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#31
Re: Clicking noise when turning on VB
Geschrieben am: 08.07.2018 22:42
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Dabei seit 26.07.2003
USA
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Do you mean a constant buzzing noise, or just a single click?

If it's the former, it's likely a dirty sensor causing the servo driver to overload. You can clean it with clean, dry compressed air, or one of those "canned air" dusters they sell in computer stores.

I posted about it: http://www.planetvb.com/modules/newbb ... t_id=28999#forumpost28999

Let us know how it turns out. If that doesn't fix it, maybe posting a video would help diagnose it.
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#32
Re: Bluetooth VB controller
Geschrieben am: 08.07.2018 22:35
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Dabei seit 26.07.2003
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It would be also handy for controlling a drone or hexapod
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#33
Re: My ideas on a plug and play hdmi mod chip for VB
Geschrieben am: 03.07.2018 2:42
PVB Elite
Dabei seit 26.07.2003
USA
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Zitat:

nmalinoski wrote:
How, precisely, should such a mod handle the 3D convergence? I agree that players should be able to turn off 3D for some type of 2D play. Would it be possible to make the convergence be adjustable, as it is with the 3DS?


There's no need to adjust the convergence, because the parallax is fixed on most games. Once the pixels are made and sent to the LED displays, there's no way to change the convergence.

Zitat:
What kinds of 3D modes would be supported? Color anaglyph? Over/under? Active shutter? (Admittedly, I have a poor understanding of how 3D is handled over HDMI.)


I found the 3D portion of the HDMI 1.4a spec. as a downloadable PDF, here: https://etmriwi.home.xs4all.nl/forum/hdmi_spec1.4a_3dextraction.pdf

HDMI supports most 3D formats, including over/under (half-height frames), side-by-side (half-width frames), full (packed) frames, and line-, field-, or frame-sequential. And, obviously, any HDMI display would support anaglyph…

Zitat:
What kind of scaling should be used?


I would go with simple nearest-neighbor. It's the easiest, lowest-latency, and true to the original image. If it wouldn't be too hard to implement, HQ2x or 3x would be okay, I guess.

Zitat:
What resolutions beyond (I assume) 720x480, 1280x720, and 1920x1080 should be supported, if any? I would hope 16:10 and 4:3 resolutions would be available.


It's possible to make this automatic with EDID.

Zitat:
Since the VB runs at 50Hz, and I can imagine that wouldn't be a problem in PAL regions (where the VB wasn't sold), what can be done to enable compatibility on NTSC TVs that don't support 50Hz? Would there need to be frame-rate conversion to enable compatibility on 60Hz displays? How would that look, and would it involve dropped frames?


50->60Hz would actually require inserting a frame after every fifth one.

Zitat:
How would the output options be configured? Simply with the proposed switches and watching the output for changes? Or would this have some sort of OSD, and, if so, would that OSD be visible on both the HDMI output and the native displays (since it'll be fitted between the main and the display boards), or just the HDMI output?


Overlaying on the internal displays would be exceedingly difficult, and, IMHO, unnecessary. In fact, I like the switches idea better than an OSD, since they won't need to be changed often, anyway.

I have an actual 3D display I could test this on, if anyone is going to work on it. I can even supply my own VB.

Personally, I would rather have the stand-alone version. Trying to cram everything in the original case, and having to use a mini-HDMI to get it to fit in the speaker plate, doesn't sound like the best idea (though probably doable). Plus, with no vibrating mirrors, DogP's experiments with over-clocking could be incorporated, and we could make a "VB Pro" to run more processor-intensive games made specifically for it.
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#34
Re: PVB Emulator & Fundraiser
Geschrieben am: 27.05.2018 22:29
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Dabei seit 26.07.2003
USA
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Request regarding 3D:

Would it be possible to include a scanline interleaved mode? My PC monitor is passive 3D, which uses the same type of polarized glasses you get at the movie theater to send every other scanline to one or the other eye. I'll be fine with anaglyph, but if it's not too much trouble, this mode would be nice to have. Also, you should include a swap button, since the vertical position of the window will determine which eye sees which image (and some people have anaglyph glasses with red on the wrong side).
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#35
Re: Tripod clip
Geschrieben am: 05.05.2018 2:43
PVB Elite
Dabei seit 26.07.2003
USA
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Zitat:

Cool, thanks! BTW, what infill % did you use? Did you add any extra shells to allow for threading the hole? Did you thread the hole, or just force the tripod screw into it?
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#36
Re: Tripod clip
Geschrieben am: 30.04.2018 6:00
PVB Elite
Dabei seit 26.07.2003
USA
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Zitat:

MineStorm wrote:
Let me send you one to try out.


Actually, I recently got an upgraded printer, and I've been wanting to try ABS (I finally have a heated bed!). If you just put it on Thingiverse and post the link, I'll give it a whirl. I even have a 1/4-20 tap handy to clean out the hole. Be sure to include the recommended print settings (infill, support, etc.).
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#37
Re: Tripod clip
Geschrieben am: 29.04.2018 17:32
PVB Elite
Dabei seit 26.07.2003
USA
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Cool idea, but it looks like it's a beast to put on, and impossible to get off. If I made one, I'd probably make it in two halves screwed together with captive nuts or something.
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#38
Re: TurboGrafx-16 USB adapter
Geschrieben am: 20.04.2018 2:07
PVB Elite
Dabei seit 26.07.2003
USA
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The protocol is pretty simple (basically a Genesis 3-button with turbo and a different connector). You only need five signals, so a basic ATtiny85 doing bit-banged USB could do it (something like the Digispark). Sourcing the DIN jack to save the cable is going to inflate the BoM cost by a large margin, though. You should just detach the original cable and stick the USB stuff inside the pad (if there's room).

I just use an SNES or Dualshock pad for everything
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#39
Re: Gameboy Camera Bitboy plus using a gameboy in 2018
Geschrieben am: 20.04.2018 2:04
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Dabei seit 26.07.2003
USA
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Now, who's going to take the sensors from two GB cameras and build a stereoscopic VB camera, with up-scaling, a dither pattern selector, some simple editing tools, and a built-in USB port for dumping photos?
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#40
Re: Worms for Virtual Boy - Is it technically possible?
Geschrieben am: 17.04.2018 2:10
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Dabei seit 26.07.2003
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While I would never say it was impossible, the RAM constraints on the VB are going to make this very challenging. If I were going to attempt it, I would probably give up "pixel-perfect" and make the terrain half-resolution. You could store 16 such half-res "pixels" in each char. You still wouldn't be able to store all 65,536 combinations, but you could narrow it down to the most likely ones, and make a filter to convert the rest. The V810's bitstring opcodes should help with the collision-detection part.
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