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Understood
@benjaminstevensRegistered April 27, 2011Active 1 month, 1 week ago
2,288 Replies made

Lester Knight wrote:

… i do not think the save data area is erased, it is only overwritten if the rom you flashed can save.

Wow… that’s really cool. Didn’t know that.

Mr. Halloween wrote:

How about the loading time? The review said that some games take a minute or two to load, is that every time you turn the VB on with the game on flashboy?

The minute or two loading time refers to the amount of time it might take to load a Virtual Boy ROM from your computer to your Flash Boy Plus cart. Once the game is on your Flash Boy Plus cart, the game will start up in your Virtual Boy system and run just as fast as if it was on a commercial cart of the game, assuming that the ROM that you loaded to your Flash Boy was a successful dump of the game and that you padded the ROM to make the file size 2,048 KB.

Collectors: check out what is included in this bundle by observing pics 2 and 3.

http://page10.auctions.yahoo.co.jp/jp/auction/m110435564

Mr. Halloween wrote:
… So if I switch out Wario Land for another game then I will lose my sava data for Wario and the new game will replace it?

Correct.

morintari wrote:
No I was asking why was the original config different than the standard mario games that’s all.

I’ve never read any statement from anyone on the Mario Clash development team, explaining why they chose the specific button configuration that they did, so I don’t know of an official answer to your question, but it is evident that they wanted to make as much use of the Virtual Boy controller as possible for Mario Clash. I can see why it makes sense to make the L or R button run in Mario Clash, thereby changing the typical Mario Bros. game button configuration where the B button was used both for throwing items and making the player run. The typical Mario Bros. button configuration, thus, didn’t allow a player who was Fire Mario to start running without throwing a fireball, or if the player was already holding an object such as a koopa shell, the player had to keep the B button pressed to keep holding the object and, consequently, always had to be running when holding onto an object. Thus, the Mario Clash button configuration allows the player to hold a shell and change from running to walking without having to keep a button held down and without being forced to throw the held object, so that seems like a reason why the development team would have utilized the L or R button in such a way. Nevertheless, why they chose to make L run and R jump, rather than make both L and R run, is still up in the air. And why they chose to make B jump and A throw, contrary to just about every other Mario game ever made, is also up in the air. It almost seems like they just arbitrarily chose to be different with the A and B buttons for that game.

I recently obtained a very early ad for the Virtual Boy, which I believe is from a magazine that was distributed at the Winter Consumer Electronics Show of 1995. On the side of the page opposite to the Virtual Boy ad, there is a date in the lower left corner, showing that the magazine was published on December 23, 1994. In the Virtual Boy ad itself, the phrase “We’ve come a long way in ’94” indicates that the ad was originally intended to be read at a time when the year 1994 had just come to a close, and the sentence that reads “See it all for yourself at Booth #6950.” indicates that the ad was intended to be read at a time when a person was walking around and checking out booths at a trade show where the Virtual Boy could be seen. All of this points to the Winter Consumer Electronics Show which ran from January 6, 1995 through January 9, 1995 and which was held in Las Vegas, Nevada. Thus, the magazine from which this Virtual Boy ad came was likely handed to each person who came to the trade show as they walked in the entrance, is my guess.

DogP wrote:
Without 3D, it’s not really playable… it’s only good for showing what someone is playing, or grabbing screenshots (though VGA capture isn’t very common, so it’s not too great for that). If you try playing using only one screen, everything will be shifted by the parallax, making everything seem awkward.

This reminds me of something. The Video Boy made by Intelligent Systems, how does it display Virtual Boy games on a television? Does it simply display one of the two Virtual Boy screens, resulting in the shifted-by-parallax problem, or does it somehow correct for this?

DPsx7 wrote:
Did I miss the cart release or is this still just DL only? I think I want this version over the proto version and would prefer a cart depending on price.

