#Nintendo Virtual Boy
1 messages · Page 4 of 1
@short halo is it possible to make something like adaptive scanlines except in all directions? I'm thinking the brighter the LED is the more it should blur outward perceptually
I was looking at this video recorded on real hardware and the leds make it look not very pixelated
Maybe? Something like this screenshot is not hard. And you would just do the same for horz/vert scaling. Of course you could adjust it to look the way you want in terms of pixels blending into the next pixel or leaving some dark area between pixels. And if you use the right kernel then the pixels would appear pretty round and less square. But a potential sticking point is that the scaler may (I haven't looked at the code in forever) only support adaptive filters on one axis and I think you'd prefer both axes to have the bloom effect.
I have no idea about the axis
the vb doesnt have much dark space between pixels
it looks pretty solid
Are those background dots single pixels?
yes
Like red, red, red with no dark pixels between? But when they're bright it looks pretty solid red instead of dots?
I'm not good at reading vhdl but I think only one axis can be adaptive, which would mean one axis would be fixed sharpness and the other could be adaptive blur based on pixel brightness. https://github.com/MiSTer-devel/NeoGeo_MiSTer/blob/master/sys/ascal.vhd#L2397-L2403
IF o_v_poly_use_adaptive='1' THEN
o_poly_lum<=poly_lum(o_v_lum_pix);
o_a_poly_addr<=o_v_poly_addr;
ELSIF o_h_poly_use_adaptive='1' THEN
o_poly_lum<=poly_lum(o_h_lum_pix);
o_a_poly_addr<=to_integer(hfrac3_v);
END IF;
I'll look at some virtual boy screenshots tomorrow and see what we could do. I'll post them in here.
Just in case it is important: https://github.com/20Enderdude20/Ghidra_v810_v830
that would be amazing, it would be useful for things like adventurevision too
I thought this was good real hardware shot for judging the glow
Well it took a bit to fix a bug in the preview app math. edit: and there is still something wrong with the math...
But when I started looking at this, I thought the thing to try would be sharper scaling for darker pixels and softer for brighter pixels. But I'm not sure that looks good.
So then I thought maybe if there was a visible LCD pattern that went away for bright pixels, but I'm also not sure that looks good.
So then I thought maybe the way to go is to average a sharp filter at maybe 70% and then a very soft filter at 30% and maybe it would look like a glow/bloom. And then change the weights for the dark/light filters. But that kinda suck too.
So anyway, I basically gave up for the moment, and just added some filters labeled "Test Filters" to the preview app here https://ghogan42.github.io/MiSTer-Filter-Preview-Page/ and if anyone has some good ideas what might look good they can let me know and I'll try that.
Since there are a million filters in there, you should probably type "test" in the "search filters" box to cut down the number of filters in the dropdown.
I should also add that any blur/glow can only reach 2 pixels (in the prescaled image) away, so the glow distance is limited.
Matching the visual look of the VB LEDs even on a OLED is hard. The bright red is almost white in its core.
Well blowing the colors out isn't hard, if that's the goal. If the core only outputs red though (I just grabbed a screenshot on google since I've never run the core), a filter wouldn't be able to blow it out to white (or more white) since it can only modify what is there. But if the core would output a color like (255, 32, 32) or whatever than an overbright filter would shift toward white for the brightest colers.
The core isn't only red, you can select from several colors
Even does different colors for each eye in 3d mode
nonetheless it's really just palettes
just one palette per eye
changing around the color per luma is very easy
now, if you asked me how a human percieves two overlapping brightnesses per eye in the same spot, that I don't know
do they get averaged? is there gain? Is there gain only if it's the dominant eye? 
Well, the other possibility is that (original) LED output is non-linear.
Here's a generic datasheet that shows that it shouldn't be assumed to be - although how badly non-linear it is depends on how it's being driven.
