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Understood
@abarth • Registered January 27, 2024 • Active 2 hours, 56 minutes ago
361 Replies made

Is this also shown here (minute 1:54 and 2:12)?

Another release (now V0.5) with the following changes:

– based on new VUEngine showcase, core and plugins (from 2025-01-20)
– street and tunnel entities with shorter meshes
– tunnel lights modified
– street entities added between complex entities to make it easier for the VIP
– moved some entities around
– show fps via left-trigger, hide fps via right trigger
– start background music via A-button, reset music via B-button
– production site entity reduced by 48 meshes

The scenery now runs quite good, entities do not flicker or disappear anymore thanks to the updated core from the VUEngine team.

I am not sure what to do next, since I have still no clue how to program virtual C.

Sceenshots are the same for this like in the post above since no visual change in the entities have been conducted.

A dream would be to have collisions active, but as I said, I have no clue.

  • This reply was modified 1 year, 9 months ago by abarth.
  • This reply was modified 1 year, 9 months ago by abarth.

Here are two pictures of my virtual boy after replacement:

Nope, didn´t ask this one. Perhaps those games are the first with 16Mbit and SRAM save function? I don´t know.

I believe them that they have this contact. But why should the contact release suddenly those two games this year? Why didn´t he do this the 30 years before? That is somehing I don´t understand and seems to me quite arbitrarily. That is why I doubt that something will happen this year.

I got also notice from Vintex via mail after asking. Yes, they plan to release both Dragon Hopper and Zero Racers this year, but the final say has the contact person they have.

Currently moving my scenery over to the new core of the VUEngine.
Now the entities are shown correctly from every angle!
Here are some screenshots taken from the real hardware.

No, I don´t believe it. And why should one need a new PCB design? Are those games bigger than every other game? Simply, no.

But I would be glad if I am wrong…

  • This reply was modified 1 year, 9 months ago by abarth.
  • This reply was modified 1 year, 9 months ago by abarth.

Thank you very much for this exhaustive description 🙂
Looks like your collection of VB stuff is way more completed than Nintendo´s 😉

It was already included in the VUEngine Studio build, I only added it to my scenery.

Thanks for the kind words!

A small update, now it is version 0.43:
– Pause screen added (press Start to bring it up and close it)
– Airplane added
– Warning screen adapted

The pause screen also acts as re-initialisation of the camera, in case you got lost 🙂

Thanks for the price listing, just ordered 4 lenses 🙂

Very nice! Luckily I have two good looking lenses, but this looks really tempting, especially with the walls being non transparent.
Can I ask how much is a pair? I could not find a price.
Or should I use the order contact form?
Shipping to Germany won´t hopefully be not that expensive.

Another update with the following changes:

– now three types of streets: streetend, streetinclined and street
– christmas tree added
– inclined street added
– colliders disabled for the time being for each entity to save memory
– production site added
– viewpoint area added
– church added
– power cable entity now with 4 cables
– left curve inclined added
– footpathes added to production site, church and houses
– road closed barrier added

Problems:
– Christmas tree, watertower and church are only shown occasionally (don´t know why).
– Some chrashes when too much wireframes are to be drawn at once (e.g. church and road cloased barrier)

Regarding the viewpoint area which is higher than the normal area:
Press select to bring up the camera position. Rotate y until it is 256. Then rotate x (right d-pad), move backwards to go higher, then rotate x until it is zero again. Then move forwards.

Again, if anyone can make a HF32 label this would be great 🙂

Nice! Thanks for sharing 🙂

Has anyone ever tried out the Virtual Bowling debug mode access with select during startup which is mentioned in the first post and also available for download here on PVB?
It does not work on my HF32 flashcart…

Thank you very much 🙂

I have a few more ideas to “complete” the scenery.

I am not sure though how to add additional “real” gaming content to it.
Also I hope that someone (Jorgeche?) can implement (or show me how to do) collision layers, so that the camera does not protrude things.

As like above only 2 attachments are visible, that is why I post this here again.

Here is an updated version 0.3 with these changes:
– left curve added after tunnel
– emergency exit added to tunnel
– street added after left curve
– new VUEngine core and plugin as well as showcase project from Jorgeche implemented (as of 12-12-2024))
– implemented the settings for streaming and interlacing for the wireframes as proposed by Jorgeche
– power poles after the left curve
– tunnel and street entity reworked with shorter meshes
– power cables between the power poles
– watertower added

Controls are the same like in my first post.

Again, be careful: the game is far from running perfect, it crashes and slows down.
I tried several streaming, view distance and interlacing settings but I don´t get it better.
The watertower also tends to disappear suddenly.

PS: I still hope someone can do a HF32 label, that would be really neat!

Okay, thanks for the link, I will think about it.

Thanks! But I hope that the hopes are not too high. As I said multiple times before I can only add new objects to the wireframe stage. I can not add more functionalities to this world, at least not without any help. I have no clue in which direction all this goes.

  • This reply was modified 1 year, 10 months ago by abarth.