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All Posts (3DBoyColor)




#21
Re: Whats the rarest game for the VB?
Posted on: 2016/2/23 1:10
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Not really, V-Tetris and Vertical Force are still available in sealed cases. Others like Mario's Tennis, Teleroboxer, Red Alarm, Panic Bomber and the like are very inexpensive. Wario Land is an odd exception where the Japanese version is more expensive than the US version.
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#22
Re: Whats the rarest game for the VB?
Posted on: 2016/2/16 8:02
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Which is a real shame too as Virtual Bowling is fun.
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#23
Re: Virtual Boy marketing information
Posted on: 2016/2/15 9:57
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Absolutely loving those scans, great stuff there!

The Hardware Fact Sheet is so bizarre. Only 400 NES games as of 12/31/94? It should be close to 677 games, the total number of licensed NES cartridges. Also, Game Boy is a 4-bit handheld portable? What?
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#24
Re: Processing Power
Posted on: 2016/2/13 19:38
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Quote:

Guy Perfect wrote:
Graphics are usually handled by a dedicated video component in the hardware called VIP (Virtual Image Processor). The CPU overhead for configuring the VIP is usually negligible. You could run into trouble trying to do realtime affine calculations, but most people don't. (-:


The VB is sounding like a very efficiently designed system, especially with dual high resolution screens. Nintendo doesn't get enough credit.

Quote:

Guy Perfect wrote:
As before, the CPU won't be weighed down one way or the other, so that's not an issue. Though disabling video could conceivably utilize the VIP as a makeshift coprocessor if you were clever about it... I think you just nerd sniped me.

Having said that, the VIP does draw frames discretely with a top-down procedure, though reverse engineering exactly what that procedure involves is a month-long project in an of itself. What I can say about it is that in profiling experiments, I did not see an increase in drawing capacity when disabling drawing to one display. Apparently it does all the pixel calculations, but at the last moment decides whether or not to apply them.


Bwahaha... I seem to have that effect on people sometimes.

Would you say the VB was designed to be easy to program? Or at least that's what the hardware layout sounds like to me. Most other game consoles have a more complicated dynamic between the CPU, GFX chipset and the rest of the system. The VIP sounds like it takes care of some of the more menial tasks involved with drawing the screens. Are programmers allowed much flexibility? Can it do raster effects? Or other unusual visual effects?

In Mario's Tennis, a landscape effect is in use, like what is seen on the SNES (and other consoles if done in software). Is that landscape effect a hardware feature? Or is it done in software too? I've often wondered how much more powerful the VB is over the SNES.

One other question, I know this would largely be a waste of time, but would the VB benefit from a co-processor on the cartridge? Think like the SNES. Or is it plenty powerful enough on its own (sort of like a GBA).
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#25
Re: How my Virtual Boy got me a better job
Posted on: 2016/2/13 19:24
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
I think it's safe to say everyone secretly loves the Virtual Boy, but due to peer pressure and fear of the strange, everyone defaults to hating it.

Congrats on the new job. :)
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#26
Re: Processing Power
Posted on: 2016/2/13 19:21
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Quote:

DogP wrote:
Quote:

3DBoyColor wrote:
Would the VB's power be cut in half if it had to draw two completely different screens at the same time?

If you want to basically cut the VB's processing power in half, have it play two completely different games... one using the left screen, speaker, buttons, etc... and the other using the right ones. ;-)

DogP


Ah ok I see, so the VIP and CPU together account for the overall system.

While on the subject, is the VB better at drawing 2D graphics than polygons? Does the VIP have any polygon rendering capability, or is it all software rendered using the CPU?
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#27
Re: Processing Power
Posted on: 2016/2/13 7:50
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
So in a sense, the VB works because it can generate one screen and slightly adjust for parallax when copying to the framebuffers for both displays.

Would the VB's power be cut in half if it had to draw two completely different screens at the same time?
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#28
Processing Power
Posted on: 2016/2/12 19:38
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
I'm curious about something concerning the VB system, is the overall processing power divided between the two screens? Is the VB twice as powerful if it only has to draw to one of the screens?
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#29
Re: Bounds Highs for sale on Assembler
Posted on: 2016/2/2 9:32
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Quote:

L___E___T wrote:
Heh, seconding that NES comment - I think Nintendo Age sums that up pretty well.

Having said that - the Japanese side (Famicom) of NES collecting is much, much friendlier in the west, and I've been visiting FamicomWorld.com daily for ten years now, they are a great bunch and there's nothing like the elitism and passive aggression you see on Nintendo Age there.

For any NES fans, the Famicom is also a better machine to play and collect for (if I can put my bias to one side), for many reasons.


Given the choice, I'd rather stay at Famicom World exclusively. What I love is piracy has been a part of the Famicom for almost as long as the Famicom itself, so nobody is offended by bootlegs, unlike at NintendoAge. Well, I guess the only exception is Gimmick, but Famicom doesn't really have a quadruple digit game (or full-time collectors), so there isn't much counterfeiting going on. The few Famicom collectors around are very friendly. I find the bootleg underbelly of the Famicom helps contribute a sense of levelheadedness to the hobby.

Quote:

vuefinder83 wrote:
But here I am a year and a crap load of more grammatical errors later, and not a single person has ever said anything to upset me in any way, and that is just one reason why I like and respect this community so much...

the people here are very respectful.


We're all too busy playing Virtual Boy or coding VB programs to notice. :P

Quote:

InactiveX wrote:
Well I think you are all a bunch of bastards and everything all of you ever post is stupid and retarded.

(j/k !) :p


Gee, I thought I'd at least qualify for "bloody git".
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#30
Re: Bounds Highs for sale on Assembler
Posted on: 2016/2/2 1:05
Nintendoid!
Joined 2013/3/25
218 Posts
Long Time User (6 Years)
Quote:

thunderstruck wrote:
One thing I know for sure though. This place would exist today without Minestorm. The Flashboy and all the reproduction carts made this place worthwhile. So thanks for that.


I second that. Thank you Minestorm! Your repro work has helped breathe life into our favorite Nintendo console. (eventually I'll buy a Flashboy...)

If anything, the VB repro carts have not only helped get protos ahd homebrews (especially homebrews!!!) into the hands of players, but they've also raised awareness for the Virtual Boy as a whole. I think it's safe to say that the VB has been enjoying the most positive popularity in history during the last several years. Although prices have increased, the nice thing is more people realize the VB has value, meaning fewer broken units will end up in the landfills.
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