No, you didn’t miss this game’s cart release. The next game that is going to get a cart release on Uncle Tusk’s site is the English version of SD Gundam Dimension War. After that, Faceball: Remastered should get its cart release. That might not be for another couple months, though.

Benjamin Stevens wrote:

DogP wrote:
I’d be glad to let you borrow a USB EPROM reader if you’d like to try that.

Sure. I’m curious enough to try it out.

Okay… I’ll test it to make sure everything’s good to go, then I’ll box it up and drop it in the mail. I’ve still got your address.

There is no need to mail me the USB EPROM reader anymore. After understanding that the “0013” on the VUE Sample Soft for VUE Programming was the date code, I decided to lift up a portion of one of the stickers on the Space Pinball EPROM cart, and above the word “SINGAPORE,” it reads: 0034KS

Plus, the fact that the Retrode produced the exact same poor results with the reproduction cart of Space Pinball as it did with the EPROM cart is proof enough to me that the code is going to be shown to be the exact same.

I am still very curious to know if the person(s) responsible for making the version of Sample Soft for VUE Programming on my EPROM cart can be determined based on the resulting machine code. I certainly won’t jump to the conclusion that the one responsible for making the program was also the one who flashed it to the EPROM chip and then made the EPROM cart.

DogP wrote:

Hmm… that looks like a smoking gun there. I think that’s almost certainly fake. As far as I can tell, the M27C4001 wasn’t available until 1998, and I believe the date code on that is the 13th week of 2000 (0013). I’ll try to find confirmation of that though (the datasheet doesn’t specify the location of the date code for this EPROM).

This seems to indicate that the M27C4001-12FI existed as early as 1992:

http://m27.isocomponents.com/PART/M27C400112FI

but yeah… if 0013 is the date code for this EPROM chip, that certainly would be the smoking gun.

DogP wrote:
I’m not sure why you’d be having problems dumping certain carts with the Retrode, but a much easier (and more certain) way to dump the EPROM carts would be to pull the EPROMs and use an EPROM reader on the chips directly. I’d be glad to let you borrow a USB EPROM reader if you’d like to try that.

Sure. I’m curious enough to try it out.

I’m guessing you know that the first, and only certainly genuine Space Pinball prototype cart wasn’t a standard EPROM cart, right?

Yes, I was aware of that. Since this cart in my collection was very likely obtained from the Nintendo Power office, I supposed that the Space Pinball program was flashed to this standard EPROM cart after the design of the Virtual Boy had changed and sent to the Nintendo Power office so that they could run the game on their Video Boy or Virtual Boy systems, all long prior to the release of Galactic Pinball.

That’s certainly interesting about the molding difference in the cart, but I’m not sure that I’d say that it’s likely that the cart would have been used to test sample code early on (before more carts were made with the lettering), and then never used again (and actually have labels printed for the chips, in a similar style to a newer cart). Like KR155E said, there was at least one other version floating around before-hand as well. Maybe someone could verify that it’s not the same as that, and look at the ROM for other clues (I’ll try to look into it if I get a chance).

Assuming that the Nintendo Power story is true, I was simply under the assumption that the Sample Soft for VUE Programming was flashed to this cart and sent to Nintendo Power so that they could view it and/or post pics of it in one of their articles about the Virtual Boy, but it seems that they never decided to use it in one of their early articles. I imagine that the Nintendo Power office received a lot of demos and samples from various places for possible use in their magazines, which were never actually used in articles that were published.

I definitely do hope that you will examine the code and see if it looks familiar to previously known code. From what I have examined so far, the code from my EPROM cart looks so vastly different from the code that has been made available on this site that it looks like two completely different coders created the programs separately and independently of each other.

One certain way that would prove a fake would be to look at the date codes on the EPROMs used. If they’re 96+, they’re fake…

I made a new photo of the Sample Soft for VUE Programming cart, which shows all of the info on the EPROM chip. I’m not sure which is the date code on this chip, though. I’ve attached it to this post for examination by others.

