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Understood
@kr155eRegistered January 8, 2000Active 1 day, 17 hours ago
2,008 Replies made

Hi Confusednerd and welcome to PVB! Lesson 1: Ignore akumie 😀

There’s much more art guys than coders, and usually people create graphics for their games on their own, so it’s rather hard to find a coder. I think it would be best if you showed off what you have done before and see if someone is interested.

If you want to choose a more progressive approach, you could browse the development board, see who is actively coding and offer your help.

For example, HorvatM is working on Soviet Union 2010 and I think he is still in need for decent graphics: http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=4035&forum=2

Or JZagal, his game Channel Sweeper only had placeholder graphics: http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=3781&viewmode=flat&order=ASC&type=&mode=0&start=0

No search function?!

Anyway, sounds like you’re getting this: http://www.planetvb.com/modules/hardware/?type=accessories&sec=main&id=2 (d’oh, I need to fix the accessories section…)

If you swing it open, there’s a plus inside for the AC adaptor.

Beautiful!

A price would depend on costs for cart shells. The PCB would be cheaper than a FlashBoy. I think it would be around 50 EUR for a game. But let’s not take over the thread. 😉

Thanks for the part #! 🙂

DogP schrieb:
Why would Bound High carts need custom parts?

Simply because I don’t have donor carts for that. 😉

Vaughanabe13 schrieb:
Although, wouldn’t there be some kind of legal issue with selling a cart that has a Nintendo ROM on it like that? Maybe he was talking about just making a cart for himself and not to sell.

Yeah I know he was.

I guess like 20 homemade Bound Highs would stay pretty much under the radar.

Yeah, a Bound High cart would be cool! I was thinking about making a run of carts with boxes and manuals, but it would not be possible without completely custom parts. Now it seems in reach! 🙂 Maybe I’ll finally get around to releasing BLOX 2 on cartridge?

BTW, how about making dust caps for that connector?

Great news! What’s the connector part #? Is it widely available at a reasonable price?

Now we only need to find a way to custom make cart shells. 🙂

Taking over random unrelated threads, eh? 😉

Hi 1upped, welcome to Planet Virtual Boy!

You can find NFB highscores here: http://www.planetvb.com/modules/games/?r008h

I hope you will submit yours, too. (And for other games as well :-D)

That’s right, but $207 is just crazy! I bought mine once for 12 Euro and recently sold it for not that much more. :O

Confirming that “2.95 (Precompiled NVC Version)” on http://gccvb.planetvb.com/ is Dasi’s.

Keep working on your compo entry!

Just wanted to bump this thread to see if anyone else might be interested in helping. 🙂

That’s cool, thanks for the link!

Damn Pat, you always have the greatest toys. 😀

One year ago, I did a bit of work on the Mario VB code. Basically fixed all the sprites, added some new ones, remodeled the demo level and added Goombas. I was experimenting with several things like text boxes or screen transitions, but did not get those done – found it quite hard to fully understand how to use the engine.

I stopped working when I noticed that back layers are not scrolling smoothly. Told Jorge about the flawed calculation and he said there was not a simple solution. Instead he wanted to rewrite the entire engine since I also gave him a lot of other input. Unfortunately, it has been quiet since then.

Attached is my last version from May ’09, it also includes a compiled version in the output folder if you just want to have a quick look.

Anyone else willing to help? There’s still a lot of unedited scans…

You’re totally right, we really need a good tutorial which helps beginners step-by-step. That’s what I wanted the “Getting Started” paragraph of the Dev Wiki to become. But as you see, nobody ever got around to. Shouldn’t take too much work to create a guide actually…

Just add a makefile, it’s as simple as:

all: 
v810-gcc -T/usr/local/v810/lib/vb.ld -O -I. demo.c -o demo.elf 
v810-objcopy -O binary demo.elf demo.vb

Don’t know if that’s all that’s necessary to make the demo code compile under the latest gccVB, though.

The “latest version” link from http://gccvb.planetvb.com/.

There’s two ways:

A) Using the older version as Vaughanabe13 described
B) Using newer version like the precompiled 2.95 NVC version

You should definitely go for the second option, because the newer gccVB version are much more advanced. The old one doesn’t support interrupts or bitstring instructions for example.

You only have to:
1) Install Cygwin
2) Download gccVB 2.95 prec., unpack it and copy the files to /c/cygwin/usr/

Then to build Mario VB, you only have to execute the following in Cygwin to trigger the make script included in the Mario VB source (for this example, the Mario VB source lies in C:/marioVB/):

cd /cygdrive/c/marioVB/ && make

(Everything from memory, might’ve missed a detail)