• Most people probably don't realise this, but this forum has had two editors for a number of years. One is the xenForo default editor, and the other is a custom editor I made years back I called BBCEd.

    All the settings for which editor you use was lost during the upgrade. You can find the setting under Account Settings > Preferences > Editor.

Cave Story on the Virtual Boy

Old topic!
The last post in this thread is over 60 days old. Posting in this thread will be considered a bump, so please make an attempt to be courteous if you go ahead with it.

If the last post is over 6 months old, it may instead be a better idea to start a new topic. If you aren't sure about what to do, feel free to ask a staff member for help, or try to locate a 'general questions'-type thread if it exists in this (sub-)forum.
Sep 14, 2019 at 6:51 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Jan 20, 2019
Location: Somewhere on the Surface
Posts: 34
#1
I got the idea for this from a post on a Discord server. I don't have the slightest idea on how to program for the VB, so this thread is for sharing ideas and in hopes someone has the expertise to pull this off. Screenshot 2019-09-14 at 1.29.53 PM - Edited.png
 
Last edited:
Sep 14, 2019 at 7:07 PM
Sleepyhead
"In Soviet Russia, graves keep YOU!"
Join Date: Jul 20, 2015
Location: Under sea level or something
Posts: 711
Age: 21
#2
I have no idea if virtual boy homebrew is that big of a thing considering it's reputation but I feel like there generally is very little reason to do this other than for the sake of just getting it on yet another system.
 
Sep 14, 2019 at 7:11 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Jan 20, 2019
Location: Somewhere on the Surface
Posts: 34
#3
I have no idea if virtual boy homebrew is that big of a thing considering it's reputation but I feel like there generally is very little reason to do this other than for the sake of just getting it on yet another system.
Another thing is when you look inside a VB to play it, it is surprisingly dark even outside the screen area, the blacks are very black, and it's quite atmospheric, which would make it a perfect fit for Cave Story. I should know, I own one.
 
Sep 15, 2019 at 3:42 AM
Junior Member
"Fresh from the Bakery"
Join Date: Mar 31, 2019
Location: Central USA
Posts: 17
#4
1: why the hell do you own a VB
2: how would you differentiate some of the sprites this game needs more than 2 colors
 
Sep 15, 2019 at 6:29 AM
Thiccest elf
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Cygnus
Posts: 2151
Age: 24
#5
Cave Story could barely be backported onto the Sega Genesis, and while there was a tech demo for the Game Boy Color displaying the cloud parallax in action (rom is not available anymore, though I have a copy of it on me), I don't think any more than that itself would be possible on the Virtual Boy.
 
Sep 15, 2019 at 7:17 AM
Senior Member
"Master using it, and you can have this!"
Join Date: Jul 6, 2019
Location: The Clouds
Posts: 82
#6
Sep 15, 2019 at 9:07 AM
Senior Member
"This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?"
Join Date: Mar 25, 2019
Location:
Posts: 92
#7
That would get a Virtual BoI just to play that lol.
Though I don't see that happening unfortunately.
 
Sep 15, 2019 at 11:30 AM
Perfectionist
CS Beta Content Discord Admin
CSE Discord Moderator
"Bleep, Bloop, Bleep, Bloop"
Join Date: Dec 26, 2014
Location: the back of their own hand.
Posts: 1534
Age: 119
#8
The game having open source is no help. Either you write native machine code or you're going to have a hard time doing much.
That said, I'm not sure how efficient other people's ports have been.

Cave Story could barely be backported onto the Sega Genesis
The Sega Genesis has a much weaker CPU.
One big issue would be the display. Some things to consider:
1) What's the point of porting Cave Story to this system, specifically? It's an entirely 2D game, what would you really get out of making it 3D? (see: shithouse NiCALiS ports)
2) The reduced colour count may mean that, combined with the faster CPU, the system could potentially actually run the game with enough optimisation. (although that's just in theory)
3) Do you really wanna play Cave Story with a monochrome display and superficial 3D effects?
 
Sep 15, 2019 at 11:59 AM
Sleepyhead
"In Soviet Russia, graves keep YOU!"
Join Date: Jul 20, 2015
Location: Under sea level or something
Posts: 711
Age: 21
#9
You may as well just try to make it work on more currently mainstream headsets or even the phone vr stuff since there just aren't a lot of people doing things with a VB, let alone people making homebrew work on the actual hardware (you need one to test it out, you can't easily just make stuff for stuff you don't even own).
However a more dark and atmospheric cave story as you suggested sounds interesting, and I can see that being more likely to be possible- though even just a vignette may require some asm work.
 
Sep 15, 2019 at 3:07 PM
Thiccest elf
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Cygnus
Posts: 2151
Age: 24
#10
1) What's the point of porting Cave Story to this system, specifically? It's an entirely 2D game, what would you really get out of making it 3D? (see: shithouse NiCALiS ports)
The Genesis IS 2d, unless you're mistaking it for the Saturn.