Probably the specs are a lot tighter today than they would have been 30 years ago
palettes even for lcds are seldom linear in any kind of coherent way
vb is easier because the background is black
the only thing the complicates it is that the lcd's have a halo glow
and i'd argue the intensity of that glow is based on the level of brightness
the filter actually might be more brightening the center of the pixel
yeah. It's probably from a plastic layer between the LED and the eye that diffuses it
it seems like a largely unexplored area of visual effect compared to scanlines et al
It will also apply to vector displays
I suppose, yes
similar
this video someone posted above is really helpful for understanding the details of the drawing and visuals:
https://www.youtube.com/watch?v=jW7M8H99x7Y
Gav films Nintendo's 1995 attempt at a 3D game console, the Virtual Boy at surprisingly fast speeds to learn how it works. Check out our new Patreon! - https://www.patreon.com/theslowmoguys
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Filmed on the Phantom TMX7510
the brightness is actually PWM
I saw that - they should say, "DPS" not"FPS", but that was a prior discussion
oh ok, PWM would end up more linear I think
around the 8 minute mark they show it
brightness perception of pwm it seems should be logarithmic
@glad forge doing some research it seems human perception can wash out the color in the center of a pixel as an artifact of how we percieve high intensity red light, so there should be a color drain/intensity increase in the center of the pixel and a halo in the outside, proportional to the level of intensity
and the intensity should be logarithmic
why did I tag myself
I really am overtired
I meant to tag @short halo
it doesnt help that 660nm doesnt fit inside srgb space
monochromatic sources like this are a good argument for HGIG tone mapping
im gonna be on vacation for a week, but i've been chipping away at it, some games are almost playable. same deal with wario, I really have to take the time to figure out what I broke there
Probably too blurry?
I do think that maybe the palette could be brighter? When I screenshot the mister, the raw 384x225 png had a max level of (160, 0, 0) with the brightness turned up to 5 as shown.
it can
so on the vb, there's 4 colors, but theere's also 3 brightness registers for each color
I have it modeled but not as well as it could be
it might be slightly blurry but it's not terrible
I like it
each color is one of four phases, and then the three registers determine the length of each phase
A, B, and then color 3 is A + B + C
so it's like number of phases, and duty cycle
I'll keep playing with them for awhile. The thing is that I keep wanting to make the filter boost brightness, but then if the palette was made brighter then the filter would also have to change. So I should be careful not to do that if the palette is likely to change. But if it's already mostly correct then I could jsut do whatever looks good right now.
So right now with the red palette selected is there a way to compute the max color value the core core produces?
probably wario
give me a minute, ill see if I can get some of my newer work on brightness into a build for you
Would you like the testing sheet filled out while you are away?
All this red might be frying your brain, ever see the kenny rogers roasters epsiode of Seinfeld?
@short halo
revised brightness formula is probably more accurate now
although mario's face looks a little dark there
there's a reference discrepency on color2 using only BRTB
ill evaluate it later but logically I think it should be BRTA + BRTB
I guess other emulators show it as being kinda dim like that too
medafen probably has the most accurate color representation
well, brightness at least
Here's a few test filters for Virtual Boy. The "V1" filter has more brightness boost for the older Virtual Boy core. The others work better with the new core build from a few posts up. They are also up here https://ghogan42.github.io/MiSTer-Filter-Preview-Page/. Don't take them too seriously, I'm just trying things out. But do let me know if you want something different. I also added a few with an lcd grid in case people like that.
Awesome. I'm away for a week but I'll try more when I get back
Man that's a huge improvement. Awesome!
nice speed gains
Does the VB have some type of visible LCD grid?
Right, but do you see spacing between the pixels that would create a grid like that?
oh okay
Now that I actually watched (well fast forwarded through) the slow mo video kitrinx posted yesterday I see what it actually does. Since there is a small gap between leds vertically there could potentially be horizontal lines and as it moves horizontally there are 3 phases where it could light up and one where the leds are off, technically there could be space between the vertical columns. But I guess you don't really see much of that in real life.
The glow tends to hide it
Unlike an LCD
The glow also makes it look less pixelated
But that's the whole project here that soltan has been working on
Yeah the glow is reminiscent of the basic bilinear filtering a lot of emulators and GPUs had
latest version looks better
yeah that sounds like what I'd expect
That's what soltan is working on the glow works kind of like hybrid scanlines except without the line and in both axis
yeah this current latest version is more correct, the brightness per level might need some tweeking but it's more fundamentally correct now
According to claude, Because human brightness perception follows a roughly power-law response (the same reason sRGB needs gamma), 50% of the photons does not look 50% as bright. It looks considerably brighter than half — closer to 73% of perceived brightness (since 0.5^(1/2.2) ≈ 0.73). I think this means that the 3.2us would be 0.5^(1/2.2)=0.729 times the full palette color value and the 25% would be 0.25^(1/2.2)=0.5325 times the top palette color value. Does that seem right? I always get things backwards on this stuff.
