatever ward compatibility!!! Perhaps I should upload the debug version and see if that is causing others issues. GRRRRRR!!!! anyway, thanks for the report Allan. Steve I tested it on Vista and it works fine. What is it written in? You're probably just calling a library that isn't installed by default in XP. Looks like the default MFC icon? -Jeff Yeah, Scott(JagMod) said it worked fine in Vista. I think its the MFC42.DLL. That is the compalint I get in the IDE when I run it in release mode. In debugger mode it works fine. You're probably better off creating a setup project that packages up all the dependencies. With MFC42.dll I believe there were different versions so an XP user might have the DLL, but it be an earlier version of it. It also might be the first of a series of dependent libraries that XP doesn't have by defaul. -Jeff
  2. It seems you can still use the keyboard to navigate but for some reason the darn thing crashes when using the mouse commands. It works fine as a debug release. MicroSoft strikes again! According to JagMod(my coding partner), Its works fine on Vista. Maybe someday MS will learn how to develop an OS where there is TRUE backward/forward or whatever ward compatibility!!! Perhaps I should upload the debug version and see if that is causing others issues. GRRRRRR!!!! anyway, thanks for the report Allan. Steve I tested it on Vista and it works fine. What is it written in? You're probably just calling a library that isn't installed by default in XP. Looks like the default MFC icon? -Jeff
  3. Yeah I noticed that after I posted it. It will be fixed in later releases. -Jeff
  4. For the board with the green screen try taking the ram (row of small chips on the left) from the board where the controller doesn't work and see if that's the problem. If that doesn't work, you could also try replacing the larger IC's one by one between those two boards. On my 5200's the ram was the most common problem causing a green screen. -Jeff ram was fine, the 4 main chips in the middle the 4 bigs ones!!! the top left one near the cartridge slot, that one did not work on the one with the bad controller port and no sound. but the good one did on the 5200 with the green screen.......well yes and no. it didn't give any pic at all but a black one. so i started looking around the board somemore "the green screen board" and i saw a burn mark right underneth the cart slot. not the side where all the chips are but the other side. i took pic of it but my digycam is a pile of crap. So is there any thoughts on what could be wrong with the 5200 board that has no sound and player 1 port isn't working??? I've used the field services manual with some success available from here. For sounds try swapping out the Pokey between the two units that are semi-working. -Jeff
  5. For the board with the green screen try taking the ram (row of small chips on the left) from the board where the controller doesn't work and see if that's the problem. If that doesn't work, you could also try replacing the larger IC's one by one between those two boards. On my 5200's the ram was the most common problem causing a green screen. -Jeff
  6. If you just go to your bB folder and type 2600bas <path of .bas file> what happens? -Jeff
  7. Well I tried it with DASM missing and this is the error you get so DASM must be installed, but not working. Compile started at 11/2/2008 7:57:36 PM Compiling F:\Emulation\VisualbB\Packer\Packer\Packer.bas [color="#FF0000"]Could not locate the DASM Assembler. Please check your settings and try again. Precompilation failed, aborted at 11/2/2008 7:57:36 PM[/color]
  8. It's compiling, but not assembling. If it were you would see something like this. 2600 Basic compilation completed. DASM V2.20.07, Macro Assembler ©1988-2003 bytes of ROM space left 91 bytes of ROM space left 91 bytes of ROM space left Compilation completed at 11/2/2008 4:30:06 PM view output file:///F:/Emulation/VisualbB/bB/samples/bin This means that DASM is never run as if it's not installed, or installed incorrectly? -Jeff
  9. Compiled, but with or without errors? You can always right click on the project and select browse in Windows Explorer to see if a bin file was actually created. If it compiled correctly then there should also be a link in the information pane. -Jeff
  10. If you know the music webTune will gets you closer. (correct link) -Jeff
  11. Sure send me the details. I'll see what I can do. -Jeff
  12. That would be useful, but I don't need to use another editor to generate a .lst file. Take a look at this post: http://www.atariage.com/forums/index.php?s...t&p=1520604 I did what SeaGtGruff said and I get a .lst file every time while still using VbB. If VbB could give me an easy way to turn it off and on, that would be nice, but for now I have it fixed so I always get those files. I could add a feature allowing you to select an alternate batch file, instead of defaulting to 2600bas.bat. -Jeff
  13. That is freakin' weird. Even when a person doesn't have the correct files to run a .bas file, the .bin file usually works fine. The only thing I can think of would be for you to make sure the Type setting under Game Properties is set to Auto-detect. That's how mine is set and the .bin file works fine. If that doesn't help, maybe somebody with a huge brain will pop in and figure this out. It works fine for me? -Jeff
