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Understood
@kr155eRegistered January 8, 2000Active 42 minutes ago
2,012 Replies made

Had another look. It’s really fixed now. 😀

mawa wrote:
Hello,
friend of me have this Virtual boy promo guide booklet on ebay on this moment
Iff sombody needs some more info i can help out ( pictures / questions )
http://www.ebay.nl/itm/Nintendo-Virtual-Boy-Guide-promotional-promo-booklet-flyer-/351280946691?pt=LH_DefaultDomain_0&hash=item51c9f9de03

Nice, that’s the rare first edition! I have never seen one for sale before. Do you happen to have scans mawa?

Benjamin Stevens wrote:

thunderstruck wrote:
bigmak once offered me $16 if I would make VirtuaCop for Virtual Boy.

Dude… I would so double that offer…

And I am gonna double Ben’s offer! 🙂 Or did you mean $16k, thunder?

Anyway, simplified to using pre-rendered backgrounds, Virtua Boy Cop™ doesn’t sound that hard to make. Hmm…

L___E___T schrieb:
While I think of it – there’s an unfinished VB mock-up on this guy’s unpublished WIPs – saw it on Pixel Joint:

http://www.pixeljoint.com/files/icons/full/dumpofpeace.png

Apologies for double post, couldn’t go back to edit the previous.

Nice, looks like GTA. Cut it out and attached it.

Started off a game mockup thread with a little mockup of “VVVBBB”.

VVVBBB

I am gonna make a start with a hommage to an existing game. “VVVBBB”, a VB version of Terry Cavanagh’s action platformer “VVVVVV”, where you invert gravity instead of jumping.

During the past months, I have been working with jorgeche on a new version of the VBJaEngine, which saw a complete rewrite and is now much more capable and accessible than before. When I finally got the hang of it and understood enough of how things work in the engine, it became clear to me that all of a sudden I was able create any game I wanted for the VB. The “if” was no longer that important, but rather the “what”.

This is one game I imagine could be done relatively easy.

Attachments:

Nice ones!

So, as life goes, Jorge got in contact again shortly after my last post above and since then we have been working non-stop on extending the engine and getting it fully working and integrated in VBDE, as well as creating a demo game. For it, we heavily modified and extended Mario VB to create a generic platformer with custom graphics. I guess it will be our anniversary project. 🙂

Anyway, after we got everything done and released later this year, we could of course modify the demo to have a Mario game again.

P.S.: Thanks to L___E___T and retronintendonerd for the logo inspirations! 🙂

thunderstruck wrote:
What would you want the patch to do?

Dunno, maybe invincibility, one hit kills or an opponent selector.

Glitcho

😀

Cool finds! How about a trainer patch? 🙂

I just checked and I can confirm that that robot is indeed Headome.

It seems Chader got removed before the character screen got remodeled. Have a look at this beta screenshot, the template fits.

I just looked for the skull in Wario Land Parasyte mentioned. It indeed seems to be part of a level select, but not used as a cursor. When you look at BGMap memory while on the title screen, there’s a list of level numbers. The skull is used as a boss indicator. This list doesn’t match the level numbering scheme found in the final game, so it seems to be a beta leftover.

Note that a very similar skull can be found on the final level map.

While on the title screen, there’s also a lettering that reads “Ver.”, which looks like it was used in beta versions to indicate the version number.

Very nice release!

The link to the OS X (x86-64) version is faulty, btw, there’s one x too much.

thunderstruck wrote:
If you are planning to include VirtualBox into a later release I could go ahead and adapt it to the new structure. Just in case someone actually wants to use it.

Yes, that would be great!

This one has taken me a while, but I am finally wrapping it all up for a proper release of VBDE. So here’s the new Preview 5:

http://www.planetvb.com/content/vbde_preview5.7z

This release brings back Cygwin to allow for the latest gccVB patches. Sadly, we couldn’t get a working native Windows build.

The good news is, I have recently been working with jorgeche to get the VBJaEngine integrated into VBDE. It’s all working perfectly smooth now including a nice, complete Grit workflow. The engine saw a large overhaul and the new version surely rocks! Along with it, we’re working on a platformer demo which will showcase the engine usage and (a few of) its capabilities. Both the new engine version and the platformer demo are still heavily in the works and will be released in 2015, though, so these are not included yet. Please be patient. If anyone wants to help out with development, you’re welcome. 🙂

Furthermore, VBDE now works from anywhere, it no longer needs to be placed in C:/vbde.

Note that *.vbh was renamed to “header”. Also, the PVB Framework was merged into the barebone sample.

There should be many more changes, but it’s been almost a year since the last release and it’s become a bit too late today for me to check. 😉

HorvatM wrote:
It’s in the gccVB 1.0 distribution.

Thanks! I’ll add it.

HorvatM wrote:
Speaking of VBDE’s libgccvb, why doesn’t it have a bgmap.h? There were some useful macros there, BGM_PAL* if nothing else.

Can you point me to a copy of libgccvb which contains that file? The copy I used as a base for VBDE’s apparently didn’t have that file and I couldn’t find it in any of the homebrews I looked at.

Hm, it worked for me at least. Can you please let me know exactly what you’re trying to do? Which text or games you’re trying to add? That should help massively with trying to find the source of the problem. Either post here of PM me. Thanks. 🙂