We're using cookies to ensure you get the best experience on our website. More info
Understood
@thunderstruckRegistered July 1, 2011Active 4 days, 18 hours ago
1,114 Replies made

Protoman85 wrote:
Danke schön, Thunderstuck.

Nobody else cares, eh?

🙂 I always watch your videos. They have a good mix of humor and information and are technically very advanced. I also saw many of your Megman videos. I often forget to comment so. I think that’s what happens to many. After watching a youtube video you just click on the next one in the list and forget about commenting.

I know it’s annoying to put allot of work into a project and then only get very little feedback. At least from my site your work is very well appreciated.

I sometimes use my 3D TV (side by side mode) to play VB games. The attached mednafen config works best for me.

Watched through all 3 parts. Good stuff.

shiro_akechi wrote:
I think its funny that so many people think its uncomfortable to play the VB. I don’t even use a table. I just set the VB stand on my gut and play it that way, and I’ve never had any issues. I do understand that not everyone is overweight though lol. I also lay down and situate the system to comfortably sit that way too

hahaha. I will try to eat more often at Burger King.

Protoman85 wrote:
And now on GoNintendo too

http://www.gonintendo.com/s/224109-random-time-mario-combat-a-homebrew-virtual-boy-game

I guess Mario Combat is the star of the competition.

It is just because it’s Mario and there is a video. There are better entries then mine.

jrronimo wrote:
That animalnewyork link seems to be the source of it all — they have a brief interview with thunderstruck, too. I think it’s really neat, even if the only think people remember about the VB is the headaches. I’ve never had one from it, but everyone’s different… haha.

The author contacted me through planetvb. He send some questions which I answered. I didn’t write anything about headaches or tearing eyes. That was his imagination.

i also have to respectfully disagree with thunderstruck’s comments. my VB is 100% comfortable to play.

Heh, every game I develop gives me major backpains. I think the main reason why it failed isn’t the red/black or headaches but that it is so complicated to play in comfortable position.Just my opinion though.

is this line even true? it reads like such an assumption: “His reasons are his own, but he certainly doesn’t seem embarrassed to be so enamored with such a universally disliked product.”

I don’t like putting my name on homebrews because in theory there would be legal implications with my working contract. Not that my company would care. Plenty of people here know my real name. It’s no secret. If you ask me I will tell you.

I told him that I would like not to have my name associated to my hobby. Not sure why he pointed it out so clearly. He seemed upset when I didn’t want my name on the article. I did tell him allot about how this community helps each other out and how great of a project Faceball was. Seems like that wasn’t interesting enough.

Also I don’t get why anybody should be embarrassed because he develops for/plays a disliked product. You must have a pretty low self-esteem for that.

He also said I am selling Faceball: Remastered. That is not true at all. It is sold by tusk. I told him very clear that I don’t make any money on it and that I only did the ROM-hack so that bigmak could recover from buying the prototype.

That said, it is pretty cool to see you own work popping up on kotaku.

  • This reply was modified 12 years, 5 months ago by thunderstruck.
  • This reply was modified 12 years, 5 months ago by thunderstruck.
  • This reply was modified 12 years, 5 months ago by thunderstruck.

HP Lovethrash wrote:
This is amazing! I, too, hope you keep working on this project. To some extent, I have lost interest in the GameBoy due to the overall color/graphics. But your emulator would make games playable again since sharp red and black 3D graphics are a HUGE upgrade.

Maybe someone can help me…I feel like I’m still doing something wrong with the setup. I’ve gotten it to work a few times, but it often happens that I get a 1MB output file, pad it to 2MB, and then the menu is blank once I get the loaded FlashBoy into my console. Last night, I tried using “>rominjector.exe gbemu.vb rom1.gb rom2.gb”, and I feel like that did in fact work. Then this morning, I had to re-download the program or it would say “0KB read, 65886 expected!” or whatever. Of note, when it worked last night, it WAS a 4MB file, and my FlashBoy would only flash to 50%…but the ROMs I had loaded definitely worked on my VB.

padding somehow breaks the rom. You have to put enough .gb files to reach 2mb. You can use the same one multiple times.

M.K. wrote:
After fixing my glitchy displays, I finally fixed that annoying flickering.
I also improved the emulation speed for a few games.

Just gave at a short try. Good job on fixing that flickering. Super Mario Land is now as good as glitch free. I also noticed that it’s not as slow anymore as before.

Also tried Metroid II again. I don’t what you changed but it seems more glitch free as well. Before I would always fall in an endless pit of glitches right after the beginning. Now I could play without problems for quite some time.

DogP wrote:

thunderstruck wrote:
i comnented the collision detection and let it run till 300 or so.

Heh, cheater. 😉

DogP

I wanted to see if there is something at the end. It is very hypnotic to look at even without controlling something.

DogP wrote:

Lester Knight wrote:
dogp: your physics are great. the game is easier than the original and feels much more natural. i’m rather enjoying this one. do you have any plans to add any background music?

Thanks… yeah, I was trying to make this more playable than the original… though I didn’t want it to be too easy. Has anyone made it past 25 yet? That’s where it gets more exciting.

DogP

i comnented the collision detection and let it run till 300 or so.

Sooner or later the glitches will come back. RunnerPack did a great job fixing 3 virtual boys for me.

akumie wrote:
I am so confused with this one

I get a readme file that reads “…Open a
shell and type: rominjector.exe outputfile.vb rom0.gb rom1.gb … romX.gb
The created outputfile.vb will contain all specified roms.”

