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.
Since I found the others to not be very readable at small sizes, here’s another take at a GameLink logo.
It’s not that much an issue with VBDE but the problem rather is that the Mario VB demo was built 8 years ago in a now massively outdated version of the VUEngine (still called “VBJaEngine” at that time). Also, back then, VBDE did not yet exist, so even compiling Mario VB with the correct engine version (3.0.1) would be quite difficult.
There’s absolutely no chance that the Mario VB source can be updated to compile with the latest engine – way too much has changed in the past 8 years. The way to go would be to rebuild Mario VB by taking the VUEngine Platformer Demo, replacing the graphics, and updating the mechanics a bit to feel more like a Mario game. If you want to try that, I could try to find all the graphics of the old Mario VB demo and post them here.
Fun fact: we started to build the Platformer Demo on the foundation of the old Mario VB code. We changed the graphics and name because we wanted a demo project that does not contain any copyrighted material and could thus be released under the MIT license alongside the engine. So… one could argue that the VUEngine Platformer Demo is sort of the latest version of Mario VB. 🙂
Wow! Outstanding as usual. I can’t believe what kind of effort you put into this. Chapeau, Martin!
Wow, amazing work! That must’ve taken forever! O_O;
I raised the max attachment size for this forum, btw, so you can attach this as a single PDF.
Got the same browser as you have and saw the same results.
In my (old) 3DS XL (11.4) browser however, I couldn’t even open Youtube. It always times out when trying to open the link and I get an error regarding the page’s size.
Thanks guys, I am glad you like our little flipbook! As promised, here’s the source code. Make sure you get the latest VUEngine from the repo (https://bitbucket.org/jorgeche/vuengine), since this will not compile with the version that is included in the 1.2.0 VBDE release.
Also, here’s the DaumenKinosaurier git repository: https://bitbucket.org/KR155E/daumenkinosaurier
Morintari wrote:
You really should consider writing a book or at least tutorials on how you did this. I mean I can draw in 3d in Pro Motion NG But what you have here is off the map! How ever did you do this just by drawing freehand?
Check the About pages in the demo, they explain how the graphics were done. It’s actually rotoscoped 3D models.
Attachments:
Thanks for clearing that bit up, M.K.! That’s a nice easteregg.
@thunderstruck
Congratulations for being the first one who found Lucky! I think you deserve a prize. Send me a PM with your email address and I will send you something cool.
Well deserved!
BTW, regarding ROM hacking, I uncovered myself a rather big secret in a commercial VB game. By writing a bit of additional code, I was able to get the hidden content working. Considering that the game makes now much more fun, it’s quite strange that this part of the game has been disabled for the final version. I will release a patch in a few days. Till then enjoy the thrill of anticipation 😉
Oh, wow! Can’t wait for the patch!
Hey, nice. I did not expect a reply so fast. 🙂
It seems removing the main board is as simple as opening the VB and disconnecting all cables from the board.
See: https://de.ifixit.com/Teardown/Nintendo+Virtual+Boy+Teardown/3540#s16968
The cart connector has to be desoldered, though. I’ll happily take the whole main board and desolder myself, if that’s too much work.
Nice, I’ll include your lauchner with the next VBDE release!
I always wanted to create a Raycaster for the VB but never got anywhere. 🙁
Other have created such engines, though. Maybe you could ask DanB to release the source to Ballface? M.K. also made one, but never released it: https://www.youtube.com/watch?v=bDAJYc0FVQo
If you don’t need to have fluid movement, how about a dungeon crawler like engine as used in Insmouse? I have made such an engine but it’s not in a releaseable state, yet.
Do you have any programming experience?
That’s awesome, thanks for sharing these, Ben! Finally I can play all modes, even though I suck at fighting games. 😀
Some screenshots of the in-game Ben attached. Gotta love that quote!
I did, I also know about Lucky.
Now I am curious!
This looks amazing, Kevin. Thank you so much for supporting the development scene with free cables!
Do you think a VB-to-USB cable would be possible, so the VB could speak to a computer? I am thinking about online Hyper Fighting versus play and such. 🙂
@e5frog: Here’s a list of homebrews supporting the link cable:
– 3-D BattleSnake
– Hyper Fighting
– Tic Tac Toe
– Virtual Boy Link Cable Test
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This reply was modified 9 years, 1 month ago by
KR155E.
Wow, it must’ve been an intense 2 seconds between spotting the Dragon Hopper card in the photo and clicking the Buy-it-now button! Do you have a rough estimate how many beats your heart skipped in that moment? 😀
$250 seems like a good deal considering the rarity of the goods. For you, not the seller, that is. But since you paid the price he considered a good deal for himself, and we all got amazingly beautiful scans, I’d call the whole thing a huge win-win situation for everybody. 🙂
Morintari wrote:
Well I guess that’s the end of PVB using my box art for the cover.
🙁
Hm? We never did. The image that’s currently being used on the game profile page is from the old, low-res scan of that VidPro card we had for years.
Yes! YES! Y E S! Holy-friggin-uacamoley, the day has finally come! 😎