@glad forge I'm limited in what I can provide since I only have two VB games (Virtual Boy Wario Land and Mario Tennis), but I do have some decent quality camera gear if anything's needed to compare against.
Do the nintendo VB Switch thingies do anything fancy, or is it just the bare minimum?
Having worked with a lot of LEDs in the past (and currently rewriting some addressable RGB stuff for a different project), if you want an LED at 50% "perceived" brightness you would PWM it at something closer to 22-23% to gamma-correct it.
Without that gamma correction a 50% LED will appear much brighter than you would expect, the difference between 50% and 100% becomes much less apparent.
Yeah that's what the math says, I guess.
I was trying to get AI to help me out with the math for that along with the brt registers but I think it's still a little off
Specifically with perception in mind
Bare minimum, the switch can't even detect if it's in one. You can basically try to play the games without the accessory at all, the screen will just be split in two
It's nothing more than a plastic or cardboard depending which version you got holder for the switch with a lens that splits the image into each eye
Wouldn't trust what Claude says since it's so prone to lying.
While I refuse to touch AI for similar reasons, in this particular case (LED perceived brightness) it's not wrong
I mean, I don't know nothing about this. I was just too lazy to think about it and it's easy to get gamma calculations backwards.
Right, the one thing I know off the top of my head is "convert to a float and square it" to get "close enough" (gamma 2.0)
Mostly because I'm using a similar approach in a project of mine to avoid lookup tables
.... Wireless? What?
It has rumble tho
This is the better version https://www.retroonyx.com/product-page/nintendo-switch-virtual-boy-wireless-controller I got one to try with your Mister VB core
Note: PCBs are in and units are in build. Should have them all shipped by end of May. I appreciate everyone's patience! They came out really nice. Turn your original Nintendo Virtual Boy controller into a wireless Bluetooth controller for Nintendo Switch 1 & 2. This RetroOnyx PCB upgrade replaces the original VB controller PCB and lets you us...
Yeah but that is basically the deluxe version and all build by hand/3D printed. You are basically looking at my controller because this was made with my 3D scan as reference/base, then rebuild in CAD. This is also the only wireless with rumble solution that also works on NSO at the moment. Very good quality too.
Oh hell nah!
That's enough to buy three Steam Controllers 2!
If the bulk of the controller cost is the PCB, then why is the 3D printed and buttons part double the cost of the PCB.
That’s an insane price jump.
“custom carbon fiber shell”
ohhhhhhhhhhhhhh
proper or just 3d printed with cf filament?
Thanks just ordered three
living on the edge, eh? What if three break? What then?!
Ah yes, the people who made the virtual boy cart with the eink display
And... this
Why exactly do you need a WIRELESS controller for the virtula boy? It's a console you have to almost wear like a VR headset, you aren't going to be sitting on the couch while the console is on the opposite wall
All you are doing is making it cost a lot more while having to worry about batteries and interferance
I own and like the e-ink cart, but I can't justify wireless for the VB unless you mod it for an external display.
Maybe a tv mod kit
If you can find them the original 8bitdo Lite makes for a good alternative virtual boy controller. I tested mine out with the VB NSO service and was able to pull off teleroboxer moves properly.
I'm actually trying to get one now, I've ordered it 3 times now, because the first 2 times I was sent the wrong controller, because I don't think anyone actually has this thing in stock anymore 
Looks like ebay is probably the only way and even then they are hard to come by.
80JB is the model number
I have two of these actually! One yellow, one blue. They work great for Virtual Boy and Wonderswan
Never thought about using it for the wonderswan, thats a great idea.
There was a mod that gave it a VGA port, I think it was called the virtual tap. But as far as I know it's been discontinued and sold out for years now
yep someone provided a controller mapping for that so it works well w the mister core
(my only contribution to this whole project lmao)
i would be curious how the 8bitdo lite compares with using an n64 controller for VB
Well, the VB and the WS were invented by the same person 🙂
So the VB core seems to run pretty well now
Funny enough, Castlemania's selling a run of them right now through their "Moddern Castle" offshoot: https://www.modderncastle.com/product-page/virtual-tap-embedded-video-out-board-for-the-nintendo-virtualboy
If you've ever wanted to be able to play without having a seizure, or in a different color than red, if you want to stream gameplay from real hardware, or if you've want to use a projector to show off your awesome skills at shows and expos, now you can! Features: Pixel-perfect scaling, crisp video output. Select any of 8 palettes, red is default...
