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Understood
@abarthRegistered January 27, 2024Active 5 hours, 58 minutes ago
272 Replies made

Two player mode would be cool for the VB version too 😉

@norty:
I have asked them last week, they told me: “… getting close to the big day. The final bulk of PCBs came last week.”
They start building as soon as they can.

So nothing really new here 🙁 Don´t know if they have the ROMs (Dragon Hopper and Zero Racers) already but I doubt it.

UPDATE with regards to V1.33:
PLEASE DISABLE AUTOMATIC PAUSE FUNCTION FOR BOTH PLAYERS! IF ENABLED (EVEN FOR ONE PLAYER) THERE ARE SEVERE GLITCHES.

Perhaps this is also valid for older versions. When I tried the game alone on two systems I always chose automatic pause function off, so I don´t know for sure. But it is likely. So please set the function to off.

There is a tiny update to Version 1.33:
Change notes:
– ball speed reduced in 3rd multiplayer stage (hard mode)
– confirm sound added to title screen when choosing a stage
– small corrections in 1st and 2nd multiplayer stage where the invisible obstacles were already hitable before their actual appearance
– Chalvo is visiting the 3rd multiplayer stage! But he doesn´t like to be hit by balls, so he disappears when he is touched by the ball. But he then appears again with another face later on. Can you get all four Chalvo faces? (Chalvo stays the same when not being hit in the set time frame).

As always there is a bug. When playing the 3rd multiplayer stage in multiplayer mode for the 2nd player Chalvo sometimes does not disappear after being hit, instead he vanishes only when the ball touches him again (but the ball then passes through without deflection). It does not obstruct the gameplay, but I wanted to mention this.

Since my brain is too small to understand the engine it is like it is.

Quick update:
I changed the FM16W08 FRAM to FM18W08 FRAM on the Fishbone and on the Virtual Picross cartridge.
Sadly it still does not save progress, neither for Fishbone nor for Virtual Picross.

That is great news! Thanks for sharing.

To not lose my knowledge to these save patches I have a summary:

Save patches Jack Bros 1.4, Red Alarm 1.2, Space Squash 1.2, Bound High 1.0, Vertical Force 1.1, Nester´s Funky Bowling 1.0 seem all working fine.
V-Tetris 1.1 only saves in mode a and freezes during erasing the save by pressing L + R + Left D-Pad Down + Right D-Pad Down on the title screen.
Waterworld 1.1: reset highscore does not work, but the highscore saves.
T&E Golf 1.1: on my reprocard L+R buttons are mixed up.
Mario Clash: only the latest 1.3 patch (from Github, 7th of May) works correctly without highscore mixup and so on, and it saves the the last successfull level, so if you have reached level 30 and then play level 20 again during next startup levels up to level 20 are selectable.

  • This reply was modified 1 month, 1 week ago by abarth.
  • This reply was modified 1 month, 1 week ago by abarth.
  • This reply was modified 1 month ago by abarth.

A new release!
Pong Ultimate V1.3

Change notes:
– Multiplayer stage left to right and top to bottom have no dwarf boxes anymore, instead after 90 seconds (60 seconds for the top to bottom stage) arbitrarily spawned invisible obstacles are added (two in total per stage, not near the paddles but in the half nearer to the obstacles which are already present from the beginning). A sound is introducing the new obstacles, and in the left to right multiplayer stage a note says “invisible obstacles added!”.
– New multiplayer stage! Now with two controllable paddles. Player 1 defends left and upper left area, player 2 right and lower right.
– Reworked title screen

I have tested all three multipayer stages and they are stable as far as I could test them.
The singleplayer stages still have the arbitrarily spawning post-process effect boxes, since there the effects are working.

I have added a padded ROM with 16Mbit for flashboy users.

Have fun!

Another one, this time Fishbone (early rumble build).
In this case, the FM16W08 FRAM does not save 🙁

I have tested the V1.22 with a friend over one hour in multiplayer mode.
We came to the conclusion that it is not very stable with dwarf mode enabled.
That is why I will make a V1.2X where dwarf mode in multiplayer is disabled.
But instead it shall spawn new obstacles, to make the stages harder and harder the longer you play.

In short: the most stable version at the moment (in multiplayer mode) is V1.1

EDIT: I have learnt the following: randomly spawning boxes spawn differently in multiplayer mode, i.e. player 1 has different box locations than player 2. That leads to activating and disabling of post-process effects at different times, which then creates artifacts and crashes during play in multiplayer. Hence V1.2 should also be stable, because there the boxes have fixed positions.

EDIT: V1.2 was also not stable.. But see new version V1.3 🙂

  • This reply was modified 1 month, 3 weeks ago by abarth.
  • This reply was modified 1 month, 2 weeks ago by abarth.
  • This reply was modified 1 month, 2 weeks ago by abarth.

I will get a boxed version of this game soon, I can then upload scans of the manual. Seems like there is still no upload here on PVB.

I asked Vintex again. They claim that they will get the ROM in 1 or 2 months.
I really hope that this is true.

Another reprocard, this time Formula V demo 12 (16MBit).
This time again with FM16W08 FRAM, which saves in this game again 🙂
So one can play against ghosts of your best lap in time trial.

A tiny update:
Pong Ultimate V1.22

Changes:
The post-process effect boxes now spawn randomly with each start of a stage.
They should not spawn in walls, paddles or obstacles though (if I calculated everything correctly).

Unfortunately I have encountered two crashes during multiplayer test. I am not sure if this is because of the newly added bits of code or if this was also the case and I was only lucky during testing of the previous version.

Nevertheless, I hope that one has fun with this new version.

And of course thanks to Jorgeche and SylvainRx for helping me again with the coding 🙂

  • This reply was modified 2 months, 1 week ago by abarth.

Built my own reprocard today 🙂

I don´t know if this information has been shared, but ThrownAway had posted the known bugs in the Discord-channel:

ThrownAway, 21.08.25:
There’s a few distinct things that give me this impression – and none of them negatively impact gameplay much at all.
1- there is no soft reset (L+R+A+B+Start+Select) built in to the ROM, so choosing a different game mode requires either completing the baseball game you’re in, or hard resetting the console
2- the announcer’s heads for the Sports News segment after each game disappear for a second after hitting A to continue to the next screen
3- after the credits roll upon beating the Pennant Race, the game does not loop back to the main menu, so you have to turn the VB off then back on again.
4- the Virtual Boy eye adjustment screen is flipped from the regular orientation of all other retail releases. This is only noticeable if you close one eye during the calibration screen and doesn’t have any impact, but it is interesting
5- the functions of the buttons Start and Select are swapped during gameplay. To switch a pitcher/batter, you hit Select during the game to bring up the menu, and you hit Start to go to the Virtual Boy eye calibration screen.

Another reprocard completed today:
Virtual League Baseball 2!
ROM was from PVB (obviously ; ), genuine connector and FM18W08 FRAM.
It plays fine, FRAM seems to save correctly, at least what I could quickly check via “Team Edit”.

Thank you!
Regarding the comment “GB Emu v0.3 can’t save, also sound is generally poor”:
It saves, by pressing “R”, see last comment here:

Does the Gameboy emulator for VB (GBEmu) work on actual hardware?

Eitherway, I have added 4 games.

  • This reply was modified 2 months, 2 weeks ago by abarth.

Thank you very much! 🙂 🙂 🙂