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All Posts (mellott124)




#11
Re: MultiBoy 32
Posted on: 3/9 5:47
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Quote:

JoePassive wrote:
I have 3 questions:

1.Can It load Any ROM? which means Hyper Fighting is playable.
2.Can It save?
3.Do I need to convert it to 2mb like with the Flashboy?

email sent though, i need it asap.


1. It's 32Mbit slots for the largest current game which is Hyper Fighting.
2. There's a 8k x 16 SRAM slot associated with every ROM slot. If you over write it you'll lose your data but you can always download it and save it.
3. Yes, every game will need padded although I plan to add automatic padding to the firmware of the cart to make it less painful for people.
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#12
Re: MultiBoy 32
Posted on: 3/9 5:45
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Quote:

nmalinoski wrote:
So excited.

I emailed as well, and also asked for clarification about what he means by the USB link support being a "stretch goal", as well as what kind of cabling we'd need (Micro-B to Micro-B? Micro-B to A and a hub?), whether we'd be able to use a hub for >2 players, and if there are any port strain concerns having the MicroUSB port mounted horizontally. (Micro-B is notoriously fragile compared to Mini-B.)


A USB link cable is a VB to PC connection, not VB to VB. There's still the link port for that functionality. The USB port on the cart is micro B. It will be as rugged/fragile as every other micro B connector on the market. You won't want to hang on it but it should hold up if its not abused.
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#13
Re: MultiBoy 32
Posted on: 3/9 5:43
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Quote:

Splain wrote:
Forgive my ignorance, but do those specs allow this to potentially play every commercial release? Meaning, is there any game that is "too big" to be able to run on this?

Email sent either way. :D


Every current game yes. Even homebrews. It was sized at 32Mbit per slot to fit the largest homebrew game which is Hyper Fighting, although the full game ROM isn't easily obtainable. Maybe that will change one day.
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#14
Re: MultiBoy 32
Posted on: 3/6 21:49
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Thereís been more than enough interest to move this forward. Very excited to get these in peoples hands. Like I mentioned, Iíll be doing a small pilot/prototype run first, and then the bulk assembly. Working out details now. Iíll reply to individual questions this weekend, as well as email out confirmations that I have received your emails. Until then another teaser image below. Thanks!

Attach file:



jpeg  3F364C5B-A87C-4565-B091-687FA993166E.jpeg (828.45 KB)
14261_5c803233a2516.jpeg 1288X1146 px
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#15
MultiBoy 32
Posted on: 3/5 20:34
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Hi,

I just completed schematic entry and PCB design on a Virtual Boy Multicart design I'm calling MultiBoy 32.
Specs first and then some more discussion.

1. Flash space: 32 slots of 32Mbit RAM via a 1Gbit Flash.
2. RAM space: 256k x 16 SRAM space (8k x 16 per slot) using MRAM (no battery needed).
3. Full 16bit SRAM bus instead of the production 8bit width.
4. On board 32bit microcontroller (MCU) for programming slots.
5. USB input for interfacing and control.
6. Games loaded via SD card slot.
7. On screen game selection themed around my 8bit VB character Do-Do.
8. Arduino compatible MCU (custom firmware development if you're so inclined).

MultiBoy name for obvious reasons. Several reasons for the 32 number. There will be 32 slots of 32Mbit for a total of 1Gbit Flash (ROM) space. Also 256k x 16 of SRAM space which is divided among the 32 slots to give 8k x 16 (close to the production cart SRAM space of 8k x 8 but wider bus width). The microcontroller on board is also 32bit (cheaper than comparable 8 bit, faster to program slots, built in USB). I'll probably run the MCU at 32MHz just for fun.

I have a stretch goal of using the USB port as a built in USB link cable as well. Hardware hooks are in place. Firmware should work but some details will need testing.

The reason I'm announcing now is because the board is dense, and with several BGAs, there will be NO hand assembling of these units. I will have to get this assembled by my PCB house and that means knowing up front how many to order.

So if you think this is something you're interested in, then please let me know. Only collecting an email list for now. Please email me at mellottsvrpage@gmail.com . How many get ordered will affect the pricing. Can't commit to a price at the moment but based on my experience with VB projects and the current BOM cost, think ~$150. More details to follow.

Timeline, we're probably looking around 4-5 months from now. I also need the on-screen code for the title selection (volunteers?). Even 5 months might be aggressive if ducks don't all line up. Think summer release. I will do a small 25 unit prototype run initially before doing the full hopefully ~100 unit production batch. Next steps are to get fabrication and assembly quotes.

Background on myself since not everyone may be familiar with me. I've been an R&D Electrical Engineer for the last 10 years. An electrical technician for 7 years before that. I've designed and/or built quite a few VB related projects in the last 3-4 years including: VB link cable, USB link cable, VB cart programmer, SNES to VB adapters, VB controller to PC adapters, first VB 128/256Mbit reprogrammable cart, 16Mbit reprogrammable cart, and others. Professionally I do system and electrical design for very high end head mounted displays and other AR/VR related gear. I've been designing and building VR related projects for over 20 years. I've maintained and updated www.mellottsvrpage.com with VR projects and reviews I've done since 1998.

So there it is. Lets see what the reaction is and if we can finally get a VB multicart built for the VB.

Thanks,
Kevin

Attach file:



png  VB MultiBoy 32 final PCB.png (536.70 KB)
14261_5c7ecd6a8749f.png 852X755 px
Edited by mellott124 on 2019/4/6 3:55
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#16
Re: Display ribbon cable alternatives
Posted on: 2/27 4:01
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Wow cool. RetroDan is back! Nice job on the flex cable.
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#17
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/25 18:59
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Nice work as always Thunderstruck!
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#18
Re: VB Cart Programmer interest
Posted on: 2/8 20:28
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
I found a few more parts for 3 more programmers if anyone is interested. PM me.
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#19
Re: Virtual Boy Arcade Stick Arrived!
Posted on: 1/31 23:18
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Quote:

VmprHntrD wrote:
See now if someone made an affordable adapter for another existing controller I'd be on board with that. It could be a bit weird but I do think you're onto something with the SNES style jack except it's 2 buttons short.

With the d-pad, B, A, L, R and Select with Start that adds up to 10. Maybe a wired Nintendo Wii Classic controller or as annoying as it could be a non-analog original Playstation Controller. The PS1 controller you use the face buttons for d-pad #2, top buttons would be your BALR. The Wii Pro Controller that's wired also has the same array.


There are adapters for SNES controllers.
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#20
Re: VB Cart Programmer interest
Posted on: 1/2 15:38
VUE(xpert)
Joined 2016/12/15
USA
291 Posts
Long Time User (2 Years)
Quote:

TiredKorok wrote:
Out of curiosity do you still have any plans on developing a multi-cart?

These look so awesome, really great work :)


Itís on hold. Iíve completed all my other planned VB projects and this one is the last on the list. I even have the tools and dev kits to get started. However the multicart is also the largest project in terms of development effort and time. Currently I donít have any spare time to devote to this at the moment.
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