When the emu starts, the anaglyph colors initialize to red and blue. Pressing Ctrl+3 makes it green and magenta. Do it again and red and cyan. Do it once more and it’s back to green and magenta. There’s no way to get the red/blue one back. Note that the colors blue and cyan are different.
I’m assuming this is Mario Kart Virtual Cup? That picture shows a very nice Mode-7 graphic of a Mario Kart racetrack to my eyes. And that perspective projection makes it look nice!
Has anyone experienced the generic colors not working in all but the Characters tab? I’m having this issue. Not even Ctrl+3 is changing the color palette.
That’s definitely true. There’s also some VGM logs of Virtual Boy games in the VGMRips packs, which I honestly think weren’t expanded by people for 2 years. Now they had caught up with this since Scooble released the VGM packs of Panic Bomber and Vertical Force, we should get some more in the future. Me and Ostra Diemgi especially want to see the Waterworld soundtrack in VGM form.
Well, at least the mocked-up VSF format will put a lot of people into dumping Virtual Boy music.
BTW, I attached an updated version of the VSF format specification. It now supports song length specification for mode 0, and a few flags to song control in mode 1.
Also, GuyPerfect, why did you leave my Discord server?
Another update has been made so that it now supports version numbering. This is one thing I should’ve included.
I used your tool on various emulators with the most compatibility, but followed your instructions and got no sound out of it.
Here’s what I tried to do:
First, I initialized the first PCM wave with a basic 50% square wave.
Then, I enabled the write flag before setting my values on Channel 1.
Next, I turned up the stereo panning values and the initial value.
Get no sound. What am I doing wrong here?
Just can’t wait to use it more often and figure out what it would sound like with the sweep hardware and the noise generator!
The sound chip is called the “Virtual Sound Unit”, or “VSU” for short. This chip was made by Nintendo, only used in the Virtual Boy. The chiptune community considers it a ripoff of the HuC6280, used in NEC’s PC Engine.
The VSU contains a mirrored 8-bit address space and a 8-bit databus. (The reason why I said “mirrored” is because of the VB’s use of a 32-bit RISC processor and 8-bit VSU register size, which will mirror each register four times.)
from VB Development Wiki
The silicon chip is housed in a 28-pin SOIC package labeled “U3” and located on the top of the VB’s mainboard.
The VSU is described in this block diagram:
Databus -> Master Control -> Channels 1 through 6 enables -> VSU Control Registers
-> Frequency Timer -> Wave -> Envelope -> ------------> Stereo -> Mixer
-> Frequency Timer -> Wave -> Envelope -> ------------> Stereo -> Mixer
-> Frequency Timer -> Wave -> Envelope -> ------------> Stereo -> Mixer
-> Frequency Timer -> Wave -> Envelope -> ------------> Stereo -> Mixer
Sweep -> Frequency Timer -> Wave -> Envelope -> Modulation -> Stereo -> Mixer
-> Frequency Timer -> LFSR -> Envelope -> ------------> Stereo -> Mixer
There’s more into the VSU chip, but that’s all I have to say for now!
To bring something back up from the original post:
Scooblee wrote:
…I’m no programmer, so instead I made a mock-up…
So… sorry, I don’t quite have the skills or knowledge to. I just wanted to pitch the idea in hopes that maybe someone would’ve been interested in picking it up. If someone does, then hey, I’ve got quite a bit of ideas scribbled down on how I’d like to see it work, and not just one simple mock-up image. I’ve been planning things out :p
Sorry about that, I thought it is a real program. Anyways, I have came up with another VSU tracker mockup.