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Understood
@fire-wspRegistered May 28, 2004Active 1 year, 5 months ago
214 Replies made

All VB games out there are first generation Games only.
The VB has much more potential!

Cool,
this flicker methode is good for people who can not see 3D because of Eye Problems.
The rest per email 😉

this sounds like a new step in VB Developing 😉
btw, david you got the mail i wrote you?

Author: Heppner – Date: 03-06-05 05:31

——————————————————————————–

Fine whatever, but if I do get the real games. I’ll just publically release them myself.

—————-
Lol after you paid 450$ for Space Invaders you will think different

i dont care realy 😉

i dont understand programming at all 🙁

lol

yea this is true, since i have some SNES Eprom Board i bought lots of them.
Nintendo was using the same Eproms for both SNS and VUE boards

Hm this also sounds a bit strange to me.
Somebody who has worked for nintendo in the past will not talk so direct about his work normaly.

mhm this all sounds a bit strange but lets see what will happen 😉

hey guys,
i think much cooler would be a camera like the Gamy Boy Camera but with restlight booster so that you can have a “Terminator View”
I know its not usefull but a nice experiment.

Money is not all…

haben die oder hatten die das da?
hat der email?

so that means they had or have the Faceball game in the office?

naja ein Motorradhelm ist auch nicht leichter…

das halte ich ehr für bullshit….

Software:
3-d Tetris
Galactic Pinball jap.
Golf jap.
Insmouse : No Yakata
Jackbros. us
Mario Clash jap.
Mario`s Tennis us (incl. Demobox)
Mario`s Tennis jap.
Panicbomber jap.
Red Alarm jap.
Red Alarm us
Space Invaders: Virtual Collection
Space Squash
Teleroboxer us
Teleroboxer jap.
V-League Baseball jap.
Vertical Force jap.
Virtual Fishing
V-Tetris
VB Wario Land jap.

(all NEW Condition)

Hardware:
Virtual Boy us
Virtual Boy jap
Virtual Boy Jap gray mosaic box
Virtual Boy US Plastic Case
AC Adapter Tab jap.
Earbuds jap.
Eyeshade jap.

Misc:
Virtual Boy Prototype Controller
VUE Programming Manual + Software

i got a email from Ken Silverman today about porting the Build engine to Virtual Boy…
here is what he has to say:

> Is it possible to port the Build Engine to the Virtual Boy?

Anything’s possible.

> 1Mbyte DRAM … 512Kbyte P-SRAM

This is not enough memory! You will need to reduce the sizes of many
arrays – especially the sector, wall, and sprite structures.

> 4 color with 32 levels of Intensity

Build uses 256 color mode. With only 4 colors, you’ll probably want to
disable shading altogether and draw all your textures from scratch using a
custom tile editor.

> 20mHz

I remember Build used to run on a 486-33 at around 15-20 frames per second.
With shading disabled, and well-written assembler code, it might be ok.

-Ken S.

nunja aber 100% astrein ist diese Methode nun nicht….