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#1
Re: The Noteworthy Auction Threadô
Posted on: 12/12 13:40
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Quote:

vuefinder83 wrote:
I recently scored this "in box" copy of Red Alarm with everything included in the picture, and with a good buy-it-now price! 😉


Good price! Also, I don't think I ever saw a US Virtual Boy game come with a Must See 3-D Sweepstakes leaflet before!?
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#2
Re: VB Controller USB adapter?
Posted on: 12/4 16:29
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Quote:

mellott124 wrote:
VB controller USB adapter housing design completed. Ordering the first prototypes now. Likely to be a spin but fingers crossed. :-)


Super sweet! Looks pretty official.
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#3
Virtual Boy Screen Repairs
Posted on: 11/7 11:37
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Due to a bad design choice made by Nintendo, every Virtual Boy will sooner or later suffer from faulty displays that show vertical lines or are messed up in other ways. This is due to the cables leading to the displays being held in place by glue rather than proper solder connections. In case your Virtual Boy shows the typical symptoms, here's a list of nice guys who offer their services to permanently fix your console(s) by soldering the display cables.


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#4
Re: VBDE: A Virtual Boy Development Environment
Posted on: 10/29 19:52
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Dan, sorry for the delayed response!

The first choice to make is between using either plain libgccvb or VUEngine to build your project upon.

libgccvb is a light Virtual Boy hardware library. If you have worked with C before, you shouldn't have problems getting used to it. But you'll have to read up on how the Virtual Boy's image processor (VIP) works in order to get stuff on screen. The basics (Worlds, Chars, BGmaps, etc) are pretty straight forward, so I think it will be a realtively short learning period before you can make a simple demo with this.

The other option, VUEngine, is a versatile and powerful game engine. It automates all the hardware management so you don't have to know about the VB hardware to begin using it, at least basic knowledge will be required to max out its possibilities, though.

If you already have experience with other game engines like Unity 3D, it certainly helps to understand a lot of the concepts driving the VUEngine since they're very similiar to modern engines. The difference to these is that the visual representation of objects is not 3D, but 2D sprites. So, levels are 3D, but visual objects in these are 2D.

The real hassle is the syntax I guess, and it may take a bit to get used to it, since the engine uses a set of macros for its OOP features.

All in all, libgccvb is probably recommended to get started. VUEngine has a much steeper learning curve than using plain libgccvb, but if you can get past that, it's really powerful - I certainly don't want to work without it anymore.

VBDE comes with a bunch of sample projects for both libgccv-based and VUEngine-based projects. A good way to get into it is to open one of these, compile, then modify, compile again and see what happens until you find your way around.
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#5
Re: Looks like there was an Insmouse commercial
Posted on: 10/29 18:28
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So, two and a half years later, the commercial is still lost... Just want to add a tiny bit of additional info I found.

According to http://top-028tw.blogspot.de/2013/04/cm-r4_15.html#1, the video is 16 seconds long. The channel was called "retrovideojapan" and located at http://www.youtube.com/channel/UCOrvdBmXtIVWvI734f1P0YA.

Not that these are useful, though. ;-)

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#6
Re: 1995 Coconuts Japan Entertainment Press Kit
Posted on: 10/23 19:48
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Awesome, thank you for the great scans, Ben!

Since we know from magazine articles that Coconuts were at E3 1995, and announced exactly these 5 VB games at the show, I do believe that this was handed out at E3 1995. I have often seen people confuse E3 and CES and the same is likely true for the seller of this catalog. Don't know about the date, E3 started on May 11th. Maybe "May 1" is yet another typo and they meant to write "May 11" or the catalog was also handed out at another show that happened on May 1st. Could also be just the date the item was produced.

I too think that "War Simulation" is the same as "Star Seed". They probably did not have a proper title (for the US market) at the time of writing.

So, I also conclude it's "Intercept" then, not "Interceptor" as we previously referred to. Also, it seems to be "Sunday's Point", not "Sundays Point" (note the whitespace between "Sunday" and "s").
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#7
He is red, Jim!
Posted on: 10/20 8:22
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Random Time: William Shatner trying the Virtual Boy at E3 1995. Found in Mexican Club Nintendo issue 07/1995.

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#8
Re: Carbon Fiber VB Game Cases
Posted on: 10/13 9:37
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Clear ones, huh? Looks fantastic!
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#9
Re: The Noteworthy Auction Threadô
Posted on: 10/12 20:38
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Great news, you grabbing it is the best that could happen, Ben! :-)
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#10
Re: Online multiplayer infrastructure
Posted on: 10/12 20:35
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We'll add a communications class to the VUEngine soon, which allows multiplayer matches. It won't matter what talks on the other end of the cable, be it two or more VB's connected locally, or a PC program on the other end that communicates with other VBs over the internet. At least that's how I picture it, Jorge will do the actual implementation of the class.

I REALLY hope we can get online multiplayer to work! It would be amazing to run an online service where you can play any future multiplayer VB games against each other. We'll need to negotiate some standards to make that possible. Besides the VUEngine implementation, there should also be one in libgccvb. I think thunderstruck already worked on getting that done.

PVB sync would be nice, so that cartridges can linked to PVB accounts, highscores can be synced, etc. Then there could be a frontend integrated right in PVB.

It would also be really cool to offer a "spectator mode", where people can watch online matches of others, right on their VBs.
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