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Understood
@abarthRegistered January 27, 2024Active 38 minutes ago
324 Replies made

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 9 months, 3 weeks ago by abarth.
  • This reply was modified 9 months, 2 weeks ago by abarth.
  • This reply was modified 9 months, 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 10 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 10 months, 1 week ago by abarth.

Thank you very much! 🙂 🙂 🙂

Wanted to add another piece of information, perhaps someone is interested in this topic (I also posted this on the Virtual Picross release thread, hopefully this is okay):
I built Virtual Picross with a padded ROM (ROM was extended to 16Mbit via copying and pasting the original code several times via padding tool), genuine connector and FM16W08 FRAM.
The game works, saving does not work.

A side note: Virtual Vibes has the exact same setup, but it saves.

If I am not mistaken, here is a tiny little piece of information on this game:

https://www.timeextension.com/features/i-still-think-the-virtual-boy-was-probably-just-too-ahead-of-its-time-japanese-developers-on-nintendos-most-infamous-flop?utm_campaign=promoted-articles&utm_medium=homepage-listing&utm_source=nintendolife.com

Down in the Masaki Higuchi & Hifumi Kouno, Human Entertainment section there is sadly mentioned the following:

Higuchi: “It must have been saved in some way though, right?”

Kouno: “Maybe, but they’re surely gone by now.”

I am not really excited about this, I won´t buy it.
I play on my real VB unit, instead of using my Switch 2 to play VB games.
But perhaps all this media hype helps discovering new things like information on unreleased games or even unreleased games.

Had this game and release a working SRAM save feature?

Is there a release time for the 21st of September? Like 1 PM CEST?

Thanks for sharing this information 🙂 Very interesting.

I have another release:
Pong Ultimate 1.2

New:
Post-processing-effects added!
Version added to title screen

This release has “items” in the stages which enables post-processing effects like dwarf mode, wobble mode or tilt mode.
One box per stage enables the effect, one box (the one with the cross) disables the effect.
In the multiplayer stages there is only the dwarf effect since the other effects are too heavy on the poor Virtual Boy.

Besides that the release is identical to 1.1, so if someone does not look like the effects one should choose this version.

Know bugs:
-the tilt disable box sometimes disappears when tilt mode is enabled, but it still disables the effect when the disc passes through (the invisible box).
– the effects lower the FPS rate, but everything is still well playable in my opinion.

Just wanted to mention that I built my own Virtual Picross opensource reprocard.
Sadly the save function does not work, although the same FRAM works on another game…
But it is not the end of the world, I just write down manually which puzzle I already solved and which picture was behind it. Thanks again for this game!