Actually, the one that works isn’t all that bad looking (I’m probably the only one who would notice, it has more scratches) so I think I’ll just leave it alone for now. As for the value comment… I’m more of a video game collector. I’d only mod my Virtual Boy if I knew another was going to be readily available/it looked really bad. I just wish I could get my old one working…
Does swapping the insides around lower the value of the VB at all? I was going to swap the insides but I wasn’t sure…
This is why I always bid before I post. 😀
Actually, there’s only a day and a few hours to go, so it may not get that expensive…. Does KR155E already have the contents of those floppy disks though?
Oh, and one last question… How do you search foreign eBay sites? Do you just have to know where they are?
I had no problems compiling under cygwin… I just did what it said in the readme. Still haven’t written any software though. 😀
Hopefully that will change soon. I should at least get to work on a hello world program…
I doubt LttP would fit on a VB cart (It’s my favorite Zelda game though.) Besides, It’d be very hard to port. I’d be thinking more in the range of LA or even just original LoZ.
Oh, I just noticed, nice 3D effect. If only the real LttP were like that. 🙂
It works fine on mine. At least… It loaded the software fine. Seeing as it didn’t look any better than regular red dragon, I didn’t try to load anything. Excuse me for my laziness. 😀
Jojobean, do you mean that it won’t load on your PSP (and your menu displays corrupted files)? Or do you mean that the software won’t work? Because I can help you get it (and other homebrew) to work if it’s displaying corrupted files. The mistake that I’ve seen most people make with PSP homebrew is that they’re not running custom firmware, so they just stuff some homebrew on their memory stick and expect it to load.
But where do you find the source code for proprietary games? I suppose you could decompile a game into C, but it would take forever to figure out…
Anyway, I agree with manicfoot, a port of SNES Starfox would be amazing. Although I don’t think that that any of us (well, most of us 😀 ) would be capable of porting it.
P.S. Deadly-D, if you’re looking for a tile editor/viewer for NES games (and many other formats) try Tile Molester (yes, I know it’s a funny name.) It’s written in Java, and it can handle many different graphics formats. I don’t think it supports VB though 🙁 .
Sorry for double-posting. I don’t know if this will help, but I think I found the code that gccVB is having trouble with. I’m not familiar with this part of C syntax, so I don’t know why the code is written like this, but v810-gcc ‘s problems seem to focus around these lines:
#define WORLD_GSET(n,gx,gp,gy) WAM[((n << 5) >> 1) + 1] = gx;\
WAM[((n << 5) >> 1) + 2] = gp;\
WAM[((n << 5) >> 1) + 3] = gy;
#define WORLD_MSET(n,mx,mp,my) WAM[((n << 5) >> 1) + 4] = mx;\
WAM[((n << 5) >> 1) + 5] = mp;\
WAM[((n << 5) >> 1) + 6] = my;
#define WORLD_SIZE(n,w,h) WAM[((n << 5) >> 1) + 7] = w;\
WAM[((n << 5) >> 1) + 8] = h;
#define SET_BRIGHT(a,b,c) VIP_REGS[BRTA]=a; \
VIP_REGS[BRTB]=b; \
VIP_REGS[BRTC]=c;
GccVB doesn’t seem to recognize the backslashes (\) as correct syntax. However, I don’t know anything else about this problem. These problems are found in libgccvb.h, which is required by many VB programs. Is there any way to rewrite this code to work with gccVB? (It looks like it was made to work with gccVB, so why doesn’t it?)
Thanks KR155E. I’ll try looking at the demos that came with the previous release. I really want to try writing some software for VB, the only problem is getting started. 😛
How about this one? Soon coming to XBLA, DS and PSP…
Oooh, almost forgot. The ragdoll shooter one is a lot like this game. You’ll probably like it if you liked that.
- This reply was modified 16 years, 11 months ago by Fwirt.
Okay, I’ve run into a problem. After building gccVB, I downloaded the mariofly demo source (actually, I already had it) and tried to compile it with
$ v810-gcc mariofly.c -o mario.vb
but I keep getting errors. Specifically, I got lots of parse errors, and errors about misplaced “/”s. I tried to fix the errors, but as soon as I opened the source file, I realized that I didn’t see any “/”s in the file. Help!?
P.S. I’ve also tried compiling simon, but ran into a similar problem. Any suggestions? Am I doing something wrong or is there something wrong with the input files/compiler? I’ve programmed in Visual Basic and I know a little bit of C, but I haven’t done that much with compiled languages so I’m kinda clueless. 😛
Since I finally have access to fast enough internet, I downloaded gccVB, and right now I’m downloading and installing cygwin… Maybe I’ll actually be able to start coding for VB soon!
I’ve thought of this before in the past (despite my severe lack of technical knowhow 😀 ) but it occurred to me that the main problem would be synchronization. I think it would be incredibly hard to keep 2 VB’s connected via the internet synchronized unless the game was programmed specifically for internet use. Of course, with the flashboy this is probably possible.
Anyways, would you really need that microprocessor in order to network the VBs? I would think that you could just hook the ext. port on the VB up to a parallel port on a PC, and then use some appropriate software to get the job done, but then again, I don’t know anything.
Well said! Although I don’t know about the most anticipated day in video game history :-). I am looking forward to getting one though… Just hope I can afford it.
I do hope this is real. Anyway, if this is real, is there any chance of PVB acquiring it and creating a ROM dump?
Ah finally! I was waiting for a VB emulator to be ported to PSP… I’ll have to charge my batteries and check it out right away. Thanks SofiyaCat!
Is there a possibility that this is a prototype of VB Mario Land? The only reason I’m thinking this is because of the white label and lack of a better name than VBSMB…
Because if it is… 😯
Anyways, if it IS a prototype, it would really be priceless. That kind of thing is really rare. There may only be one or two copies in existence. Of course, I may just be shooting off my mouth here – Mario like gameplay also kind of describes Mario Clash.
This is just a curious question… Is there any way to contact your uncle now? Is it possible that he could get pictures? I hope I’m not making a TOTAL fool of myself but I would like to see this Mario game…
O_o Why do you have multiples of most of your game systems Atari26003?
Anyway, these are the complete ones:
PSP running Custom Firmware M33 3.32(?)
SNES (x2)
NES
Gamecube
Sega Genesis
N64
Virtual Boy 😀
Game Boy
Game Boy Color
Sega Game Gear
Also, since we’re on the topic of the wiki, I’d just like to say something that I hope isn’t taken badly: It seems kind of pointless.
All of my visits there have been less than helpful… All of the info on it seems to be pulled from David Tucker’s documents, aside from setting up the compilers. And I’ve noticed that any programming discussion usually takes place in the forums anyway… I just thought I’d offer some criticism.