I don’t know what to make of the first three. Maybe they’re real, maybe they’re not. The Jack Bros. definitely looks less genuine than the Panic Bomber, but that could also be that the Panic Bomber label adds an “authentic” feel. Slap a plain sticker on the Panic Bomber carts, and I’d probably say that they all look equally uncertain. If they all came from the same place, and they are genuine, I’d say they would have had to be from a play testing environment. I don’t see any other reason that Jack Bros (Atlus) would have been related to Panic Bomber (Hudson).

Well, assuming that the story about these carts coming from an ex-employee of Nintendo of Japan is true, wouldn’t it make sense that these would have been the carts that Atlus and Hudson sent to Nintendo of Japan, in order to get Nintendo’s approval to commercially release the games?

Attachments:

MasterOfPuppets wrote:
I own a Retrode but haven’t tried to make a plug-in yet. Any chance you could make one for me and I would pay you for it…?

Well, I myself don’t know how to make an adapter for the Retrode, and the one I currently have is simply being borrowed, so unfortunately, I won’t be able to help you there.

KR155E wrote:
Does the one you dumped run at full speed on hardware and has all the objects like the banana? Any blinking or other buggy stuff? I know you said both ROMs looked exactly the same on hardware, but one possible explanation I have is that your version is actually one of the early builds we made with gccVB. To get the demo to compile on gccVB, the code was rewritten and the demo did not run perfectly. I have to find those old builds and do a byte level comparison…

I believe all of the objects are present in the one I dumped from the EPROM cart. If you are referring to the large banana on top of the pillar, yes, it is there. I have never noticed any blinking or buggy stuff when running the program on my Virtual Boy using the EPROM cart. Everything seems to run smoothly and flawlessly.

– – – – – – – – – – – – – – – – – – – –

As for the fifth and final prototype/EPROM cart of my VB collection, unfortunately, the Retrode doesn’t seem to be able to dump it properly. All I get is a bunch of nothing. Interestingly enough, I got the same bunch of nothing when I dumped my reproduction cart of Space Pinball made by the Uncle Tusk team, so something must be up with Space Pinball, where the Retrode just cannot dump it properly. I’ve included the two dumps of Space Pinball in the attached zip file, even though there isn’t really much to examine in either of them.

Attachments:

Lester Knight wrote:
i do believe that all virtual boy dumps are in 2 parts, the even and the odd bytes. you then need to combine them to get a working ROM.

The thing is, though, I’ve already dumped every single cart in my collection, and the 3 Jack Bros. carts are the only ones for which the Retrode produced 2 separate files. In all other cases, only a single file was produced. For these games, the single file that was created is in perfect working order, and one can simply play the game on an emulator or Virtual Boy without any additional work being performed on the file (other than padding the game to get it to play on a Flash Boy):

BLOX
Golf
Mansion of Insmouse
Mario Clash
Panic Bomber
SD Gundam Dimension War
Space Invaders
Teleroboxer
VB Wario Land
Vertical Force (JPN Version, GOOD; USA Version, BAD)
Virtual Fishing
Virtual Lab
Virtual League Baseball
V-Tetris

For the other games in my collection, single files were created as well, but I cannot get them to play on an emulator or on a Virtual Boy as they currently stand.

thunderstruck wrote:
Great work 🙂 You mentioned something about differences between the roms in you first post. I guess those were just garbage in the free sections of the rom then?

Well, I didn’t notice any differences with the Panic Bomber or Jack Bros. protos, but I did notice major differences in the code between my Sample Soft for VUE Programming EPROM cart and the Version 1.0 of the same program found here:

http://www.planetvb.com/modules/games/?t005d

which brings me to the next results:

The brief history that I made about the Sample Soft for VUE Programming EPROM cart can be found here:

http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=21144#forumpost21144

And photos of the cart can be found here:

http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=23909#forumpost23909

Attached to this post are two files, the one being the dump of my EPROM cart and the other being the Version 1.0 of the program, retrieved from this site. Strangely enough, if you run both programs in an emulator or on a Virtual Boy, the programs appear to be exactly the same, but if you examine the code of each program, they are vastly different. I don’t know what to make of it and was hoping others might give some input as to why this might be the case.