  14. It appears to work, though if you want your colors as described then COLUBK = $00 and the pfcolors should be $0E. Also the way the logic currently stands the mouth never fully closes. You could change too loop1 frame = frame + 1 if frame > 11 then frame = 0 on frame goto skull1 skull1 skull2 skull3 skull4 skull5 skull6 skull5 skull4 skull3 skull2 skull1 -Jeff
  15. New build posted to first post Here is a list of new changes First based on feedback, setup and configuration needs to be easier. This is accomplished through A wizard based configuration for first time setup. For first time VbB users a wizard will launch walking you through the essential settings to get started. When you go to the configuration tab you can hover over any setting and get tooltips for each settings We now have help, what actually a configuration guide. Big thanks to Random Terrain for writing an online guide to VisualbB available here. Other changes Dialog boxes like Find, Palette, Score Editor, Sprite Animator, etc... would not remember their position. Quite annoying actually. VisualbB now remembers these. Variable GIF animation speed. Now when you save an animated sprite you can choose the delay between frames Improved preview playfield in emulator. Now you have the choice to select Standard Kener No_blank_lines Aspect ratios for playfields and sprites look more like they do in emulation You can now show/hide the Information Pane at the bottom File and Project deletes default to the Recycler Bin. In case you delete something you can now restore it Printing now works. If you tried printing before it would only print the first page. Works as should now. Enjoy, Jeff
  16. Something like that came up before. I think the idea of using an image to ASCII converter would be easiest way to achieve a playfield or sprite import. -Jeff
  17. In case you want to see the comments .99b is still linked off batari's blog http://www.atariage.com/forums/index.php?a...;showentry=1280 -Jeff
  18. I agree setup is probably not the most user friendly. I should probably launch a wizard that asks a series of questions for the novice so they aren't confronted with a configuration screen that won't make sense at first. RT is correct that the editor was meant mostly for editing, copy/paste, & undo of small sprites. Basically there is pain when you try to do diagonal lines. I could change it so there is a select mode/edit mode, but I'd have to check how much that breaks the undo functionality. -Jeff
  19. Doh! I forgot to update the build number. I just uploaded the correct binary to Post #1. Technically speaking it's the same functionality with the correct build number. Sorry, Jeff
  20. Here's a small update with some new features and bug fixes. New build posted to first post [New] Added Score Table Editor for editing score_graphics.asm [New] Sound Editor will launch ToneToy if an emulator is set and ToneToy.bin are present [improved] Playfield Preview should work better for larger playfields [bug]Hitting Compile when no code is open generates unhandled error [bug]Index 0 is out of range error when closing VbB occurs when only one emulator is set [bug]Debug Cyclescore Compiler Directive missing from Command List [bug]Save All gives "object reference error" when playfields are open And perhaps a few things I've forgotten. -Jeff
  21. I think I posted this before. Creating_7800_32K_EPROM_Cart.pdf -Jeff
  22. I've been meaning to update HOM3 for a while. Here is the latest. [New] I rewrote the rom loading code to be more efficient and multi-threaded. That means for those of you with modern PC's with multiple CPUs or cores, loading larger roms should be significantly faster. For the rest it might be marginally faster due to optimizations [New] You can copy sprite data into Visual bB format. Therefore if you want to grab a sprite from your favorite game and reuse it in a bB game you need only copy and paste [New] Supports multiple emulators. Therefore when you switch between hacking atari 2600, 5200, 7800, colecovision etc... you don't have to keep switching emulators you just choose from a set of pre-configured ones I might have made other changes, but I don't remember. HOM3.030.zip -Jeff P.S. Perhaps this should be pinned so others can easily find it?
  23. Yes that's actually by design. If you try to preview a standard kernel playfield in a multisprite kernel or vice versa you'll get some interesting results so you want to make sure you choose the correct one for the type of playfield your using. Even then it won't be perfect because I use a very simple project that might not set the correct dimensions. I guess I could modify it to support custom options, but if you need anything other than a simple preview you're better off creating a project and dropping the playfield into it. -Jeff
  24. Yeah I can't understand why people pay for the pirated DVD (movies and games), but I often see people guying them in large quantities. I don't even own a gaming system from this century so I couldn't say if they legit or fake. Lots of things you buy in China are outright fake. The famicom cartridges usually work, though you do need an adapter to get them to work in a standard NES. My point in this thread is that these 9999 in i carts are readily available and not worth that much. Even in Chinatown in NYC I believe I found the same lot for $5 a piece. -Jeff
×
×
  • Create New...