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Understood
@kidgamervbRegistered November 9, 2012Active 5 months ago
133 Replies made

Dreammary wrote:
That would be a lot of programming, I think that’s why he chose a small roster. That’s still a really neat idea though, don’t get me wrong.

If the roster is the same size as Super Smash Land then i would still be happy 🙂

Gaming_Comics wrote:
Yes you saw that right! a Virtual Boy based Super Smash Brothers Fan Game! I am currently working on this project but I need some help. I need the following

Spriteworker

Musician

The project will be done in Gamemaker 8.1 as I don’t own a Virtual Boy to play it on, however if everything goes smoothly we might be able to recreate it in the correct program. Please if you are good with any of the things listed above please leave a reply below telling me which role you would like to fill and a link to your discord so we can chat!

Now onto what we have so far, I currently have a few sprites developed for the main menu and whatnot. Below is a list of all the characters I plan to include in the game. Thank you for your time and I hope we can make this dream a reality
Characters

Mario

Wario

Nester

Teleroboxer

This sounds bloody amazing! As a fan of the Smash Bros. series, the sole idea of having a Virtual Boy Smash Bros sound really great! Well, since you listed characters that represent the Virtual Boy era (which is really cool BTW) here’s IMO the full list of what VB characters would appear in the title:

– Mario (Mario Clash)
– Wario (Virtual Boy: Wario Land)
– Samus (Galactic Pinball)
– Nester (Nester’s Funky Bowling) + her sister Hester as a posible sprite swap with the same moves
– Bomberman (Panic Bomber)
– RX-78-2 Gundam (SD Gundam Dimension War)
– Harry (Teleroboxer)
– Chalvo (Bound High!)
– Dorin (Dragon Hopper)
– James Bond (GoldenEye)

My next post should probably be ideas for stages 🙂

HOLY!!! I want to see this dumped online or a least gameplay footage! This is gold 😀

I hope he gets well soon!

Vague Rant wrote:
Hi all. New user here, been reading a while but wanted to register to ask the experts whether they knew of any leftover development stuff in Virtual Boy games. I’m an editor over at The Cutting Room Floor, an open wiki which documents all the fun stuff like debug modes, unused graphics, etc.–basically anything the end user wasn’t really meant to see. We already cover a lot of the things that have been discovered here over the years, like the debug modes in Red Alarm and Vertical Force (you can see our complete list of Virtual Boy games if you’re interested to look at what else is on there).

I don’t own a Virtual Boy myself, so my experience is limited and sometimes it’s hard to say whether something is unused or just not something I’ve seen yet, e.g. these lines beginning at 0xDE472 in SD Gundam:

SELECT GAME MODE
SCENARIO MODE
SHORT SCNARIO MODE
             
SELECT SCNARIO
MISSION 01
MISSION 02
MISSION 03
MISSION 04
MISSION 05
MISSION 06
MISSION 07
MISSION 08

(“SCNARIO” typos in original.) This looks like it might have been a debug level select to me, but maybe it’s just a normal menu you can’t see until you’re further into the game than I’ve gotten, etc. So I figured you folk would be the most knowledgeable on the subject. Many thanks for anything you’d like to share.

TCRF, i love that website 😀 Keep the great work guys! Do you guys plan to disect more Atari Jaguar games? as there’s a lot of stuff uncovered there yet 😉

Looking foward to it 🙂

Benjamin Stevens wrote:

KGRAMR schrieb:
Hey Benjamin! Could you help me out in translating this :D?

Gosh… it would take me way too long to figure that out, especially to make out some of the characters. If you can’t find someone fluent in English and Japanese on here, I would recommend trying the translation forum section of Assembler Games.

OK! But can you try to see if there’s stuff about the Jag in Famitsu? Also, have you thought of putting your collection of magazines at RetroMags 😀 ? I forgot to put this here before as well XD

Hey Benjamin! Could you help me out in translating this :D?

That would be awesome but i’m not holding my hopes up about it so…

Looking foward for games being bigger than 32Mbit (Snatcher 😉 )

One of these appeared in a Japanese Sega Saturn Magazine oddly enough…
And here’s one of the Famitsu scans with the Jag.

