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All Posts (thunderstruck)




#1
Re: Virtualtrex
Posted on: 5/29 12:20
PVB Elite
Joined 2011/7/1
Germany
1109 Posts
CoderContributorTop10 PosterLong Time User (8 Years) App CoderPVBCC 2013 Entry
Quote:

SmokeMonster wrote:
Awesome idea, Thunderstruck. I just wrote this up for RetroRGB https://www.retrorgb.com/virtualtrex-v ... ator-for-virtual-boy.html

Bob will probably cover it in his Weekly Roundup next week https://www.youtube.com/RetroRGB


Thanks allot. I always appreciate the coverage.

Quote:

Graham Toal wrote:
Since you need something like a 10 to 20 times speedup, optimising the emulator is not going to cut it. However there is a potential solution: pick a game and create a static binary translation (or more practically, a decompilation into C that can be recompiled for the VB) I would suggest replacing the default minestorm in the built-in rom woth a copy of Minestorm 3D, and producing an emulation of just that one game. (There are only a few 3D games on the Vectrex and they could each be handled this way)

You can read more about static binary translation at: http://gtoal.com/sbt/

The technique has been applied in the Vectrex world already to port arcade vector games to the Vectrex, running on attached ARM processors.


Hey, I appreciate that you took the time to register and point this out. I actually think the speed of the emulator can be improved drastically. It's author himself wrote it with portability and not performance in mind. So checking where time is lost and rewriting bigger parts in asm might bring the games to a playable level. I doubt as well that you can do a perfect emulation though.

A static binary translation is basically just a fancy word for writing a dissessembler and a converter that will make the result VB conform. The fact that other games have been treated this way to be playable on the Vectrex only helps very little. If there was an Vectrex dissessembler that produces c code already, this might be an option to look into. Otherwise, for me personally this sounds like and even worse task then writing an emulator.

From what I understand 3D Vectrex games also work differently then VB games. So they won't magically work in 3D by running them on the VB. I didn't try but the emulator itself should be able to run every other Vectrex game right now.

Quote:

VmprHntrD wrote:
Well maybe this is more complicated than necessary, but do we know if the VB follows the same design concept of previous Nintendo hardware to date (1995?)

The NES, SNES and even Gameboy used memory mappers and other extended chipsets to expand beyond the capabilities of each piece of hardware. The NES with its MMCs etc, Gameboy with MBC1-5, and SNES with DSP through SA1, FX1-2, SDD1, C4, etc chips.

Would it be possible to create a new board like mellott did for larger games such as that Hyper Fighting cart, where an expansion chip can go on it. Maybe something like a DSP that can handle more math, or even a SA1 analog to SNES where a VA1 is a faster co-processor) could handle the work in tandem? I know this is just a reach, but can the hardware take more than it was intended for through outside means? Or is it limited like the GBA to clever programming and little else?


I guess you could do something like that. I think outsourcing music to a designated chip might make sense. But at some point you will have to ask yourself what's the point of all of this. Just run the game on more powerful hardware and use the entire VB as a display?
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#2
Virtualtrex
Posted on: 5/26 14:38
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Joined 2011/7/1
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Hey Everyone,

if you read the planetvb discord you already know about this. Some time ago I tried to run an vectrex emulator on the VirtualBoy. I simply took vecx, removed everything os specific. combined it with the core of Gregs wireframe library and reduced memory usage.

The result is minestorm being emulated very slowly. I did some performance optimization myself and used an optimized version of vecx. However, some basic measurements showed that the emulator would need to be 10 to 20 times faster. I checked and Gregs library is very fast. It's the actual emulation that is slow.

There are many things missing like sound, controls and loading games. Minestorm stops at the select screen right now. It used to start all the way but I think the newer version of vecx is waiting for inputs.

However, I'm not the one who will go ahead and optimize the emulator because that sounds very boring. If someone else wants to, you can find the sources here: https://github.com/thunderstruckProjects/virtualtrex

Attached is the Minestorm ROM and some screenshots. It looks allot better on hardware.

Attach file:


zip virtualtrex_pad.zip Size: 527.22 KB; Hits: 59

png  unknown1.png (4.59 KB)
1709_5cea8937b214a.png 412X362 px

png  unknown2.png (12.14 KB)
1709_5cea893f63581.png 770X476 px

jpg  unkown3.jpg (31.89 KB)
1709_5cea8945eb098.jpg 449X598 px
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#3
Re: What all is being worked on?
Posted on: 4/6 18:06
PVB Elite
Joined 2011/7/1
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Quote:

Levine91 wrote:
Thought maybe I'd give this thread a bump since it's about a year old now, see if anyone else has anything that isn't already publicly known!

Thunderstruck, how are all those projects going you previously mentioned?


I still have allot of projects going. Limited time forces them to a halt quite often which frustrates me a lot.

I did do a few simpler ROM hacks which I talked about in my original post. I still have plenty of very cool ideas for other ROM-Hacks.

I also wrote a rather advanced image converter which i hope to release open source this year. I did also integrate it into vbde. Started to do the same for music as well.

Morintari and I are still making GameHero Legends. The fact that I had to move and reoccurring health problems slowed everything down a bit. Next step here will be to write a animation system (yet again). The current one is too slow and tries to solve problems that don't even exist for this game. So I will have to take a step back and rethink my approach.

I also spent quite some time on hardware projects, motivated by Kevin and furrtek.

I would so love to finally do more Snatcher.