IIRC all the files are out there, so there's nothing stopping someone from building their own aside from, well, parts and a programmer
Is this the latest build?
yes
Awesome thanks it’s working great
I think these are the right direction but the grid might be a little too pronounced at medium brightnesses
Looks really good
I agree, since it depended on persistance of vision I doubt anyone would have seen any hard lines between the pixels like that
just in practice you don't because of the glow
Yeah that's what I meant, the virtual boy dosen't really have a screen like a gameboy would so it's going to be a lot more how people saw the image rather than being able to copy a screen's geometry
the net looks like hearts
one reason why you do not really see the grid is because the screen size itself is quite small on the real system. The example picture above, if you click on it, it gets enlarged. That is way bigger as you would actually see it.
if I see this right, the current core uses x3 to display on screen. Use x2 with all black outline and you get closer to what the screen size on a actual screen looks/feels like.
Has anyone put some kind of high-res camera on the VB then to see if the grid is noticable? I know there was a high-framerate camera video recently, but was it also high res? I think usually on those cameras they have to sacrifice resolution for those absurd framerates.
it's not really about that as much as what you see
perception is what matters, since it's a fixed size screen
you want to make a larger version of what you actually see
you need to look beyond the red.
with and without the v1 filters
@short halo
I think they have an noticeable impact
that rom (test chamber) has vibration I discovered
made me giggle
it's portal inspired, right up my alley
Nice. I'll still look and see if we can do better. Of course, we are a bit limited because the scaler can only do so much.
yeah that one is amazing homebrew.
it's kinda slow to download but it's open so here it is
im sort of wondering how the lines look on the real system
if they blend entirely
that would belie a horizontal blending phenominon
real hardware recording I guess:
https://www.youtube.com/watch?v=u8aCWv88mXs
Trailer for my new Virtual Boy homebrew game: "Test Chamber".
Test Chamber is a first-person environmental puzzle game similar to Portal or The Talos Principle. It's built on a new 3D engine I created specifically to take advantage of the Virtual Boy's unique strengths, allowing me to render fully textured floors and walls at playable frame rat...
Hmm, yes, I see...
(Why did Discord attempt to display a binary file as text?)
Wonder how common it was to only display the UI in one eye like Teleroboxer does, I was wondering why I wasn't seeing a UI until I switched which eye was being displayed on screen
Are you using the latest core build? The newest one should have fixed that.
It should be in both eyes.
Haven't tried Teleroboxer on the newest core yet
It wasn't just that game that had the issue on the earlier build. Mario Clash for example only had Mario and the enemies appear in the left eye image as well. Either way, it's resolved. It was just a curiosity in that build more than anything.
.vb is also Visual Basic sourcecode
I remember it happening on more than one version of the core, but they were all early ones
So on the darkness thing - has anyone tried Hyper Fighting? Am finding it impossible to see it, but wondering if that's just a quirk of it being an aftermarket game. (latest version of the core btw)
im no sure what's up with that game
It is dark on the real VB, I know from experience
MiSTer wins again! 
It appears that everything is one or two "steps" darker as it normaly would be. According to some docs it seems possible to control 128 brightness levels via software. It is possible that the coder of that game has set the brightness lower as standard. It is probably a bit unfortunate. The coder was not seen in years. Not sure if that can be fixed.
there's 3 bright registers and 4 levels of pixel
how those look is a big equasion
how they look to your eye is even more complex because of how the system displayed
pretty straightfoward
I guess you'd just do this unless you knew something about how long it takes the leds to "turn on" fully. Assuming the target is approximately gamma 2.2 like srgb. ```>> [0 0.25 0.50 1.0].^(1/2.2) * 255
ans =
0 135.7927 186.0837 255.0000```
well those values can change
they are settable registers
so it's kinda a messy shift math formula
well that's annoying
Lucky for you, this is an april fools joke. At some point, Kit is gonna be like "The Aristocats"
Time to purchase a 500,000 FPS camera and point it at the leds of a virtual boy
Also, wow, those things have shot up in price nowadays, I think I paid like $50 for mine, and less for the broken one I use for parts
Everybody, everybody, everybody wants to be a cat! 🎵
I am going through Virtual Boy discussion withdrawals.