First up are the 3 prototype carts in my collection, whose photos can be found here:

http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=24298#forumpost24298

The following is a brief history that I’ve made about these 2 Panic Bomber and 1 Jack Bros. prototype carts, which are currently in my possession:

On March 15th, 2008, PVB User: realwws created the WHOA i SCORED A PROTOTYPE !! thread on this site, which can be found here:

http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=5126#forumpost5126

The information in the above thread reveals that realwws acquired 2 Panic Bomber prototype cartridges via online auctions around that time. [According to VirtualJockey in post # 741 of The Noteworthy Auction Thread, these were auctions that had occurred on Yahoo Auctions Japan. See: http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=17821#forumpost17821%5D

Almost 4 years later, on March 2nd, 2012, it was brought to the attention of the Virtual Boy Community via The Noteworthy Auction Thread that realwws had posted an Ebay auction for a Panic Bomber prototype cart.
(See: http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=17786#forumpost17786)

Realwws mentioned in his eBay auction that the Panic Bomber prototype cart up for auction was just 1 of 3 prototype carts that he had, which were bought from an ex-employee of Nintendo of Japan. Realwws was contacted in order to find out what the other two prototype carts were, to which he alluded in his Ebay auction, whereupon it became made known in said PVB forum that realwws had another Panic Bomber prototype cart as well as a Jack Bros. prototype cart. Realwws stated on March 3rd, 2012 in post # 742 of The Noteworthy Auction Thread that he had acquired the Jack Bros. prototype cart around the same time as the 2 Panic Bomber prototype carts, all from the same seller, so the one who was described in the eBay auction as an old employee of Nintendo of Japan.

In early April of this year, so more than a year after the aforementioned Ebay auction which never found a buyer, PVB User: mawa was reminded of the 3 Virtual Boy prototype carts that realwws still had in his possession, and mawa decided to contact realwws to see if he could make a deal for the carts. Unfortunately, circumstances then soon arose which forced mawa to sell his entire Virtual Boy collection, so he no longer wanted to try to purchase the 3 prototype carts for himself, but mawa still hoped that he could find these genuine pieces of Virtual Boy history a safe home within the Virtual Boy community where they would be appreciated, so he contacted me to see if I would want to purchase them, and I said “sure.” Thus, mawa received realwws’ determined payment amount from me and then purchased the 3 carts from realwws, after which mawa soon put them in the mail to me.

Prior to my receiving the prototype carts, none of these three prototype carts had ever been dumped, in order to see if there are any differences in the code between these prototype versions and the commercially released versions. The time has now come to do so. I’ve dumped the carts and compared the codes and the results are in! And the results are…

There is no difference in the code between either of the 2 Japanese Panic Bomber prototype carts and the commercially released Japanese Panic Bomber cart, and there is also no difference in the code between the Japanese Jack Bros. prototype cart and the commercially released Japanese Jack Bros. cart…

Well… at least that mystery has been solved.

One will notice that for Jack Bros., the Retrode created 2 separate files each time a Jack Bros. cart was dumped. I’m not sure why this happened and was wondering if someone could explain why. I’m also wondering if the files can be merged together, so that the game can be played from these 2 files. Perhaps some of the code didn’t even transfer during the dumping process, though, since the combined file size appears to be too small.

Commanderraf wrote:

…I’ve tried everything I can imagine to unscrew it, but it won’t even move. I am seriously thinking in chiseling a notch on it so I can use a regular screwdriver, but I’m afraid I could wreck the allignment of the delicate opticals of the console.

