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#1
Re: USB Link cable
Posted on: 11/4 1:08
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Sorry to crush your hopes, but it's impossible to make HF playable over the internet.
It might be possible to play turn-based games like TicTacToe over the internet, but in case of existing realtime games this isn't possible.
Depending on how the communication is implemented in a game, you will either get an unplayable slow framerate or the game won't work at all.
Realtime games will work over the internet only if they are designed to handle the network latency.
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#2
Crowdfunding for a rail shooter (similar to STAR FOX)
Posted on: 10/29 5:46
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Hello everyone,
I'm planning to develop a Starfox-like game for the Virtual Boy and I'm trying to find out if there is enough interest in crowdfunding the development. It's also planned to release a Limited Collectors Edition of the game on a cartridge (CIB). This cartridges will be available for purchase only to supporters of certain limited tier levels. If you are interested and want to support this crowdfunding project, send me an PM to get more information.
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#3
Re: Problems with switching the site
Posted on: 10/7 3:21
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Here's a workaround:
English: http://www.planetvb.com/modules/newbb ... opic_id=6862&lang=english
German: http://www.planetvb.com/modules/newbb ... topic_id=6862&lang=german
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#4
Re: Mario
Posted on: 8/6 23:23
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Quote:

thunderstruck wrote:
I'm wondering if other games have more unused code as well. Faceball might have multiplayer code hidden somewhere after all.

I spent several hours checking other games (including Faceball), but unfortunately I didn't find any traces of unused multiplayer code.

Quote:

thunderstruck wrote:
I played it with my wife for a bit. I noticed some balls getting lost right when they were over the net though. But maybe that was just my link cable or something.

Are you sure that the ball disappeard for no reason?
If there is a (serve) fault and the opponent returns the ball despite the fault, then the ball usually disappears somewhere around the net. Take a look at a serve fault here: https://youtu.be/mXbPchEiptM?t=56
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#5
Re: Replacement parts?
Posted on: 8/6 22:31
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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There is already a thread about those replacement parts:
http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=6520
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#6
Re: Mario
Posted on: 8/5 17:58
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Thanks.
I uploaded a video for those that can not test it:
https://youtu.be/mXbPchEiptM
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#7
Mario's Tennis Multiplayer Patch
Posted on: 8/5 15:01
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Although no one has found multiplayer code in Mario's Tennis so far, I decided to take a look for myself. So first I modified an emulator to to help me identify data and code sections. Then I spent a while playing the game to collect enough data and to identify unused code paths. Next, I wrote a disassembler that was able to disassemble the whole game by using the collected data.
After taking a first look at the unused code, I was surprised to find quite much code that looked like proper multiplayer code. So I spent some time doing an in-depth analysis of the code and eventually I was able to reintegrate it into the game. A first test revealed that the controls of one of the players were inverted. This was probably done by the developers for easier testing. Unfortunately, the proper code bits were probably removed by a compile switch, so I had to rewrite them myself.
So far, I got 2 of 3 game modes (P1 vs P2 and P1/COM vs P2/COM) working properly. The third mode (P1/P2 vs COM/COM) is buggy and I probably won't fix it anytime soon, because debugging and testing is too time-consuming without an emulator with link cable support. But once I have the necessary tools, I will try to fix it. Till then enjoy the first version of my patch. To apply the patch you have to use the tool bspatch.

Attach file:


bspatch multiplayer_v1.bspatch Size: 1.70 KB; Hits: 116
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#8
Re: Hyper Fighting unlocks
Posted on: 7/19 2:17
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Quote:

thunderstruck wrote:
Definitely a dog.


You are right, it's definitely a dog, my dog :)
I asked Mr. Anon to add him as an easter egg for ROM hackers.
I know that disassembling and analysing a ROM can be time consuming and quite disappointing if there are no secrets to be found.

@thunderstruck
Congratulations for being the first one who found Lucky! I think you deserve a prize. Send me a PM with your email address and I will send you something cool.

Quote:

thunderstruck wrote:
Btw. I remember that there were more debug menus which I activated through the emulator. I could for example >choose the stage or select the speed on the figther selection screen. I didn't make and screenshots though.
I never figured out if there is a button combination to activate those.


That was probably just the selection screen from the VS mode.


BTW, regarding ROM hacking, I uncovered myself a rather big secret in a commercial VB game. By writing a bit of additional code, I was able to get the hidden content working. Considering that the game makes now much more fun, it's quite strange that this part of the game has been disabled for the final version. I will release a patch in a few days. Till then enjoy the thrill of anticipation ;)
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#9
Re: [ENTRY] Game Boy Emulator
Posted on: 2016/7/3 19:45
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Here is a long overdue update:
- several bug fixes / better compatibility
- better sound
- backup SRAM save support

Attach file:


zip gbemu_160703.zip Size: 24.67 KB; Hits: 270
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#10
Re: VUE-DEBUGGER
Posted on: 2014/9/6 17:39
VB Gamer
Joined 2008/8/31
Germany
41 Posts
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Quote:

Benjamin Stevens wrote:
Versions 1.0, 1.1, and 1.1a work on hardware, while versions 1.2 and 1.3 do not.


I have just tested version 1.3 on hardware and it works. You have probably used a wrong padding mode. If you are using Pad_VB.exe, then you have to use padding mode 3 to fill the ROM with duplicates.
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