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haroldo-ok
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Okay, here's an example that links up 3 rooms that you can navigate by leaving through the top or the bottom:
https://github.com/user-attachments/files/24585422/VCS.Game.Maker.-.upper.lower...

I just used vgmcheck to test it: https://www.smspower.org/forums/12009-VgmcheckExtractLoopAndTimeInformationFromV...
I took a look at both "Actraiser - Fillmore.vgm" (from SGDK examples) and "golf.vgm" (from "free-vgms") and those were the results:
D:\Pessoal\Util\vgmcheck-2.0>vgmcheck "Actraiser - Fillmore.vgm" --Raw VGM information-- Total samples: 2275559 Total time in mm:ss: 0:51.60 Loop start: 17639 Loop start in mm:ss: 0:00.40 Loop time: 2257920 Loop time in mm:ss: 0:51.20 --Usage in SSBB-- (.brstm conversion) New loop start: 28672 New loop end: 2286592 D:\Pessoal\Util\vgmcheck-2.0>vgmcheck golf.vgm --Raw VGM information-- Total samples: 1693440 Total time in mm:ss: 0:38.40 Loop start: 1693440 Loop start in mm:ss: 0:38.40 Loop time: 0 Loop time in mm:ss: 0:00.00 --Usage in SSBB-- (.brstm conversion) New loop start: 1705984 New loop end: 1705984
It seems that "Actraiser - Fillmore.vgm" has a loop set up on it, while "golf.vgm" does not have a loop. (it's loop time is zero)
It looks like in order to use "golf.vgm" in a loop, it will be necessary to edit it in order to explicitly define loop ponts on it; please see: https://vgmrips.net/wiki/Manual_looping_tutorial
Thanks, sounds like a good idea: https://github.com/haroldo-ok/CVBasic-emscripten/issues/61
I am thinking about making a similar tool for visually generating code for the CVBasic compiler, but its possible that the current approach (individual variables) won't work when one has lots of sprites available. Maybe using a more scratch-like block language would work better on this situation, even though the conversion of the code would have to be less direct.
Hello, again!
Yes, the playfield does have an extra row that only becomes visible after scrolling:
https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfscroll
You can even draw to it using the pfpixel command.
Clever use of this trick can be used to implement infinite scrolling.
Hello!
Hi, sorry for bothering you so much, but this time I just can't figure it out. I'm the one who's stuck and can't see the error or what's happening. Why does the sound from the second routine always play in both routines? All the instructions execute correctly except the sound.
Seems to be that both 'if' blocks are being executed, and both blocks are setting up to play a souns on channel zero; as a result, only the last sound gets played.
One other thing I'd just like to point out. Sometimes I set the backgrounds with a numeric variable instead of a name. On different occasions, the first background is number 0, and on other occasions, the first background is number 3.
I will have to take a look at this later: https://github.com/haroldo-ok/vcs-game-maker/issues/193
Hello, and thanks for your interest!
Hi, it's not that important but I'd like to know why when I change the animation duration and exit the screen it goes back to 10
It just doesn't seem to work. I think I've tried every possible combination.
Yes, there's a pending issue over that, but it is weird that the usual workarounds aren't working: https://github.com/haroldo-ok/vcs-game-maker/issues/174


