I also saw articles about the Jag in other magazines such as Famitsu (late 1994-1995-1996) so there’s maybe more stuff about the Jag from Japan that nobody has even seen 😉

  • This reply was modified 8 years, 2 months ago by KGRAMR.

Benjamin Stevens wrote:
Here are some translations for the article referenced.

PAGE 15:

あなたの?にじゅげむがお答えしよう!
Let Us at Jugemu Answer Your Questions!

ゲームの大疑問100
100 Big Gaming Questions

編集部に毎月山のように送られてくる、
ありがたーい読者からのアンケートはがき。
このなかに書かれている
読者の「ゲームに関する疑問」を、
今回大特集してしまうのだ!
メーカーの協力も得て、
徹底的に回答するぞ!!
Piles and piles of questionnaire postcards from our appreciated readers come to the editorial department each month. Among these, readers’ questions written about gaming are specially featured this time! Having received help from the manufacturers, let’s answer these thoroughly!

CONTENTS
次世代機のココが知りたい!
任天堂9つの疑問
読者の気になるソフトの謎
ゲームにまつわる技術・開発の謎
読者の素朴な疑問
・Get to know more about the next-generation consoles!
・Nine Nintendo questions
・Software mysteries on readers’ minds
・The mysteries of game-related technology and development
・Readers’ simple questions

PAGE 16:

・32ビット機真っ盛りの今だから気になる
新世代機の
ココが知りたい!!
・I’m anxious now that the 32-bit consoles are in full swing. I want to know more about the new generation consoles!

数々の新しい機能を備えた新世代機。
当然、最初に触れたときにはいくつもの
疑問が沸いてくるはず。
ここではそんな読者の疑問を
一発解答してみましょう!
There are new generation consoles with numerous new features. Of course, when this is mentioned for the first time, there are going to be a number of questions. Here, let’s try to answer such questions from readers! (Note: This heading relates to questions 1 through 22.)

Question 29:
バーチャルボーイは
目が悪くなったり
疲れたりしませんか?
Doesn’t the Virtual Boy cause your eyes to get sore or tired?

バーチャルボーイでは画面
表示の色に、他の色に比べて
目の負担が軽い赤を使用して
いる。そういった点について
も、十分な配慮はなされてい
る。しかしながら、長時間画
面を見続けるという点では、
他のハード同様、視力低下や
疲労を否定することはできな
い。途中で休憩を入れたりし
ながら、十分気をつけてプレ
イしよう。
With the Virtual Boy, red is used as the color of the screen display, which puts less strain on the eyes than other colors. Sufficient consideration has indeed been made on this point. However, in terms of continuing to look at the screen for a long time, as with other hardware, eyesight decline and fatigue cannot be denied. Try to play with sufficient care, while taking breaks along the way.

ゲームに熱中しすぎて長時間プレーし
続けたりしないように
Don’t get too keen on a game and continue to play it for a long time.

Question 99:
ジャガーって
何ですか?
What is the Jaguar?

世界最速という言葉を売り
物に、突如彗星のごとく現れ
たアメリカ生まれの家庭用ゲ
ーム機。
This American-born home game console suddenly appeared like a comet on the market, with the words “world’s fastest.”

任天堂と同じ64ビットをう
たっているが、実はメインC
PUのことではなく、ハード
内で行われるデータ送信バス
幅が64ビットであるというこ
とらしい。
Although it sings of the same 64 bits as Nintendo, it’s actually not in reference to the main CPU. It seems, rather, that the data transmission bus width performed within the hardware is 64 bits.

メインCPUはSFCやメ
ガドライブと同じ16ビットな
ので、新世代機をメインCP
Uが32ビット以上と定義する
ならば、このマシンを新世代
機と呼ぶのはちょっと辛いか
もしれない。
Since the main CPU is 16-bit, same as the Super Famicom and Mega Drive, if the main CPU of a new generation console is defined as 32-bit or higher, it might be a bit hard to call this machine a new generation console.

ハードがアメリカ生まれの
ため、ソフトもアメリカでヒ
ットしたものが用意されてい
る。
Also, because the hardware originated in America, software has been made, which has also hit in America.

