thunderstruck wrote:
Heh, I didn’t take it that way. I’m just thinking about doing more open source stuff for a while now. I just takes some time to get everything into a proper state.
That’s really cool, looking forward to it! That will help a lot with collaborating.
thunderstruck wrote:
That’s the one thing I’m not expert in. I was actually meaning that if you happen to need the source code of any of my projects, happen to have a problem I can assist on or need support in some other way I will be happy to help.
I realized my response may have sounded a bit uppish. That’s not how it was meant and I apologize if it came over like that! ❤
Anyway, I am grateful for your offer and I am sure we’ll happily get back to it! Amongst other things, but especially on the sound front, there’s a lot we can learn from your work. 🙂
I heard rumors about that. Just tell me if you need help (other then my money).
Thanks for the offer, Thunder! We’re actually pretty much done with everything, just need to clarify the legal aspects in terms of taxes. If you (or anyone else) happens to be an expert in German tax law in regards to crowdfunding, please contact me. 😉
This looks awesome, gonna send an email.
Hi and welcome to the community! Your offer regarding artwork sounds intriguing. Can we check out samples of your work somewhere?
That’s a great summary by thunderstruck, I just want to add a few more points.
8. Writing: if you’re good at writing, then you could help out homebrewers with game story, dialogues, manual text and such.
9. Translations: some homebrews are multilanguage and usually depend on volunteer translators to add more languages.
10. Spread the word, find new fans: you’re already doing a great job in this regard, Candice! By taking your VB (and VG) to expos and letting people try Hyper Fighting as an exceptional sample of VB homebrew, you’re doing a great service to the scene.
11. Money: if you’re not able to help in any of the above ways, monetary donations always help. For the right amount of money, some homebrewers are able and willing to work less on “real” jobs in favor of programming for the VB. Just remember what M.K. and Mr. Anon pulled of when Ben decided to fund a new VB game… In that vein, Jorgeche and me are currently preparing a crowdfunding campaign on Patreon. We hope to raise enough monthly donations to be able to work less on our day jobs and instead spend that time on working on the VUEngine and making Virtual Boy games. It would be incredible if we could find enough support to turn our passion into a part time of even full time job and being able to release regular new CIB Virtual Boy games. :vb:
Hmm, I wonder if the factories that once produced VB carts still have the equipment around. Probably not. But how cool would it be to obtain the original molds and use them to produce homebrew CIBs?!
Great comparison!
DocAetzn also had such a pre-production controller, which also came with a pre-prod stand. Some images in here: http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=28432
I just checked my controllers, btw, and both are made in China.
@RunnerPack: that’s some good points. Find an updated file attached.
1. Yes, there can be any types of hashes there. I added CRC32 to the example.
3. I omitted the currency part because it can be derived from the release region.
4. I agree with both points. The export should contain only raw data where possible, while the application does the formatting.
I implemented a simple API in the new PVB version which outputs some info for a ROM identified by a given MD5 hash. Example URL:
http://www.planetvb.com/rom-info/5b11d402f7e322c71a7d4fa6503631fa/
It currently outputs JSON, but I could of course do any other format. Output for the above URL attached, it contains some info about the ROM as well as all regional releases. Would that work for you?
I like the idea! I could implement an API that spits out all required information and images for a commercial or homebrew game. How would we identify a ROM, by its checksum?
It would be great to be able to use the actual VB Controller when testing code on the emulator! I’d take a couple.
I already set up a server and some channels a little while ago but did not yet get around to properly configure everything and thus did not share an invite link yet. You’re right, though. With the recent connection problems, this is a good time to get started. Come on in! 🙂
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This reply was modified 8 years, 10 months ago by
KR155E.
These are great, StereoBoy, minimal and very readable! I like the bottom middle one best. I think you should add a black outline to the controller in the front like you did to the ones in the top row images, so the two controllers can be better distinguished from each other.
Great news!
So this is the place where dreams are turned into reality. Magical! 😀
Shokwav wrote:
Are you looking for a volunteer programmer for any odd work? I have several years experience in assembly & low-level. Made a few demos for the N64 & NES.
That’d be amazing, thanks for the offer! There’s quite a few critical parts in the engine, some deep nested loops, which could benefit from being rewritten in assembler. The job would require to look into some of these loops, decide if they can be better optimized than what the compiler is doing, and do the porting if the answer is “yes”.
Here’s a list:
1) Affine transformation function (VUEngine/source/base/libgccvb/Affine.c)
2) CharSet write (VUEngine/source/graphics/2d/Textures/Char/CharSet.c)
3) BgmapTexture write (VUEngine/source/graphics/2d/Textures/Bgmap/BgmapTexture.c)
4) Sprites render (VUEngine/source/graphics/2d/Sprites/Bgmap/BgmapSprite.c, VUEngine/source/graphics/2d/Sprites/Bgmap/MBgmapSprite.c, VUEngine/source/graphics/2d/Sprites/Object/ObjectSprite.c – That last one is particularly ugly)
5) Container’s applyEnvirtonmentTo* methods (VUEngine/source/stage/entities/Container.c)
It would be cool if you could check whether the for loops that have a single __VIRTUAL_CALL inside them could be further optimized.
Latest source: https://bitbucket.org/jorgeche/vuengine/src
Out of interest, since I closely followed the N64 homebrew scene for many years, which demos did you make for N64?
Like Shokwav said. The best way to start would be to just dive in, modify some existing demos and see what happens.
I want to clarify a few things because many people seem to have problems differenciating between VBDE and the VUEngine.
VBDE is the IDE package consisting of a modified gcc compiler, a code editor and some additional tools like emulators or graphic converters.
You can either write your software in plain C using just libgccvb, which is slim system library that has long been the standard for VB homebrews, or using the VUEngine. The latter is a generic, higher level VB game engine offering OOP features through the use of macros. It’s very powerful but there’s also a steep learning curve to get started, so I suggest looking into some plain libgccvb projects first.
Donations are always welcome, thanks for the offer! However, Jorge and I are currently working on several other projects and it’s unlikely that we’ll be able to extend the Platformer Demo into a full game. Well, unless there’s a lot more people interested, I guess… Building a full game requires a massive amount of work and a larger sum of money is needed to justify that investment of time and labor. I’d say at least $1,000 per month over the course of 1-2 years for our small team of 2 people.
How cool is that? Is there are recoding of the stream available somewhere?
Only found a photo.
I agree that the current database could do a much better job at presenting translations, especially all the great work done by Benjamin Stevens.
I got a new version of Planet Virtual Boy in the works currently and I think the new site will make the various types of translations more accessible.
* Translation patches will be listed on the respective game pages, but there will also be a separate page for patches at http://www.planetvb.com/patches/ will you’ll be able to filter for translation patches.
* Custom made, translated manuals will be listed on the respective game pages, but there will also be a separate page for these at http://www.planetvb.com/manuals/types/inofficial-translation/.
* Similar to these manuals, translated images will be handled, for example Ben’s translated V. Jockey screenshots. These will be available at http://www.planetvb.com/images/types/translated/.
* Textual translations for magazines, manuals, boxes, etc will be available right next to the respective scans. I am still unsure how to do the technical basis to provide lists of such items which have a textual translation.
Did I miss any type of translation? Also, I am open for suggestions on how to further improve the above.