How to open a shell?
I click on a file I got called ROMINJEC.EXE and nothing happens, some black screen comes up and dissapears in a fraction of s sec

I drag a gb rom file to ROMINJEC.EXE but still nothing

I make a map called rominjector.exe outputfile.vb rom0.gb rom1.gb … romX.gb where I add the gb roms
I open the gb emulator but still no games in it

Also how are you supposed to add gb roms to the gb emulator and make it one vb file to use with the flashcart?

You get a shell by either:

a) right-clicking in a free space on the explorer while holding the shift key and choosing “Open command window here”

b) press Windows-Key + R, type cmd and press enter

Make sure you are in the directory with the rominjector.exe by typing: cd C:\the\correct\path

execute the command as described in the readme file and you are good to go.

SirGuntz wrote:
The VB console is too difficult to take apart for home users.

If you have the right screw driver the VB is very easy to open. Especially changing the lenses does only require a minimum effort. I meant to say that it would have been interesting if the VB would have come with exchangeable lenses by default though.

SirGuntz wrote:
Besides, even if the lenses were swappable, the LEDs were still red.

If I remember first grade art class correctly red LEDs with blue lenses would result in a pink image while red LEDs with green lenses would result in an yellow image.

Attachments:

I always thought it would have been interesting if the VirtualBoy would have differently colored exchangeable lenses. That way we could have had all yellow and pink games.

HorvatM wrote:
Maybe this will help.

http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=5055&post_id=22905#forumpost22905

Heh, I actually used Gregs makefile as I compiled his demo before. So I had all of the single optimizations activated. Seems like it’s not related to the -O after all.

Still would be nice if I could make the demo run at the same speed as DanB. I double checked if there are some asm parts that are not activated by default (like in Gregs demo) but couldn’t find any.

HorvatM wrote:
On topic:
This is a very cool demo. I just hope it won’t get abandoned like Hunter and Ballface.

That’s what I thought. Wanted to check out if building a level editor on top would work.

Hey DanB,

I fooled around with your demo a bit. After some back and forth I managed to compile it. However, it is running at a noticeable lower speed then in your released rom. My best guess is that this happens because I removed the -O from the makefile. However, if I let it there I can not compile it at all as I get the following error plenty of times:

main.c:(.text+0x816): additional relocation overflows omitted from the output
main.c:(.text+0x98e): undefined reference to `_return_r26_r31′

Any idea what I’m doing wrong?

I just played it one more time and compared it with videos of the original. I think it’s quite impressive how good your clone is.

It seems like the enemies in the original are more agile though. I your version I usually have problems shooting at them as they are stuck on the outer sides of the screen and I can’t reach them there.

Also it seems like there are more obstacles in the original and the player is forced to navigate through because of the agility of the enemies. As in your version the enemies are usually stuck on the outer sides of the level I can mostly avoid coming close to a tree.

Did you consider putting in a bigger a variety of obstacles/enemies? I can see that it is the same in the original but after the second level the game starts feeling very repetitive as you basically do/see the same thing all of the time.

I’m not meaning to criticizes your game. I think it is great effort for 2 weeks of coding. Just wanted to throw in some ideas that might make it even better.

DogP wrote:
I’ve heard of using toothpaste for that too, though I’ve never tried it (I usually use Novus polish for polishing stuff like plexi). Never tried it on a VB eyepiece though. I can’t see your pics for some reason (just me, or everyone?)… how deep were the scratches?

DogP

There was one rather big but not so deep horizontal scratch and one rather small deep vertical scratch. The deep one needed some extra care but all of them are gone now.

DogP wrote:
Yeah, I’m not sure I expected Street Fighter 2 as an entry, though I am sorta surprised at the lack of entries from the two people most vocal earlier in the competition (Red Metal and Guy Perfect).

And I don’t think the rules stated that the game had to be started after the competition (just couldn’t be an entry from a previous compo)… though it would seem a bit unfair to submit something that was near completion before the compo as your entry.

DogP

Now that you say it, didn’t Guy Perfect even say he wouldn’t need the extension? I hope he’s alright.

Doom used to be on the list that files games as “inappropriate for children/teenager”. Due to that it was forbidden to advertise it in any way. You were still allowed to sell and buy it though. Since August 2011 it has been removed from that list. Everyone older then 16 can legally buy it now and it can advertised.

Wolfenstein is an issue because of the swastikas. It is illegal to use a swastika as it advertises an illegal organization. You can go to jail for up to 3 years when you use/publish it. There are excuses when it comes to documentations/movies though. However, in games it is still a no go. Thereby Wolfenstein was illegal in it’s original form and could not be sold. Actually, the american version of Doom II is still illegal as it includes levels from Wolfenstein.

Thereby, swastikas are usually replaced by other symbols. In the newer Wolfenstein games they even changed the whole background story.

RunnerPack wrote:
It’s a great concept, and well executed. Sadly, I have to give it lower marks due to two things:

1. The lack of diagonal movement – one fewer “else” statement would have made it so much better :/
2. The use of ripped, 2-D graphics, with no attempt to add depth (other than simple parallax).

Obviously a full game would be more complex. Diagonal movement is a matter of clicking some boxes in my tool. I just didn’t do it because I wanted keep things simple.

I’m not much of an artist so I had to use existing graphics for the demo. Drawing parallax graphics all by myself would have taken way to much time.