My guess is to have a better display that doesn’t give headaches. And the sound chip of the VB; it’s like they were already having 32 simultaneous background layers for the display, but they didn’t really make it sound like a SNES.
Or better yet, they should’ve let Reflection Tech. skip Nintendo after they skipped Sega, and probably go to different companies. If they didn’t like the concept then, they should’ve just rush out the N64 in an possible attempt to go after the already 64-bit Atari Jaguar console.
MK opened a crowdfunding campaign for his tracker, its respective sound player code, and a brand new VB homebrew game entry. All after more than a year since the “debut” video was uploaded.
Well, not exactly the full US library, because he got his Jack Bros. copy in Japanese. But all he wanted to care of is how the gameplay is like. This is most likely because of the expensive pricing of the US version, whereas the JP version costs less money.
Is Guy Perfect coming to the PRGE meeting? He hasn’t released a new version of his VB debugger application in MONTHS. I’m waiting for his updates to the VIP window to be released. I wonder what his announcements would be there.
He said on my Discord DM with him that the VIP window is doing pretty well. He’s also been in a tight spot with his other personal things. Oh boy, it’s been months since the Java app got updated, and I’m still hyped for the next announcement/release.
That video is technically not a real Virtual Boy thing.
You can notice that the graphics in the video are not pixelated and don’t meet the VB’s 384×224 resolution. The video was uploaded in 2D, while stereoscopic 3D parallax is probably the most important advantage to VB graphics. The video was uploaded in 720p30 format, which is NTSC-comparable. The displays used in the VB create their “images” 50 times per second, which is PAL-comparable.
The music sounds like nothing the VSU can produce, unless it’s advertisement music, or is intended to waste CPU cycles and bash the volume registers. Or maybe the real Dragon Hopper proto has an extra chip mounted on the cart?
The 2nd method is useful to make independent vertical regions flash in a game scene. And it’s also like the Shadow/Highlight modes of the Sega Genesis/Mega Drive VDP. Dithering can be associated because of the 4-column bandwidth of the column table.
I’m assuming those are just affine worlds displaying a single image, each with a different scale factor.
I noticed that some of the rows repeat, so I’m sure or not sure if he’s compressing the image size in BGMap memory. Also, the world width is re-sizable, to compress the amount of affine parameter memory to use.
Will this game have music? What quality will it be at? Will it even push the VSU to it’s limits? And how do you make music for this console if there’s no dedicated VB music tracker available to the public at the moment?
Also, the VB’s soundchip kinda reminds me of the Sega Master System’s chip, because you can’t play anything below D#2 in the wave channels, kinda like the SMS being unable to play anything below A-2 in its square wave channels. However, the noise channel can use one of it’s shorter noise sequence settings to get bass notes lower, kinda like the pulse wave thing from the SN76489 noise channel. This is somewhat a bass limitation thing for some percent of chiptune songs.
Apart from VB music quality, the affine floor in the screenshots above reminds me of Space Harrier.
KR155E, you need to put this game up on the Planet Virtual Boy news.