So what is everyone's favorite Virtual Boy game (not including aftermarket stuff!) that isn't Wario Land?
Mine is Teleroboxer! Super fun once you understand it's played quite differently from Punch-Out.
My vote would be Jack Bros and Red Alarm
Vertical Force, I've always liked the Hudson vertical scrolling shooter games. The dual planes makes it a different sort of challenge, and I find it works well with the 3D effect.
Vertical Force almost needs the 3D effect. Playing it without it is very difficult!
The ship size changes, but it does benefit greatly from the efffect.
This game is also with 3D effect difficult to play.
Adding a vote for Jack Bros
RED ALARM
Amber alert!!!
sorry im still working on it, just nothing super exciting to report, and i've been a little busier this week

those glasses aren't the right color codes for any of the accepted 3d standards
more appropriately they would be cyan and red, or green and magenta
vanishes in a puff of 20 sided dice
One of my favorite films ever. And a very smart one, too, presenting "investors" as the origin of all modern slavery! Just they are presented as "investors from outer space" 😄
What about interesting homebrew? Everyone knows the retail games... since.. there was't many of them. Was trying out a game called Elevated Speed, was like F-Zero with a pretty good framerate
Didn't try it out in 3D yet, curious how well the effect works on that
Games added to Virtual Boy Classics Switch Online: https://t.co/JLw6yXiKtA
-V-TETRIS
-Jack Bros.
-SPACE INVADERS VIRTUAL COLLECTION
-VIRTUAL BOWLING
-VERTICAL FORCE
Nice! Vertical Force is like a Star Soldier or Blazing Lazers type game.
unfortunately Vertical Force is not very good playable. Playing a shooter like this needs focus and this is something you loose very fast in that game.
The new game (not released previously) is not in this batch I don't recall his named ?
zero racer and dragon hopper
Still waiting for those, I'm guessing they're planning to release them last
Only ones I'm really interested and honestly since I played all the others long ago
Surprised Bound High isn't also on the list
The main difference is keeping track of an upper and lower plane, using the perspective hints to determine whether something's higher or lower. I consider it as playable as anything else Hudson made.
yeah I am worried they keep booth for last. 🙁
If only we can play the Switch2 virtual boy in dock mode
the gameplay is not the problem. Keeping track is hard because it is red black, the almost needed 3d and it just has that few colors. It is very busy on the screen. I like the VB but I think games on it should not be so busy or if they are, it should be clearly visible to comfort the eye.
I honestly don't see it as unplayable. I've mostly played it on an actual Virtual Boy, but bringing it up in the core it plays fine too. Seeing the perspective hints is critical to playing the game, but it's just brightness and sprite size for the most part.
I did not say unplayable but not very good playable compared for example with Soldier Blade or Final Soldier. But that is just my opinion 🙂
Absolutely valid, I'm offering my opinions as well. I liked it enough to buy the cartridge, but I could understand that not everyone would enjoy it.
I once had a full VB collection. Now I still own almost all JP titles. Vertical Force is not bad. But if the VB would have lifed longer, I am sure other SHMUPS would have made things differently. I experiment with R-Type myself.
Probably. I felt Hudson's attempt at expanding their shooting game lineup to a console with the ability to display 3D perspective was kind of neat, even if it isn't perfect. I wonder how well a horizontal scroller would work with multiple planes?
It looks good, how would you see adding depth (as in planes) to the gameplay? Or just using the 3D more for visual pop?
Your question just gave me a quite unique idea 😄 But to answer the question, I think this depends on the game/level and what is possible. Visual pop is always a option but having something for the gameplay is always good.
@pastel venture are you gonna be jacking it bro
Platform: Virtual Boy
Composer: Hiroyuki Yanada
Developer: Atlus
Publisher: Atlus
Playlist: https://www.youtube.com/playlist?list=PLvbUzXMNoozJEx1u1TmQK0h8fK5Pexm5S
Recorded from a real Virtual Boy.
I quickly analyzed the files from the last update on NSO, nothing new concerning the game files, as all are already with known public hashes & other values.
They likely downloaded them from the same sources we do so that makes sense
the Hashes and stuff are the same because the rom is the same for these games. But this does not mean that N is taking roms from the Internet.
