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Understood
@e5frogRegistered January 5, 2010Active 4 years, 5 months ago
521 Replies made

GeoAnas wrote:
I see… I already have a Gameboy Player for my GameCube. Nintendo released a “Gameboy cart player” for every console she made, except for VB !

Really, where can I find a the GameBoy player for NES?

Perhaps a GameBoy emulator would be closer to what would be possible…

Get the rights from Nintendo and make an official release – that would be really neat!

… or make them “off the record”.

Hideyuki Nakanishi made it but since he doesn’t have the copyrights he couldn’t (wouldn’t) release it himself – and probably Planet VB isn’t allowed to do that either (unless they have asked for permission from the copyright holder) so don’t tell anyone. 😉

It would be fun if PVB could get the copyrights for it and include it on future FlashBoy releases.

I suggested that other emulators could use checksums to check the roms – so you know if you have a verified good rom or not. But seperate tools like the “goodtools” work also I guess.

… and I also think it’s time to let VIBE loose. But perhaps there’s a certain Apple-fan with a certain rare prototype that needs to be punished?

I’ll give it a 6/10. 😉

… and a wider play area, and soundeffects, and 3D effects… 😉

What’s the plan, are higher levels supposed to be faster, wider play area, different types of enemies?

Yes, I didn’t mean that it would block them, but rather notify the user to when they’ve stumbled upon a non-verified dump.

When I last checked the “Goodtools” were wrong about some roms, at least one that was set to verified was actually a bad dump.

Well, it’s not really a dump but a compilation from the original code.

Well, if it’s for historical reasons – be sure never to change it… Make people run the emulators for PC instead – that will teach them!

It would be nice to see a similar feature in other emulators though, checking the CRC:s for known good dumps. That would help keep away hacked or faulty software.

I’m testing it in RealityBoy 0.84, but there’s no visible ball…

Occasionally an alien just disappears.

I also noticed that they don’t drop bombs on you unless you move.

I re-downloaded RealityBoy from here:
http://www.goliathindustries.com/vb/VBDown.html

… and the ball appeared!

But the front end wasn’t the same anymore – do we have another version somewhere here?

Nice flow, the aliens should move all the way to the edges before turning though, and the bounce on the left wall is a little glitchy, there’s a speedboost before it returns to normal speed.

I’m very impressed though!!

A lot bettter, the row breaks on “COMPETITION” and the web-address weren’t that nice though.
cc10.planetvb.com on one row would perhaps be enough, still miss some VB sounds. 😉

Didn’t Kri55e run it on real hardware – with a FlashBoy?

GREAT JOB!!!

Yup, if you have nothing else to do.

That helped – I got it to start – thanks!

VBjin is missing some key features, shutting off anaglyph mode and change the colors of the anaglyph mode. Now it’s just set to red/blue. Other than that I agree that it’s slow.

Yes, keep it short, no one really has the interest to stare at a scrolltext for four minutes, unless it’s 1987, on a C64 and if it’s a erotic novel or something like that… 😉

Some good video recordings of other homebrew would be nice, Mednafen seems to have an option to record video but I can’t get it to run – guess I should try connecting a gamepad/controller and see if it helps.

Well, ESC actually does nothing.

Is there any documentation somewhere over the keyboard codes in the cfg file, which code corresponds to what key. Since there are keycodes as high as 302 (that’s the highest I found during a fast check) I’m guessing there’s some odd way of decoding them. How many keys are there really in a keyboard – not more than 105 standardbuttons, right?

Is there perhaps some on-line page where I can check these keycodes?

I’ll give this GUI a try then:
http://forum.fobby.net/index.php?t=msg&th=487&start=0&

EDIT … and that can’t really be recommended, it didn’t help with the keymapping at all.

I changed the “Configure buttons on virtual port 1” keyboard code to key 8 instead (56) – it didn’t help.

  • This reply was modified 16 years, 3 months ago by e5frog.
  • This reply was modified 16 years, 3 months ago by e5frog.

No the help screen stays the same.

In emulation the only keys that seem to do anything is:
ESC (quit)
F1 (help screen)
F5 (state 0 saved)
F9 (screen snapshot X saved)
Scroll Lock (toggle input grabbing (?))
1,2,3,…0,+ and the next key (- on US ´ on mine) (select saved state)
T (debug prompt? #>), quits with (non numeric) ENTER

SHIFT+
F1 (shows three frequencies in the top left corner)
F5 (toggle movie recording)
Scroll Lock (toggle command processing)

ALT+
T (toggle application of cheats)
Enter (toggle full screen)
D (debug, enters assembly language listing)
C (Command prompt for cheats, three options, 1, 2 and D)

left SHIFT + left ALT
(nothing emulation related)

right SHIFT + left ALT
(as above)

left SHIFT + ALT Gr (right ALT)
(as above)

right SHIFT + ALT Gr (right ALT)
(as above)

There’s usually never a problem with using this type of keyboard (Swedish) with US-only software (neither DOS, Windows nor Linux), the mapping is just a little different. Some keys on the right part of the keyboard is mixed up a little, like – * ^ and so. I’m pretty used to using the US-mapping growing up with an Amiga.

Anything else I should try?

Well, the music could be something from a Virtual Boy, and then the whole thing is a bit slow with a slow 4 minute scroller with horrible colors – green on red!?

I liked this 55 second “commercial” about Pong SM that was made for the 2008 Pong SM.

It’s a little bit advanced perhaps but short and to the point, people can get all the details by following a link to the official page or something like that.

Some clip with all anaglyphic VB graphics would perhaps be nice, and maybe a version in just red/black.