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#1
Multi Viewer
Posted on: 2005/4/15 4:57
VB Gamer
Joined 2005/2/25
USA
36 Posts
Long Time User (14 Years)
Hello people! I have a question/idea... I don't know if anyone else have thought of this but... I was wondering. Could you make it so you could somehow connect a Virtual Boy To another Virtual Boy. So like you're playing a Virtual Boy and, Someone else if viewing the game you're playing on another. So You'd be playing like. Mario's Tennis and someone else could watch the game with the 3-D affect. If so please tell me how! I'd really appreciate it!
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#2
Re: Multi Viewer
Posted on: 2005/4/17 1:54
Susan
That's a really good idea! someone who knows alot about modding should reply!
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#3
Re: Multi Viewer
Posted on: 2005/4/17 9:49
Administrator
Joined 2000/1/8
Germany
2515 Posts
Highscore Top10Highscore Top ScoreCoder#1 PosterHOTY09 1stLong Time User (15 Years) App Coder90+ Game Ratings
Moved to the dev board.
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#4
Re: Multi Viewer
Posted on: 2005/4/17 10:50
VUE(xpert)
Joined 2003/7/27
Australia
267 Posts
CoderLong Time User (15 Years) DonatorApp Coder
IIRC DogP had something like this going a while back. I tihnk you just have to connect the display cables from the second unit into the first one, and you can both view the display simultaneously.
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#5
Re: Multi Viewer
Posted on: 2005/4/19 1:22
Nintendoid!
Joined 2004/10/25
USA
100 Posts
CoderLong Time User (14 Years) App Coder
Yea, a hardware link at the display side would be best, you just dont have enough bandwidth to move game state data over the link cable. It would be easy to implement if you were writing a game from scratch but almost imposible to retrofit into mario tennis, etc.
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#6
Re: Multi Viewer
Posted on: 2005/4/24 23:25
Susan
So basicly, i just take the display wires from the second VB and connect them to the other? Because I really want to see and so do my friends, when someone else is playing. :)
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#7
Re: Multi Viewer
Posted on: 2005/5/1 20:24
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (15 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Yup, I built a test setup with it, but I never got around to building a whole system with a cable going between headsets... it does work though, it'd just be a pain to have about 30 wires running between systems.

DogP
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#8
Re: Multi Viewer
Posted on: 2005/5/1 22:08
Administrator
Joined 2000/1/8
Germany
2515 Posts
Highscore Top10Highscore Top ScoreCoder#1 PosterHOTY09 1stLong Time User (15 Years) App Coder90+ Game Ratings
Cool. What about building a video signal converter, would that be possible? I mean, so we know enough from docs about how it all works to build and program such a device to make it possible in theory?
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#9
Re: Multi Viewer
Posted on: 2005/5/2 5:51
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (15 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Yeah, I'd really like to build a signal converter so we could watch the VB stuff on a TV, but that's pretty complicated. I don't know exactly how the whole thing works either, but if I spent a little more time on it, I'm sure I could figure that out. Then I just need time to actually design/build the converter.

I think it'd be easiest to make an interface for the PC, then have the software display the screen though, since it would be easiest to read the screen data, store it into some sort of memory, then just dump the memory to the PC over the parallel port or something, instead of having to then convert to some sort of video signal.

DogP
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#10
Re: Multi Viewer
Posted on: 2005/5/4 6:13
PVB Elite
Joined 2003/7/26
USA
1464 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (15 Years) App Coder20+ Game RatingsPVBCC 2013 Entry
I'd leave the memory out of the device itself and just make hw that sends the video data directly to the PC, which could then render and/or store it. Just my $0.02...

For those that don't know, the screen interface is something like a series of (28?) NES pads. Groups of 8 "pixels" (enough for every row in the 224 pixel tall screen) are each "shifted" over a wire and all synchronized to a clock pulse. Both screens are connected to a common "bus" and activated by a "select" signal. Only one screen is drawn at a time.

The hard part about decoding the data is the fact that the shades are done with PWM. The ratio of a pixel's on and off times determines how bright it is. This is further complicated by the "column tables" that correct for the "pendulum" motion of the mirrors. That's why I think it should be left to the PC.
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