Where is the Odyssey 2? Hard to believe it isn’t there since the Jaguar is listed. I guess its popularity in Europe kept it off the list?
I just bought a system about a month ago and now I have Daytona 500 and Virtua Fighter 2. I hope to one day have a complete collection, even though they don’t pop up on eBay much. Is there somewhere else I can get R-Zone games?
OK, I’ll add something in the credits. You want to be credited as HorvatM, or do you want to tell me your real name?
Hello, new year, new update. The game is in working condition, there are however a few problems:
On real hardware, the music slows down when punching or jumping, then speeds up again when you’re done.
On both real hardware and Mednafen, when punching, there are three white squares in the ant’s butt. I don’t know what’s causing this.
Attachments:
home:
1. Atari 2600
2. Odyssey 2
3. NES
4. N64
5. Jaguar
portable:
1. VB
2. Game Boy
3. 3DS
4. N-Gage
5. game.com
honorable mention: Microvision
This is a complete list from Digital Press. I’m excluding games marked as “Rumor Mill”
Apollo 11 – 71-237 – 1996
Area 51 – 71-248 – 1996
Batman & Robin – 71-254 – 1997
Batman Forever – 71-212/231 – 1996
Battle Arena Toshinden – 71-241 – 1996
Daytona USA – 71-236 – 1995
Independence Day – 71-318 – 1997
Indy 500 – 71-312 – 1996
Jurassic Park: The Lost World – 71-315 – 1997
MIB: Men In Black – 71-249 – 1997
MK3 – 71-232 – 1996
Mortal Kombat Trilogy – 71-322 – 1996
NiGHTS Into Dreams – 71-??? – 1997
Panzer Dragoon – 71-238 – 1995
Primal Rage – 71-239 – 1996
Road Rash 3 – 71-242 – 1996
Star Trek – 71-247 – 1996
Star Wars: Imperial Assault – 71-321 – 1997
Star Wars: Jedi Adventure – 71-317 – 1997
Star Wars: Millenium Falcon Challenge – 71-316 – 1997
Star Wars: Rebel Forces – 71-319 – 1997
Virtua Cop – 71-244 – 1996
Virtua Fighter – 71-??? – 1995
Virtua Fighter 2 – 71-311 – 1996
VR Troopers – 71-??? – 1995
Someone should make a homebrew game for the R-Zone. Maybe a shooter and call it “Call of Duty.” I just ordered a copy of Daytona USA off eBay. So now I’ll have two games. Anyone know of any site besides eBay where I can get games for this thing?
I found this little tidbit in “Uncle John’s Ahh-Inspiring Bathroom Reader”, #15 in the series.
Needless to say, Yokoi made Nintendo a lot of money over the years. What did he have to show for it? Not much – in 1995 his Virtual Boy, an addition to the Game Boy line that was kind of like a 3D View-Master – bombed. The red LED display gave so many players headaches and dizziness that when the product was released in the US it came with a warning label. One reviewer called it a “Virtual Dog.”
Nintendo lost a lot of money on the Virtual Boy, and Yamauchi apparently decided to humiliate Yokoi publicly by making him demonstrate the game system at the company’s annual Shoshinkai trade show, even though it was all but dead. “This was his punishment, the Japanese corporate version of Dante’s Inferno,” Steven Kent writes in The Ultimate History of Video Games. “When employees make high-profile mistakes in Japan, it is not unusual for their superiors to make an example out of them for a period of time, then return them to their former stature.”
Yokoi must have decided not to wait around for his restoration. He left the company in August 1996 after more than 27 years on the job, and founded his own handheld game company called “Koto” (Japanese for “small town”). It produced a game system similar to the Game Boy, only with a bigger screen and better speakers. We’ll never know what kind of gains he might have made against the Game Boy, because on October 4, 1997, he was killed in a car accident. He was 56.
I enjoyed my TV dinner. Cooked it in a conventional oven, took 25 minutes, but the mashed potatoes were done, which is a rarity when you use a microwave.
Yay. Happy Thanksgiving. To celebrate, I bought a Banquet Turkey TV dinner. It was only 88 cents. I will eat it later since it’s before noon here.
The power just came back on after about 90 minutes without it. What was weird was the power went out, and a second afterwords, we heard a big huge explosion. Or what sounded like one. Maybe it was a tree falling on the power line and then slamming into the ground. Anyway, I did what I do every power outage: Play my Virtual Boy. Finding the other controller (the one powered by batteries, not by electricity) was easy. After a few attempts for it to power on and failing, I changed the batteries. Still nothing. So I blew in the cartridge (even though you’re not supposed to) and it worked! I was ready to play Virtual Boy Wario Land! After getting a GAME OVER while fighting the second boss in level 8, I thought I’d have to start anew. Instead it took one of my treasures and allowed me to try the second boss again. I wonder what would happen if I got a GAME OVER and have no treasures, like I do now? I’ll find out next time the electricity went out. I beat the second boss on the second try, and just as it was saving my progress, the TV came back on. Power was restored! But it might go out again. Who knows? Luckily I wasn’t using my FlashBoy or C7050 Odyssey2 cart or Wii-U or anything special when the power went out. But power outages are unpredictable (and they suck, too.) But I know one thing: Virtual Boy Wario Land isn’t my favorite game because I think it’s too hard. I’m probably in the minority here.
I reduced the copymem statements and it seems to be working faster, except when it’s getting a new copymem statement (when it’s done punching or jumping). I’d still like someone to go through my (messy, I guess) code and see what’s going on, though. (code and ROM are in the attached zip file.)
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OK, I get what you’re trying to say. I put in a file for each action (punch, jump, walking) and then switched between them. Didn’t really help much in the way of speed. Could it be because there’s too many levels displaying at once?
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I believe what you say, but I think the problem of me not understanding what you say lies in me not understanding very much about VB (and C) coding. Perhaps you can give me some sample code that will help me with this. I put all of them into memory like so:
copymem((void*)CharSeg2, (void*)GIANTCRAWL1CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL1MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL2CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL2MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL3CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL3MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL4CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL4MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL5CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL5MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL6CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL6MAP, 512*16); copymem((void*)CharSeg2, (void*)GIANTCRAWL7CHAR, 512*16); copymem((void*)BGMap(2), (void*)GIANTCRAWL7MAP, 512*16);
So how would I call different ones on the fly like you said?
I had Rich make me a GoSub cart. It is cool.
Well, I think I managed to change the “instruments” while still using the “Soviet” sound engine. I haven’t tested on real hardware yet, but will do so right now.
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I’m looking at the Wiki, and I’ve noticed that it’s all gibberish. It’s like I’m illiterate. I can’t understand any of it. Especially the page about Affine Mode. How would I tell the VB to use it instead of the normal mode? I learn best by looking at example code.
If you or anyone else would like to look at my code, I have a zip file of the game ROM and its c code in the link at my signature.
I’ve decided to keep the bigger characters in. But one thing I’m wondering is why does the game run faster in Mednafen than on real hardware? I’d like the game to be faster, like as fast as it runs on Mednafen.
Also, I’m toying with the idea of making the fighters smaller. That would make the game run faster in the fighting part I think. Here’s what it would look like if I were to do this.