Another think I want to do is do more youtube videos and twitch streams to open up VB development to a wider audience. I created the accounts and everything (you might have noticed that most of my accounts are called thunderstruckProjects now). I'm really just need more time.You can go and follow me on twitch already if you like: https://www.twitch.tv/thunderstruckProjects

I have many more ideas for projects. Not all of them being VB related though.
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#4
Re: Kickstarter - The Complete Virtual Boy: 100+ Page Color Hardcover Book
Posted on: 4/3 9:09
PVB Elite
Joined 2011/7/1
Germany
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CoderContributorTop10 PosterLong Time User (8 Years) App CoderPVBCC 2013 Entry
I will only buy a Virtual Boy book that has been done by Benjamin Stevens.
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#5
Re: Open Source Command Line FlashBoy Programmer
Posted on: 2/28 23:26
PVB Elite
Joined 2011/7/1
Germany
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This is pretty cool. Will try it this weekend. Thanks allot
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#6
Re: PVB Emulator
Posted on: 2/28 20:54
PVB Elite
Joined 2011/7/1
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Just gave it a try and it seems to work quite good. I noticed a few things here and there in the UI that could need improvement but I don't want to throw more work at you. Just tell me when you are up for it and I will make a short list.
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#7
Re: [Release] Virtual Fishing - English Version
Posted on: 2/28 20:51
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Joined 2011/7/1
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Quote:

UHATEIT wrote:
This is amazing! I had the patched one that still had the Japanese title screen and some other Japanese things in the game. This looks amazing with the full translation!

I know someone posted the translated instructions somewhere too, so I need to get that since I have no clue how to pull the damn fish back once it bites!


Yeah, I needed a break and released the half done translation. The remaining screens actually didn't took that much work. But damn, that work was annoying.
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#8
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/28 20:49
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Joined 2011/7/1
Germany
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Quote:

VmprHntrD wrote:
Love that last image with the screaming monster, seems useful.

Just really posting to say great job all around and on the final cobbling of all that into a working translated game. I forgot it had never been done, and it was like the last big one needed (I think) around Gundam, Fishing, and Space Squash. Virtaul Lab maybe? I've never attempted it.

Again thanks, and great job. I've got a flashboy so this should be fun to take a crack at as time allows.


I did remove the Japanese from Virtaul Lab, translated the remaining few things in Space Squash and did the complete translation for Fishing.

Always wanted to translate the title screen in Gundam. I think VTetris has some screens that can be translated as well.
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#9
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/26 19:22
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Thanks everyone.

Quote:

HorvatM wrote:
Disturbing? I don't remember seeing anything that wasn't already shown in the game. But I know I haven't mapped the whole ROM yet. If you tell me the addresses, I'll add them to the list.


Yeah, I thought for a moment I found some hidden images but they all ended being used in the endings. It seems like that's what's missing from your current map. I also didn't really debug the ROM or anything. Just looked at charsets and BgMaps that happened to be in the empty spots of your map. Still, disturbing stuff if you look at them out of context. I attached some.

I have to say that your analysis made this work so much easier. I also included you into the credits in case you didn't see it.

I will provide you with a detailed list of my findings as soon as I have my tool done.

Quote:

VirtuousRage wrote:
You're the best Thunderstruck!!!

It was really fun making all the sprite edits for the patch. :)


I should have pointed this out more clearly in my initial post. While I did patch the ROM VirtuousRage is the one who did the translation and did painstakingly create the image for the translated credits. He also made the new title screen logo. I just slapped everything together and patched it into the ROM.

Quote:

VirtuousRage wrote:
Thanks again for helping me complete this project that began 2 years ago! One step closer to the finish line~!


It was really fun working with you. I can think of many more ROM hacks we can do.

Attach file:



bmp  charSet_Wtf.bmp (4.71 KB)
1709_5c7583b947783.bmp 128X128 px

bmp  charSet_Hand.bmp (5.66 KB)
1709_5c7583c011606.bmp 128X128 px

bmp  bgMap_Thunderstruck.bmp (8.66 KB)
1709_5c7583c6834a0.bmp 512X256 px

bmp  bgMap_ScreamingMonster.bmp (21.48 KB)
1709_5c7583cd4bf90.bmp 512X512 px
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#10
[Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/25 18:52
PVB Elite
Joined 2011/7/1
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Hey Everyone,


VirtuousRage was asking me for a while to do a Translation Patch for Insmouse No Yakata (インスマウスの館). A week ago I decided to give it a go. After starting to analyze the ROM I remembered that HorvatM already did all of this: http://matejhorvat.si/en/vboy/insmouse/

Based on that data I wrote a tool that allows me to freely change every image inside of the ROM. I actually found allot more (very disturbing) images that had not been mapped by HorvatM yet as well. While the tool works for my needs it's not in a state that allows a release quite yet. There is not too much work left though. Maybe in a week or so.

Attached you will find the patched ROM, some screenshots and a (too fast) video.

https://youtu.be/xeKBhiLKjdA

Have fun playing.

Attach file:



png  Innsmouth.Mansion.patched-0000.png (16.40 KB)
1709_5c742b3acc3f5.png 384X224 px

png  Innsmouth.Mansion.patched-0001.png (5.80 KB)
1709_5c742b418c1b9.png 384X224 px

png  Innsmouth.Mansion.patched-0002.png (3.29 KB)
1709_5c742b466c6a9.png 384X224 px

png  Innsmouth.Mansion.patched-0003.png (10.10 KB)
1709_5c742b4d71bc4.png 384X224 px
zip Innsmouth.Mansion.English.zip Size: 213.46 KB; Hits: 396
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