Edit: Unless you forgot this thread existed :p
 
Last edited:
Sep 15, 2019 at 3:26 PM
Perfectionist
CS Beta Content Discord Admin
CSE Discord Moderator
"Bleep, Bloop, Bleep, Bloop"
Join Date: Dec 26, 2014
Location: the back of their own hand.
Posts: 1534
Age: 119
#11
The Genesis IS 2d, unless you're mistaking it for the Saturn.

Edit: Unless you forgot this thread existed :p
I was talking about the Virtual Boy!

The Sega Genesis has a much weaker CPU.
One big issue would be the display. Some things to consider:
1) What's the point of porting Cave Story to this system, specifically? It's an entirely 2D game, what would you really get out of making it 3D? (see: shithouse NiCALiS ports)
2) The reduced colour count may mean that, combined with the faster CPU, the system could potentially actually run the game with enough optimisation. (although that's just in theory)
3) Do you really wanna play Cave Story with a monochrome display and superficial 3D effects?
 
Last edited:
Sep 15, 2019 at 3:37 PM
Thiccest elf
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Cygnus
Posts: 2151
Age: 24
#12
spoiler=Is it not obvious?
Ehhhh, the stuff on the VB was right below the answer on the Genesis (rather than separated with a space), so I thought you were still talking about that.
 
Sep 15, 2019 at 5:43 PM
Senior Member
"Master using it, and you can have this!"
Join Date: Jul 6, 2019
Location: The Clouds
Posts: 82
#13
I'm chuckling at the thought that this might really happen
 
Sep 16, 2019 at 4:54 AM
Bonds that separate us
Forum Administrator
"Life begins and ends with Nu."
Join Date: Aug 20, 2006
Location:
Posts: 2790
Age: 29
#14
Just reshade the whole game in red and play it on a modern VR headset
 
Sep 16, 2019 at 5:21 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Jan 20, 2019
Location: Somewhere on the Surface
Posts: 34
#15
1: why the hell do you own a VB
2: how would you differentiate some of the sprites this game needs more than 2 colors
1. I'm a nerd.
2. It's easier than you think.
Cave Story could barely be backported onto the Sega Genesis, and while there was a tech demo for the Game Boy Color displaying the cloud parallax in action (rom is not available anymore, though I have a copy of it on me), I don't think any more than that itself would be possible on the Virtual Boy.
The VB is easily more powerful than the Genesis or the GBC, so, it'll be much easier. Plus, it's a better idea to port it to the VB than you think.
 
Sep 16, 2019 at 6:41 PM
Sleepyhead
"In Soviet Russia, graves keep YOU!"
Join Date: Jul 20, 2015
Location: Under sea level or something
Posts: 711
Age: 21
#16
The VB is easily more powerful than the Genesis or the GBC, so, it'll be much easier.
I think people are generally way more interested in the gbc than virtual boy which means gbc homebrew may still be an easier job since it's likely to have more documentation (ive seen some pretty demo's iirc too).

Plus, it's a better idea to port it to the VB than you think.
Except people are hard to motivate to make stuff for consoles they don't really interact with at all.
 
Sep 16, 2019 at 7:53 PM
Thiccest elf
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Cygnus
Posts: 2151
Age: 24
#17
Tbh, i would love to view the receipts that shows the Virtual Boy being superior to the Genesis. While it can clearly support something like the unreleased Star Fox game planned for it, the graphics were more wireframe than anything else, and there was already proof of the Game Boy being capable of anything similar with the game, X.
 
Sep 16, 2019 at 9:28 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Jan 20, 2019
Location: Somewhere on the Surface
Posts: 34
#18
I think people are generally way more interested in the gbc than virtual boy which means gbc homebrew may still be an easier job since it's likely to have more documentation (ive seen some pretty demo's iirc too).
Except people are hard to motivate to make stuff for consoles they don't really interact with at all.
1. Just use VUEngine.
2. I meant it as in that it fits the VB.
Tbh, i would love to view the receipts that shows the Virtual Boy being superior to the Genesis. While it can clearly support something like the unreleased Star Fox game planned for it, the graphics were more wireframe than anything else, and there was already proof of the Game Boy being capable of anything similar with the game, X.
Where the VB really shines is with sprite-based games.
 
Last edited:
Sep 17, 2019 at 12:46 AM
Thiccest elf
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Cygnus
Posts: 2151
Age: 24
#19
Where the VB really shines is with sprite-based
So hardware based, it really is inferior? Give us the specs! You need hardware capable for that software and graphics :v
 
Sep 17, 2019 at 2:03 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Jan 20, 2019
Location: Somewhere on the Surface
Posts: 34
#20
Give us the specs!
I didn't mean it as an inferior console, but here.

CPU
Customized NEC V810 (NVC, P/N uPD70732)
32-bit RISC Processor @ 20 MHz (18 MIPS)
1 KB instruction cache

RAM
128 KB dual-port VRAM
128 KB of DRAM
64 KB WRAM

DISPLAY
384 x 224 4-shade gray/red-scale @ 50hz x2

SOUND
Custom "Virtual Sound Unit"
Five wave channels
One noise channel
10-bit stereo output

CONTROLLER
6 buttons and 2 D-pads (14 buttons total)
uses NES controller protocol
 
Top