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Castle of Doom - Virtual Boy

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I posted a playable mock-up of this game over on the Planet Virtual Boy forums, and since it's for the Virtual Boy, and a classic system, I just thought I'd share what little I've done so far and ask for feedback.

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Since Planet Virtual Boy seems to be down at the moment, I've posted the latest ROM you can get here. Not very much has changed, I just added some walking animation, but had a heckuva time getting the stupid thing to work!

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OK, PVB is back up again, and I've got an updated version where I polished the code and the gameplay so it behaves like I want it to (mostly.) You can get the latest ROM here, although there's still only one room and no enemy.

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I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.

I'm having trouble with the enemy collision code, anyone who is familiar with C, can anyone help me make a good collision detection code part?

castleofdoom033010.zip

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That's one crazy programming style you've got going on there. "," isn't normally used to make compound statements. Have a look at how to use "{" and "}" (otherwise known as left/right braces) in a good "C" reference book. Have a look at using arrays too. Lots of "if (room==xxxx)" will get hard to maintain in a complex game.

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Despite my crazy programming style, I think I managed to fix the problem. Check the link in my signature to download it.

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Cool now to get a Virtual boy :ponder: ..... Hours later *face palm*

 

-Darren-

 

Edit: WTF? that page is flipped around?

Edited by Pyromaniac605

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Cool now to get a Virtual boy :ponder: ..... Hours later *face palm*

 

-Darren-

 

Edit: WTF? that page is flipped around?

I suspect that the reversed page is a date driven feature.

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In August 2006, Richard Hutchinson, who also created cool hardware like the VecFlash, a Vectrex flash cartridge, before, started working on a Virtual Boy flash cart based on his Vectrex cart. Now, after more than a year in development, the FlashBoy, the first ever commercially available Virtual Boy flash cart, is finally here, lying on my desk. My review sample is a prototype, but it has the same specifications as the final.

Seems i need to copy &paste to read the page :lol:

 

-Darren-

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Added a few new rooms (5 & 6). Room 6 marks the first appearance of holes. You start on room 4. Again, follow the link in my signature to get the latest version.

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I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.

I'm having trouble with the enemy collision code, anyone who is familiar with C, can anyone help me make a good collision detection code part?

 

Too bad!icon_sad.gif

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I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.

There's been the odd one, but none in numbers. I know Chris (of PVB) is planning a small run of BLOX2. I have the boards and chips here ready (they have battery-backed RAM).

 

If any VB homebrewer wants carts made, I'm up for it :)

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New update. Worked on the collision detection of the walls. Link is in my signature.

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Hey! I'm back working on this again. You can find the latest version here. I've added some animation to the character. If someone would draw me a nice looking bat, I'd appreciate it a lot.

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I changed the bat look and added a room counter. Also, I put the link to the game's website back in my signature. If anyone wants to help with room designs, that'd be really great.

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