We're using cookies to ensure you get the best experience on our website. More info
Understood
@thunderstruckRegistered July 1, 2011Active 5 days ago
1,114 Replies made

Benjamin Stevens wrote:
It looks like all 3 turned out rather well. Nice job!

Thank you. I’m planning to publish some templates and a complete guide soon so that everyone can make Boxes themselves easily.

Iwata wrote:
I believe your comment is that we should take advantage of our software assets from Virtual Boy and I would like to take note of that advice for the future.

Somehow this sounds to me like a very polite no.

Craby wrote:
I did not want to make a thread for just a (probably) stupid question, so I will ask here :

Is there a way to create a multiboot-rom / homebrew compilation / to merge several little roms into one 2048ko rom ?
I use my FB+ mainly for homebrew, that would be very handy 🙂

HorvatM once posted (can’t find the thread anymore) that he wrote an tool that can merge 2 roms into one. There was a problem with running the merged rom on hardware though. Also I don’t remember if he published the tool itself.

I don’t think there exists a proper solution right now.

hehe, this is so funny.

HouseOfPain wrote:
Hi!

I am searching for a working VIRTUAL BOY SYSTEM HEAD because the left screen of my VB is faulty.

P&P to Austria / Europe.

alternative99(AT)hotmail.com

BR -> HoP

It might be cheaper (and more future-proof) if you let someone fix your current one. TheForece81 has allot experience in fixing VBs and he lives in the Netherland so shipping might not be too high.

trueskins wrote:
Has somebody in Europe already received it?? I ordered it the first day….

I did not order this one but the stuff from Tusk usually takes 3 – 4 weeks to arrive in germany. Just send him a pm.

I made this costume Box for my Faceball card. Turned out pretty good. I made Boxes for Fishbone and GameHero as well. Will post more pics as soon as I’ve put everything together.

Attachments:

speedyink wrote:
It’s here!! And the best part is it works MINT, no glitchy display issues! I can’t believe how totally stoked I am on a console from 1995 =P Well I’m off to play, I’ll be seeing you guys around!

Great to hear you got a good one. There are plenty of retail and hombrew games to explore. Have fun.

MineStorm wrote:

Lame, guess I won’t be getting one of these for a while =P

When I’ve done the 100 FaceBall remastered carts, I’ll be back building them. Should take me about a month.

Trust me, it is worth the waiting time.

I just had a look at this again. This really solves allot issues. Until I started with all of the ROM hacks I didn’t realize how un-efficiently I treat the BGMaps and CharSeq.

Benjamin Stevens wrote:

morintari wrote:
No I was asking why was the original config different than the standard mario games that’s all.

I’ve never read any statement from anyone on the Mario Clash development team, explaining why they chose the specific button configuration that they did, so I don’t know of an official answer to your question, but it is evident that they wanted to make as much use of the Virtual Boy controller as possible for Mario Clash. I can see why it makes sense to make the L or R button run in Mario Clash, thereby changing the typical Mario Bros. game button configuration where the B button was used both for throwing items and making the player run. The typical Mario Bros. button configuration, thus, didn’t allow a player who was Fire Mario to start running without throwing a fireball, or if the player was already holding an object such as a koopa shell, the player had to keep the B button pressed to keep holding the object and, consequently, always had to be running when holding onto an object. Thus, the Mario Clash button configuration allows the player to hold a shell and change from running to walking without having to keep a button held down and without being forced to throw the held object, so that seems like a reason why the development team would have utilized the L or R button in such a way. Nevertheless, why they chose to make L run and R jump, rather than make both L and R run, is still up in the air. And why they chose to make B jump and A throw, contrary to just about every other Mario game ever made, is also up in the air. It almost seems like they just arbitrarily chose to be different with the A and B buttons for that game.

I’ve been scratching my had over this as well. My best guess is that they assumed the buttons can be identified easier this way when playing blind.

Hey,

you might to check out the store from Tusk out then:
http://www.uncletusk.com/catalog/17

He sells reproductions of unreleased/homebrew games but there is only a limited number produced. Especially Bound High is worth its money.

I didn’t really had a chance to check this out yet. However, I plan to somehow integrate it in some of my work. Just judging from your demo I think this is a great achievement and deserves to be mentioned in the news.

Great work 🙂 You mentioned something about differences between the roms in you first post. I guess those were just garbage in the free sections of the rom then?

hawk1010 wrote:
Can you use that Bound High as a template? Sadly I am not good with photo shop to create one.

Also, for anyone that wishes to keep their VB games like this, here is the link to buy the cases from Nintendo. It’s kinda long. 5 cases for $4. I went with the red cases. Makes the VB games really stand out and look nice.

https://store.nintendo.com/webapp/wcs/stores/servlet/ProductDisplay?catalogId=10001&storeId=10001&langId=-1&currency=USD&ignoreCrumbs=N&crumb1=&crumb1Ignore=&crumb2=&crumb2Ignore=&crumb3=&crumb3Ignore=&translateFrom=%C3%88%C3%89%C3%87&translateTo=EEC&usrSearchText=&searchText=&selSrchType=&page=&view=&productId=83693&categoryId=58694&lastAction=ProductDisplay&orderTotal=null&tranId=0&jktranid=&rpComment=&dropOff

I sure could do. However, I assume someone has a template already right? Would save me some work…

If you provide me with a template I will do this for every of my games after they get their release.

Wyndcrosser wrote:
two separate pieces? or three?

I think two, not sure…

Thanks to Minestorm I added this rather unique item to my collection.

Attachments:

Benjamin Stevens wrote:
Is it correct that the original title screen in SD Gundam Dimension War, which contains the Japanese characters for “Gundam,” has not been altered in anyway for the English version of the game that is going to get the cart release soon, or is there a surprise waiting for everyone?

I need to know since a screenshot of the title screen will be appearing in my instruction booklet, and I want it to be consistent with what appears in the released game.

I just had a look at it and seems possible. Just tell me if there is a need for this.

DogP wrote:

thunderstruck wrote:
While we are on this topic. Is the protocol spoken by the Ext. port documented somewhere? I looked for it a while ago but couldn’t find much information. I’m not so much interested in having 2 VB communicating. Connecting something like an Arduino to a VB would be pretty cool though.

It’s basically SPI… there’s data in (pin 4) and data out (pin 8), which are synchronous to the clock (pin 3). You can set it up as master or slave, which just tells whether it drives the clock or not. There’s also a general purpose open collector pin (pin 1).

DogP

Ahh… cool. That makes it pretty easy, thanks. Maybe I will start a Hardware project after all.