Development

The perfect GameBoy – The Sequel

Posted by karios on October 30, 2019
DIY, Games / No Comments

Every time I decide what the perfect Game Boy is, something happens and I reconsider. The same can be said for many retro systems, because there seems to be an endless stream of hacks, addons and mods for almost anything from the 80s, 90s and 00s nowadays.

Previously (see here), I had considered the GBA SP 101 with a new shell and fixed shoulder buttons to be the perfect Game Boy, since I love the form factor and the screen was lights ahead the GBA SP 001 and of course the original GBA non lit screen. Since then, I modded the original GBA with a very nice backlit screen that improved things dramatically and made it very playable in all lighting conditions, on par with the SP 101.

Now, it’s time to take my SP 001 and take it to another level by installing the best screen on the market, the Funnyplay v2 IPS Laminated display.

This display is hands down the best one yet. IPS colors, 5 brighness levels (and it gets REALLY bright on the highest one), 4x the pixels of the GBA resolution, resulting in no distance between pixels, very fluid (no tearing like previous Funnyplay displays), infinite viewing angles and the display is laminated to the glass, so no dust between the glass and the screen ever and the screen seems to pop. Oh, and the price is very competitive compared to backlit aftermarket displays.

I am really struggling to find anything bad about this mod, but if I had to I would say that it may use a bit more battery. And that’s about it.

The display came in a nice orange box that kept everything safe. In there you will find the display itself, a ribbon cable with a small circuit board and a very thin wire. Oh, and a square white foam that you have to put behind the screen.

If you plug the display on the ribbon cable and plug the ribbon cable where the old SP 001 (or SP 101, works there too) display was, it just works. So if you don’t care about the different brightness levels, you are done.

I modded my only SP 001, which looked like this before the mod:

Modding was relatively easy. The hardest parts was trimming the back cover of the display to allow it to fit and soldering the thin cable to enable the brightess button to switch between the 5 brightess levels.

You have to trim only one side as shown below, and don’t forget to put the foam behind the screen before closing.

For the easy soldering part, which you should do after you pass place the display, connect the ribbon cable and pass it through the opening, the thin cable must be soldered on:

a) the solder point on the ribbon cable itself, as shown here:

b) the solder point marked Q12B on the motherboard of the SP, as shown here:

The soldered wire should look like this (with better cable routing):

This is it. Close everything up and you are good to go.

Now all my GBAs have backlit screens. Funnily enough, the original 101 screen is the worst of them now (on the SP on the left), with the aftermarket backlit taking second place (on the GBA on the right) and of course the new Funnyplay IPS taking first place (on the center SP).

Here are some close ups of the 3 screens. See if you can spot the new IPS (hint: it has 4x the number of pixels, so it’s super sharp compared to the others with no visible gaps between the pixels).

Click for larger image

Half Life: 3 screenshots

Posted by admin on August 20, 2016
Games / No Comments

Here you are. You are welcome!

3
21

These people at Gamescom in Germany made lots of people laugh:)

http://www.pcgamesn.com/half-life-3/hl3-gamescom-2016

My thoughts on VR gaming

Posted by admin on August 12, 2016
Development, Games / No Comments

So VR is here, and this time it will not be like like the 80s, or so we are told:) Actually, it is kinda true, since the technology was just not there during that time and the results was for VR to die out fairly soon back then. It was not only that the display technology made people wear something like a CRT TV on their faces:

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but also the sensor, 3D graphics and algorithm research did not allow us to pass the threshold that actually fools the brain in a convincing way. This time around, all the pieces seem to finally fall into place so using the Oculus Rift or Vive of today actually accomplishes this goal with today’s technology, which means that if upon launch the technology is already here, there is a bright future for the platform.

But…

There is a but there. The technology is one thing, the adoption of the new platform is another completely. At the moment of writing this, you need a fairly expensive gaming rig to meet the minimum requirements for VR gaming on top of the actual headset cost. This means that this is a pretty expensive platform to get into and to make things worse there just aren’t any “must play” games out there that would justify the high cost of admission. Most of the software is actually bite-sized “experiences” and the deeper games could actually be played on a normal monitor like always.

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Like any new platform, there is the circular problem of user base and software availability. Game devs will make games, if there are customers to play them and the customers will get on board if there are games to play. This is why at the point there is a high-risk gold rush happening, with developers that believe in the medium to want to be there when mass adoption finally occurs. Another path some studios are taking is creating special versions, or simple updates to existing games to support VR. This works well on only a few titles, and namely titles that assume players are sitting on the same spot in the virtual world anyway (such as driving, space or flying simulators) since VR game design differs significantly from other platforms when it comes to handling motion. Best practices of VR game design dictates that the user must not move much and have full control of the camera view using head tracking in order to avoid nausea and dizziness due to view-movement differences. It is still work-in-progress and some games are trying alternative approaches to movement, such as teleporting to new fixed spots or fast-dashing to fixed spots (like Doom seems to be doing) with more or less success.

Like I said, it’s still uncharted territory and very interesting from an experimenting point but since things settle down, risky from a market point.

I personally believe that products that will make VR mainstream in the end will not be the Rift or Vive but rather Playstation VR or Project Scorpio VR. The reason is not technical, I am pretty sure that PS VR and … errr… PS VR (damn, Project Scorpio is also PS), will have lower specs than a good gaming rig (they always do) but they will also provide an affordable entry barrier for a larger amount of people to actually experience VR games. And this is important, since it will break the circle I described before and make more game devs make decent VR games. Of course, if the VR hype does not die down (and the consoles VR will help there) VR on the PC will also become affordable in time (a GTX 970 for example, which is now the minimum spec for both the Vive and the Rift, has already become VERY affordable due to the introduction of the 1060, 1070 and 1080 from Nvidia) which will eventually make VR gaming on the PC a no-brainer.

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So in conclusion, I personally believe there is a future in VR gaming, but it will take a few more years. The wow factor is definitely there, I’ve never seen anyone try a VR headset and not come out impressed by the experience, but the market is very limited. I chose here to to focus on VR gaming and not VR applications which is a whole other discussion altogether. So if you feel lucky, go on and make your VR game, there are lots of incentives from stakeholders to do so and some investors are actually actively betting on the success of VR. But if you want to play it safe, just wait a bit longer so that you actually have an audience for your game.




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