Anyone has had a similar problem? Any suggestions on sorting this dilemma out?…

I don’t know if my advice is the best to follow, but I had a very similar problem with my first Virtual Boy system, so I will tell you what I ended up doing:

Since I also could not get one of the deep screws to budge at all, I had a friend of mine take a power drill and destroy the very small part of the Virtual Boy housing that surrounds the screw within the deep hole, so that the housing could be lifted off of the screw while the screw remains in its place. Obviously, this means that this part of the housing cannot be screwed down tightly ever again, unless you repair it by some means. Nevertheless, tightening the rest of the screws back on when you are done is enough to keep the housing tight and firm, so it is almost like that screw isn’t even needed anymore.

The internal components of the Virtual Boy are actually a safe enough distance away from the two deep screw holes that you don’t have to worry about hitting any of the internal components if you send a power drill down one of these holes to do its dirty work. In my case, this did not mess up the alignment of the inner mirrors at all. So long as you do not violently bump or shake the Virtual Boy during the drilling process, I think the mirrors should remain aligned just fine as they did for me, if you should decide to end up taking this route.

Dor-Si wrote:
I recently had the good fortune to stumble upon a boxed soft case reincarnated as a 32-Bit System Transporter…

The image on the front of the box sure helps to show that a Playstation system didn’t belong in the case originally. It looks like it doesn’t even fit in the soft case properly!

morintari wrote:
Ben, you know what the worst thing about that Jacket is, That to keep it nice you can never wear it.:P
>B

That is especially true since the jacket is one size too small for me…

UncleTusker wrote:

Lester Knight wrote:
it is nice to see this finally get released. 25 lucky collectors will surely enjoy this. after it sells out will the manual and hint book be made available to the community?

If all parties that helped don’t mind their work being out there then shouldn’t be a problem.

I’m fine with everything that I have submitted to you being released by you whenever you like.

bigmak wrote:

1. Faceball: Remastered
2. Fishbone
3. Space Squash

If so, does this mean that I can expect a deadline for the Space Squash Instruction Booklet to be more than several months from now? I’ll try to get one done for Faceball: Remastered within a month or so, and I’ll try to make it as different as possible from the one for the Prototype version, so that people have something new and exciting to look forward to.

Yea..with Gundam coming first…maybe 1.5 – 2 months in-between releases. Or, this was my thoughts.

-Eric

That sounds like a good timeline. Then since Faceball: Remastered won’t be released until 1.5 to 2 months after SD Gundam, I won’t worry about working on the Faceball: Remastered Instruction Booklet until about mid-July. I’ll be very occupied with other things until then.

I just sent the finalized English instruction booklet file for SD Gundam Dimension War to UncleTusker today, so that is now crossed off the list.

Is this the correct order for the next releases?

1. Faceball: Remastered
2. Fishbone
3. Space Squash

If so, does this mean that I can expect a deadline for the Space Squash Instruction Booklet to be more than several months from now? I’ll try to get one done for Faceball: Remastered within a month or so, and I’ll try to make it as different as possible from the one for the Prototype version, so that people have something new and exciting to look forward to.

morintari wrote:
Hi Guys this may be a stupid suggestion but I was reading the forum and one guy said that he knows another guy they hang out sometimes, and he fixed 3 of his VB’s for him. I got to thinking I wonder how close we live to one another. So what if we could register our addresses w KR155E under a location tab in our profile it of course would be confidential. And the site could tell us if there were any VB users within 100 miles of where we live. The address remains confidential and we could then choose to talk to that person via chat and get to know them better then one day when we get the link cable we might be able to get together and play a game or two. Just a suggestion I hope it’s not too foolish.

Even if I lived 10,000 miles from him, I would certainly want to hang out someday with the Dragon Hopper owner.

Is it correct that the original title screen in SD Gundam Dimension War, which contains the Japanese characters for “Gundam,” has not been altered in anyway for the English version of the game that is going to get the cart release soon, or is there a surprise waiting for everyone?

I need to know since a screenshot of the title screen will be appearing in my instruction booklet, and I want it to be consistent with what appears in the released game.