東京・秋葉原や大阪・日本
橋といった有名電気街でなけ
れば、手に入れるのは難しい
だろう。
If you are not at a famous district for electronic goods, such as Tokyo, Akihabara, Osaka, or Nihonbashi, it will be difficult to get it.

実物は意外と小さい印象を受ける。パ
ッドの形がおもしろい
The system surprisingly doesn’t get a lot of excitement. The shape of the gamepad is interesting.

Thanks for the scans Benjamin! 😀

Guy Perfect wrote:
The “system registers” on the VB’s CPU represent features of the architecture not directly pertinent to the program being executed. The status register is found in here, as are some other things like exception processing and the hardware breakpoint.

Let’s see, it was… three and a half years ago now… I discovered the presence of three more system registers by typing in undocumented register numbers just to see what would happen. Indexes 29, 30 and 31 do not correspond to any system registers in the V810 documentation, but they do respond to probing on Virtual Boy.

At the time, it appeared that system register 31 was just a solitary flag. My tests were quite simple: write 0xFFFFFFFF to a system register, then read the value back to see if it can be written. System register 31 told me 0x00000001, and when I wrote a zero, it gave me a zero back. That looks like a 1-bit register to me. I don’t blame my past self for jumping to that conclusion.

While researching for the emulator initiative, I decided to test multiple values on all of the system registers just in case, and 31 was behaving unexpectedly. Not only was it not a 1-bit register, but it has an actual function!

System register 31’s secret powers are…

Drum roll please…

Wait for it…

It calculates the absolute value of the number you write to it. Like, you write a 32-bit two’s-complement number and when you read from it, you get that number’s absolute value. Yeah, that’s all. Nothing fancy, but certainly interesting!

Turns out that 0xFFFFFFFF is the two’s complement representation of -1, so writing that value to system register 31 gives me a positive 1 in return. And writing a zero, well, gives back a zero. It tricked me and went under the radar for years after I thought I’d conquered it. O-:<

speedyink wrote:
Wow, nice find! It’s crazy there’s stuff beyond the documented stuff that you can do with the CPU. Especially finding out about it 23ish years after the console released!

I guess we’re still duscovering secrets on old systems years after their release…

RunnerPack wrote:
While I would never say it was impossible, the RAM constraints on the VB are going to make this very challenging. If I were going to attempt it, I would probably give up “pixel-perfect” and make the terrain half-resolution. You could store 16 such half-res “pixels” in each char. You still wouldn’t be able to store all 65,536 combinations, but you could narrow it down to the most likely ones, and make a filter to convert the rest. The V810’s bitstring opcodes should help with the collision-detection part.

Yeah, i never thought about it before…

I really, REALLY hope this moves foward. If Nintendo will not rerelease the VB titles, We will by any shape or form 🙂

Der Luchs wrote:
The Titlesong works already 🙂
Let’s see what sounds you can get out of the Virtual Boy ^ ^
http://www.youtube.com/watch?v=P8tkmZeBsTg

Excellent 😀

Awesome! Maybe with this i’ll try the game…i guess XD (Seriously, i don’t like this game). Good work though 🙂

Der Luchs wrote:
Hi folks,
after making games for the other Systems (Lynx, Vectrex, Jaguar, etc), I was “invited” to make some games for the Virtual Boy. 😉
So, here we go 😀
At the moment I’m porting my Lynx game “WELTENSCHLÄCHTER” to the Virtual Boy.

More Infos later 😉
I’ll try to keep this thread up to date or maybe someone else will.
Cheers!

DUDE!!! It’s awesome to see you here! I’m KidGameR189664 from AtariAge 😀 I hope your upcoming Virtual Boy title is well received! This guy makes and publishes awesome Atari Lynx games, highly recommended 😉

RunnerPack wrote:
For the record, these sprites cannot be legally used in a game project. They’re from a WonderSwan game called Klonoa: Moonlight Museum. I’m not saying Ben is claiming these are his, but he didn’t make it clear that they’re copyrighted, so I am.

I don’t know where the background stuff is from. Did you draw it, Ben?

Maybe we should make our own Klonoa sprite don’t you think? 😉