Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Wooo! I'm glad to see that retroshark is keeping the tradition going. I won't be able to participate in this one, but I'll definitely check out all of the REAL Game Boy games that you guys make
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Here's a link to my build so far, made during another JAM that began at the same time as GBJAM. Effectively a live demake of another game that our groups was developing at the same time!
Great fun to be a part of and I hope to tart it up some more before the 10th gets around.
http://gamejolt.com/games/biotic-limit- … ion/194998
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That old link won't work anymore and, since the JAM has finished the game is now much more complete. It still needs work on it gameplay wise but yeah, 7 levels, each with a unique boss at the end of them, aaand sampled speech, yay!
http://gamejolt.com/games/biotic-limit- … ion/194998
Quick 'n' dirty playthrough video here --> https://youtu.be/22u7cNH3f3w
Last edited by rychan (2016-10-10 16:30:04)
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Looks good!
I also tried to play wav in a demo and i got the same "pause" effect.
It looks like the vsync is disabled because i can see a line on the top of the screen.
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Yeah, I need to change the method for doing it so it only plays as much is necessary per frame or something. Will have to play around with some demo code sometime to see if it can be done in GBDK
Thanks for the feedback, I didn't notice it on the gameboy screen but yeah, it's definitely present inside BGB.
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Cool.
In gbdk you just move the bkg with this so that the scroll is smooth.
while(1) { SCX_REG++; wait_vbl_done(); //Here you can do heavy tasks, like set_bkg_data, and the scroll will still be smooth if the gbdk code is not too slow. }
Last edited by Mills (2016-10-11 08:18:36)
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It works perfect using the "move_bkg" function. I just used the SCX_REG because the code looks better to me.
The important part is the wait_vbl_done(), depending on where it is, it might produce that lines on the top part of the screen (if the code is too demanding).
Last edited by Mills (2016-10-11 15:05:24)
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Yeah, that can happen if there are over a certain number of elements on screen sadly, it can peak out the cpu on some frames inside BGB.
Thankfully, it's not too noticable in any other form other than slowdown occasionally.
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Amazing game as always Ryan! I don't know how you make games so fast ! 7 unique bosses? damn. Could you explain your random number generation algorithm? Just curious because I haven't found a good way of randomly generating numbers on the GB without using a multiply... which might be pretty expensive. I haven't tested it though because I haven't written a subroutine for multiplying xD
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I'm mostly using DIV_REG nowadays and offsetting it via another unknown, changing variable if required.
I've learnt so many new thins about code optimisation since starting gameboy development, it's been great fun making games to run on the lil beastie!
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