Exactly. I remember a few years ago when several sites were running the story that Nintendo just downloaded a rom of Super Mario Bros for sale on the eshop, the "smoking gun" was the header... despite the fact that nintendo had licensed the ines header. I have a rom dumper and used it to dump most of my snes, n64, and gba games, and the CRCs for them all matched the public dumps.
licensed from who exactly?
There's a lot of confusion surrounding all of this, and I can explain what happened, having discussed it with Cifaldi at the time, and also since then with the team in charge of the NES emulator for the Wii.
What happened was that we found a header marked DISKDUDE! on ROM files contained in two games. This signature came from ROM files shared by a group, and it ended up in a GoodNES set from that era.
The contracted external team in charge didn't receive the ROM files (from the internal section at Kyoto) in time for validation and final packaging before sending them to an internal Nintendo service for signature. So they rushed to grab a ROM from the internet, using whatever they had on hand.
Cifaldi turned this into Nintendo downloading ROMs from the internet, etc., during a GDC conference on preservation (long before he founded the Video Game History Foundation with a few others).
But he apologized the following year and provided clarifications after knowing at least some more of these infos back then, which were not widely accepted by the public.
Regarding Kawase, yes, he worked on iNES at the time, on the sound portion of the Famicom. He was later hired by Nintendo, initially in development (for Doubutsu no Mori / Animal Crossing), but in recent years he has been Head of an Internal Digital Archives department, in a Kyoto branch.
We had found traces of emails and references concerning him, during the backups of the Famicom Disk System games, and the loss of the Zelda master disk, where it was necessary to recreate one from a decompilation of a cartridge for Famicom Disk Writer (kiosks for the shops in the 80s).
No iNES involvement or license here.
So Mario Bros was downloaded off the internet?
Yes, but not by Nintendo. It was an external contractor who did it.
Ah
So Nintendo did end up using a rom downloaded from the internet then even though they didn't do it personally
You would think CRC checks would have shown that it was not a clean dump but one that had a group's name in the header
(I assume if you dumped that game from a cart yourself that name would not be in the header)
Modern sets I assume don't have that in the header anymore?
These older headers with watermarks have been obsolete for at least 15 years, following large-scale dump campaigns organized by public groups and the advent of modern open-source dumpers.
These values have been definitively established and once again verified since Nintendo's internal lists were leaked, containing all the information, including the CRC32 values of the masters they keep internally.
This even made it possible to discover variants or revisions of games that had never been dumped.
You mean from the gigaleak?
Yes.
I know, I was making a funny because... Nintendo
lol Cifaldi
You know it, I know it.
Didn't know the core had save states?
I think areku meant to post this in the game gear channel
My bad... I meant to post it in the NES channel... 🤦♂️
No forgiveness. 
say three hail robbys at morning and night for a week and don't do it again
A week? That's too much... 😩
I literally re-upped for the Nintendo Expansion pass just because of Virtual Boy
Haha same. Just did it yesterday
I did it today! 
I shall be patient and wait for the core to be finished!
I'm just interested in those two never released games
@glad forge hey, Nintendo put out an article today that explained how the Virtual Boy displayed visuals
Virtual Boy™ – Nintendo Classics - The What, How and Why of Virtual Boy - How are the Visuals Displayed?
#NintendoToday
https://nintendo.today/s/aDxOhArE
I hope that helps with the core
I know how
we need the Robby explanation of how it worked
can i look at nintendo today tomorrow?
Katrinx are you planning on launching core with swappable palette or is it stock red? Is there any value (comfort) in that?
I assume it's not as harsh vs the real VB. I also haven't checked out how Nintendo is doing it on NSO yet
probably red and 3d colors
it's not as simple as just a palette
like it can be "a color" but the actual levels of brightness are a lot
it's not just 4 colors like you might think at first
How many times the LEDs stay on
Why did they do this
Just want to say thank you again for this. Its the core I've been most looking forward to (apart from save states added to cores)
Agreed. Love that we're finally getting a Virtual Boy core. Looking forward to testing out the next build.
Wait, it's actually for real, this time???
Always has been real!
No, actually. Like, I can't tell what is or isn't a joke anymore. Is this actually happening?????
Yes, Kit is working on it
YESSSSSSS
no it's a trick
Haha I thought it was a trick because it came out on April Fools Day…but its actually real!!! 😁
