You are not logged in.
Lost Password?

All Posts (thunderstruck)




#1
Re: What all is being worked on?
Posted on: 4/6 18:06
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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.
Top

Topic | Forum


#2
Re: Kickstarter - The Complete Virtual Boy: 100+ Page Color Hardcover Book
Posted on: 4/3 9:09
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
I will only buy a Virtual Boy book that has been done by Benjamin Stevens.
Top

Topic | Forum


#3
Re: Open Source Command Line FlashBoy Programmer
Posted on: 2/28 23:26
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
This is pretty cool. Will try it this weekend. Thanks allot
Top

Topic | Forum


#4
Re: PVB Emulator
Posted on: 2/28 20:54
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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.
Top

Topic | Forum


#5
Re: [Release] Virtual Fishing - English Version
Posted on: 2/28 20:51
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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.
Top

Topic | Forum


#6
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/28 20:49
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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.
Top

Topic | Forum


#7
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/26 19:22
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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
Top

Topic | Forum


#8
[Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/25 18:52
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
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: 179
Top

Topic | Forum


#9
Re: WTB: Virtual Fall for the Aftermarket Collection
Posted on: 1/13 12:48
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
Quote:

Ferris Bueller wrote:
Hello there!

You may not know me, but in many circles I'm know as the Aftermarket Archivist. My goal is to collect all Nintendo aftermarket games with the focus of creating a library for research and historical purposes. I know, it's an odd calling, but I love this stuff.

My aftermarket VB collection is complete, with the exception of one game: Virtual Fall. I finally managed to find a FlashBoy CIB (first edition), leaving just one game left. I totally missed the ebay auction in the fall due to it being international and eBay being dumb and not showing it to me for some reason.

Want to fund another project? Need money for life changes? I'm your guy. I pay fair and it will go to a good home. Ask around, I never sell and I cherish my games. I'm also the guy who has the two-player VB display at the Let's Play Gaming Expo each year, with the AV modded out VB so people can watch the Hyper Fighting tournament.

WTB: Virtual Fall


Hey Ferris,

The Virtual Fall cart has actually never been sold. Every participant in the coding competition got a copy. So there are like 10 copies in existence. Making it pretty rare now that I think about it.
Top

Topic | Forum


#10
Re: Bound High official ROM differences
Posted on: 2018/12/26 19:51
PVB Elite
Joined 2011/7/1
Germany
1107 Posts
CoderContributorTop10 PosterLong Time User (7 Years) App CoderPVBCC 2013 Entry
Quote:

HorvatM wrote:
I had a quick look at the ROM. The main debug menu function (which prints the "round select" string at 40140 by calling 2E2C) seems to be at FF6 (F20 in "Kitaro's" ROM), but it is indeed not called from anywhere.

If you set the PC to 7000FF6 in Mednafen's debugger, you will get there, but the text won't be visible because the worlds/charsets are not set up. From there, you can press L or use the left D-pad to get to the round selection mode (which seems to be buggy), or A to go to some other menu (function AA4), which will play one sound and then freeze.

At 12AA is the sound test function. You can access it by first setting the PC to 7000FF6, then to 70012AA (but not directly or it will freeze). You can use the left D-pad and A to choose and play sounds. Again, nothing of use will be visible on the screen.

To summarize, the important addresses are:
5CC: vbReadPad equivalent, never called directly but only from 7F4
AA4: Function that references the "another stage" string
7F4: Wrapper for 5CC, also resets the game on L+R+B+A+Select+Start
8BE: Called from within FF6, indirectly calls 5CC
FF6: Main debug menu function, references the "round select" string
12AA: Sound test mode function, references the "sound test mode" string
2E2C: Text printing function?
40000: "another stage"
40140: "round select"
4014D: "sound test mode"

I don't have the source code (what are the rules regarding its usage anyway?), so this is just a stab in the dark. You might already know all this.


The "round select" and "sound test" methods are still in the code. That's most likely what you found at FF6 and 12AA. They do exactly what their name implies. There is another one checking for certain button combinations.

There is some code that is excluded by a define statement. This code calls the above methods. It can select the round, do the sound test, enable auto move, change the rank and activate something called nishume. The last one I'm not sure about what it does.
Top

Topic | Forum