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All Posts (thunderstruck)




#1
FS furrtek servo emulator
Posted on: 10/2 21:39
PVB Elite
Joined 2011/7/1
Germany
1111 Posts
CoderContributorTop10 PosterLong Time User (8 Years) App CoderPVBCC 2013 Entry
Hey everyone,

a while ago I did build myself a furrtek servo emulator to consolize my Virtual Boy. It's pretty much just a chip that tells the motherboard that the servos are still there even though they aren't. This allows for a very small VB when using the furrtek video out.

The materials needed to make the servo is super cheap (~1,50 Ä) and it only takes like 15 minutes to make one if I add wires and a connector socket. For just the chip it's like one minute.

With the socket and the wires it's more or less plug and play. Without you will need to solder on some wires yourself (which is super easy).

I have parts for maybe 9 more lying around. If you want one I would just ask for the shipping costs. Of course, if you want to pay more you are welcome to do so.

I would like to add that I'm not a pro when it comes to soldering, so the result will look rather sloppy. RetroDan is working on a plug & play board right now. If you looking for something easy with high quality you should wait for his solution.

I will also make a video that explains in detail how the servo is made.

You can send me a PM or post here. Remember to tell me if you want the connector or just the chip. If allot of people want one (which I doubt) I will prioritize stronger community members.

Cheers

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#2
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 9/26 22:54
PVB Elite
Joined 2011/7/1
Germany
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Quote:

Artie schrieb:
Is the controls different from the JP version? Or was the game made harder than the JP version?? Seem to be different.


Should be exactly the same. I didnít change or add code. Just replaced Images.
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#3
Re: Virtualtrex
Posted on: 5/29 12:20
PVB Elite
Joined 2011/7/1
Germany
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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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#4
Virtualtrex
Posted on: 5/26 14:38
PVB Elite
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.

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#5
Re: What all is being worked on?
Posted on: 4/6 18:06
PVB Elite
Joined 2011/7/1
Germany
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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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#6
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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I will only buy a Virtual Boy book that has been done by Benjamin Stevens.
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#7
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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#8
Re: PVB Emulator
Posted on: 2/28 20:54
PVB Elite
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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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#9
Re: [Release] Virtual Fishing - English Version
Posted on: 2/28 20:51
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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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#10
Re: [Release] Insmouse No Yakata - Innsmouth Mansion - English Translation Patch
Posted on: 2/28 20:49
PVB Elite
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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