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#1
Virtual Boy Development - Publishing titles?
Posted on: 2014/2/11 20:34
VB Gamer
Joined 2014/2/10
Great Britain
12 Posts
Long Time User (5 Years)
Hello everyone! My name is Sam Kennedy and I'm currently developing games on the SEGA Dreamcast and SEGA Virtual Memory Unit and I have been thinking of porting my game to the Virtual Boy. When I came onto the site on of the news posts where saying that if you won a conpetion you got a limited run of your game and I started to wonder who would I contact to get my game published to a cartrage? If anyone would be so kind to send me the email for said person or send their website I would be thankful.
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#2
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/12 2:08
PVB Elite
Joined 2007/10/26
USA
757 Posts
ContributorTop10 PosterLong Time User (11 Years) Donator
Sent you a pm :) or if you see me on..message me at the top of the page (chat).
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#3
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/12 4:30
PVB Elite
Joined 2007/10/26
USA
757 Posts
ContributorTop10 PosterLong Time User (11 Years) Donator
We're really not publishers or anything. But, there are some people here that try to make games for the community to enjoy. Just some fanboys :) But, if you have questions..just ask. We'll try to help you out.

-Eric
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#4
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/12 20:38
Nintendoid!
Joined 2013/3/25
217 Posts
Long Time User (6 Years)
*Visual Memory Unit (VMU)

You should worry more about your ability to produce a Virtual Boy port than whether publishing is available. The tools and resources available for Virtual Boy pale in comparison to Dreamcast. If your game is good, publishing will find you.
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#5
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/12 20:43
VB Gamer
Joined 2014/2/10
Great Britain
12 Posts
Long Time User (5 Years)
Quote:

SirGuntz wrote:
*Visual Memory Unit (VMU)

You should worry more about your ability to produce a Virtual Boy port than whether publishing is available. The tools and resources available for Virtual Boy pale in comparison to Dreamcast. If your game is good, publishing will find you.


Sorry I was on my phone when i wrote this, so auto correct will be playing up lol. Also creating a port will not be too much hassle as I all ready have my own game engine for my company that me and are a couple of friends are starting up so one piece of code for multiple platforms. So its really just learning how the VB ticks and basing it off that.
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#6
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/13 4:16
Nintendoid!
Joined 2013/3/25
217 Posts
Long Time User (6 Years)
What platform(s) are you porting from? Dreamcast? You'd get better speed from the Virtual Boy if you build the engine from the ground up, it's not exactly a beast of a console.
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#7
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/13 9:01
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (11 Years) 40+ Game Ratings
Affection: You can start by finishing the 2 virtual boy games Mario Kart: Virtual Cup and Mario VB then make a forum post once the game is finished and someone here will probably make a box art for you

The big problem is that not alot of VB carts around and the cheap once people already used so the key is to find cheap carts wherever and put your game into it unless you can make ur own cart with the chip insuide to store your game but finish the games and someone here will help you layer on with the box art, carts and so on
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#8
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/14 4:13
VB Gamer
Joined 2014/2/10
Great Britain
12 Posts
Long Time User (5 Years)
Quote:

SirGuntz wrote:
What platform(s) are you porting from? Dreamcast? You'd get better speed from the Virtual Boy if you build the engine from the ground up, it's not exactly a beast of a console.


I'm porting from Dreamcast, Visual Memory Unit and X86 PC's however we just got a dev kit from Sony for the PlayStation Vita and we're waiting for word from Mircosoft and Nintendo about the Xbox One and Wii U. We know that the Virtual Boy is't a powerhouse but our own programming langauge called 'CrystalScript' cuts out alot of hassle over high level programming langauges have, by still allowing some low level features such as memory allocation so you still have the control and better optimation than most high level languages. Now what we're most happy about over here is the the compiler we've created, it isn't like C where the compiler is Trans-compiled, our language is compiled using a technique called Machine code generation, that compiles staight to Binary without steping down to an other language.
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#9
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/14 9:25
Nintendoid!
Joined 2007/12/14
169 Posts
CoderLong Time User (11 Years) App Coder
Quote:

affection wrote:
We know that the Virtual Boy is't a powerhouse but our own programming langauge called 'CrystalScript' cuts out alot of hassle over high level programming langauges have, by still allowing some low level features such as memory allocation so you still have the control and better optimation than most high level languages.


The Virtual Boy with an unmodified original FlashBoy has only 64KB of working RAM-- 8KB of additional SRAM if you have a FlashBoy+. A generic memory allocator with its required overhead probably would have little use within such boundaries. Most games I see try to use statically allocated RAM (usually just temporarily) and try to offload generation of things like LUTs and other data to the compile phase, rather than at runtime, to take advantage of the comparatively ample ROM space.

Unless you're just learning the basics or making a very simple game, the VB really isn't the place for high-level "scripting" languages. If you want to make a serious VB game, using C and dropping down to V810 assembly in critical sections is the only practical way to do it. The community's biggest struggle within the past few years has been getting our toolchain cleaned up and modernized from an ancient version of GCC 2 built back in the mid 90s.

Quote:

Now what we're most happy about over here is the the compiler we've created, it isn't like C where the compiler is Trans-compiled, our language is compiled using a technique called Machine code generation, that compiles staight to Binary without steping down to an other language.


So... you created the equivalent of GCC? :P (I kid, I kid)
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#10
Re: Virtual Boy Development - Publishing titles?
Posted on: 2014/2/17 13:26
VB Gamer
Joined 2014/2/10
Great Britain
12 Posts
Long Time User (5 Years)
Hmmm, that's going to be a problem as my co-workers don't know alot of programming so I created the easy to learn scripting language so i could have the game's progress going at a steady pace whilst I create ports to other platforms, So I'm going to have to teach them C what is going to be a pain. Do you think I could use the Flash memory from the FlashBoy to off load some of the files from RAM? Also is there any VRAM in the VB or does it just use the normal RAM for graphics?

Haha, an equivalent of GCC, I think not, more like a hours and hours of reading "Let's Build a Compiler, by Jack Crenshaw" and questioning the folk at stack overflow haha. The joys of being a self taught programmer.
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