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Understood
@litephiterRegistered April 14, 2007Active 2 years, 1 month ago
46 Replies made

The music is from Zelda: Link’s Awakening.

The correct padded ROM size is 16 megabits, not megabytes. A byte is eight bits.

You’ll definitely damage the label if you use Goo Gone, and you’ll probably damage it if you try peeling off the sticker. They were deliberately designed to be tough to remove.

I’d just leave it on there. It’s part of the cart’s history. No repro is ever going to have a sticker like that on it.

Nester’s Funky Bowling already has a two-player mode, but both players have to share the same VB and switch off between frames.

Looks like there’s a slight difference in the logo typeface.

I got my second FlashBoy in the mail today and can confirm that two-player Mario’s Tennis works and is fantastic.

My personal top three are Mario’s Tennis, Wario Land and Vertical Force. Probably in that order.

I had this exact same problem. I’m pretty sure there’s nothing wrong with your setup.

All you have to do is check the little box next to the ROM name. (It’s not enough to just highlight the filename in the app.) Once you check the box, the button will become active.

Does that make sense?

Just wanted to add that I also received my cable in the mail this week. Like others here, I’ll have no way of testing it until I can lay hands on another Flashboy, but the workmanship looks great, and the ends fit snugly into the VB’s link port. There was even a bonus Virtual Boy bumper sticker waiting for me in the bottom of the box. Overall, I couldn’t be happier. I hope everyone who wants one gets one, eventually.

This looks incredible. And I love the surprise drop. Just like Beyoncé.

Definitely in for this, if it happens.

As long as the price was comparable to the price of the Flashboy/past repros, I’d probably be on board for one or two.

Thanks for those measurements, by the way. I’ll save them to my laptop in case I ever do decide to print up a replacement.

I paid much more for mine years ago.

I had a feeling that these normally sell for a bit more, but it’s been so long since one has shown up on eBay that I can’t get an accurate read on value. Anyhow, it’s hard to go wrong for $20.

When I saw it lying on the ground it was like seeing a legend come to life. As soon as I noticed the illustration, I knew exactly what it was.

I probably could estimate the size of the medallion, but I’m not sure it would be worth the price. To me, it’s pretty amazing that this thing is as complete as it already is.

Nice new profile pic, by the way!

  • This reply was modified 7 years, 4 months ago by litephiter.

Also, if I may say so, the game is almost unplayable. I can barely even see the ball when it flies into the outfield. Still, kinda cool to have.

I got a boxed complete copy on eBay not too long ago. Not sealed, but decent condition. I think it was about $15 shipped.

That was it! It totally works now. I can’t believe I developed Virtual Boy software. (Well, sort of.)

Thanks.

Here’s my code. It’s a lightly modified version of one of the samples that comes packaged with VBDE. All it does is populate the displays with a bunch of red rectangles in a diagonal pattern. I made the charmap and bgmap using VIDE.

//Include library, charmap, charset
#include libgccvb.h
#include "testchmap.h"
#include "testchset.h"

int main()
{
//Initialize variables
int x = 30;
int y = 20;
int i = 30;

//Initial setup
vbDisplayOn();

//Copy tileset and tilemap into memory
copymem((void*)CharSeg0, (void*)testchset, 256*16);
copymem((void*)BGMap(0), (void*)testchmap, 450*16);

//Setup worlds
//(This uses structs to access world data, the old method using functions is commented out)
WA[31].head = (WRLD_ON|WRLD_OVR);
WA[31].w = 384;
WA[31].h = 224;
//vbSetWorld(31, (WRLD_LON|WRLD_OVR), 0, 0, 0, 0, 0, 0, 384, 224);

while(i > 20)
{
WA.head = (WRLD_ON|WRLD_OVR);
WA
.w = 384;
WA
.h = 224;
WA
.gx = x;
WA
.gy = y;
x = x + 30;
y = y + 20;
i--;
//vbSetWorld(30, (WRLD_RON|WRLD_OVR), 0, 0, 0, 0, 0, 224, 384, 224);
}

WA[20].head = WRLD_END;
//vbSetWorld(29, WRLD_END, 0, 0, 0, 0, 0, 0, 0, 0);

//Set brightness registers
vbDisplayShow();

//Main loop (Empty because we're done but don't want to reach the end)
for (;;){vbWaitFrame(0);}

return 0;
}