Comments 98

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@slider1983 You're asking the wrong guy there, lol.

I'm just grasping for straws for some sort of possible reason that could potentially explain differing behaviors.

Honestly if I had to take a shot in the dark I suspect these Codemasters carts got at least two production runs and there's something there under the hood on some that has led to this continuing incompatibility on fully updated Mega Sg's.

But that's purely speculation that's probably well off the mark. But whatever the reason for it, it does stink so I can understand your frustration.

Maybe just maybe it will be fixed here soon. He's doing updates that hopefully will be applied to the entire Mega Sg and Super Nt family.

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@slider1983 The Super Nt (launched in 2018) and Mega Sg (2019) had became unavailable for an extended period and prices were skyrocketing in the secondary market by the time Analogue announced a last run of both consoles in October 2022.

That last run were actually different internally. As I said earlier, existing Super Nt & Mega Sg firmware weren't compatible with these last run consoles as a result for one example of the differences. I don't know if this revision created any compatibility issues for either console, but it seemed like a remote possibility that could possibly explain differing behavior for different people.

The Analogue Pocket has also had a similar internal revision that has actually created timing issues on newer Pockets with lots of cores, including official cores, for newer Pocket owners. So there's certainly precedence for strange issues happening on one fully functional Analogue system that doesn't happen on someone else's Analogue system.

Hence why I asked you what I did as I was looking for something that could possibly explain why carts that don't work for you actually work for me. But sounds like you were an early buyer of both so this possibility probably is a dead end (there was no buying when everyone else did for consoles that actually were available over several years time and which enjoyed multiple production runs).

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@slider1983 I'm back from doing some testing.

With the Mega Sg's SMS region set to Europe, I first started with Micro Machines and Fantastic Dizzy on cartridge. Both worked just fine via the SMS cartridge adapter. I spent 15 minutes on MM and about 5 on Fantastic Dizzy.

I then tried all three roms via the most recent jailbreak. The same two worked fine but Cosmic Spacehead at first didn't go past the Codemasters splash screen. But a second attempt at loading it worked fine and I played it for about 5 minutes.

I had forgotten that I had sold off my SMS Everdrive and I don't presently have SMS roms loaded onto my Genesis flashcart (now that I don't own a real SMS I'm in the habit of just playing those off my Pocket or via the Mega Sg's jailbreak). I can fix that easily enough though if you or anyone else would fine it useful for me to test these Codemasters roms via my Mega Everdrive Pro on my Mega Sg.

I don't know why we're having two different experiences here. Do issues manifest themselves deeper into these than I played? Alternatively, did you by any chance buy your Mega Sg in the last production run when it came back for one last production run in 2022 after a year or two of being unavailable? Both that and the Super Nt's last run at the same time were somewhat different than the earlier production runs (both of mine at 1st run systems versus 2022 models).

For instance buyers of the last run of these couldn't install pre-existing firmware to these new systems (which caused some alarm for folks counting on using the jailbreak firmware since it took a week or two for that to quietly be released). So they're evidently not 1:1 internally with the older versions.

If not, I don't have a clue. Different cart runs with different bankswitching schemes or something of the sort, perhaps?

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@slider1983 Since I'm now intrigued, I'll swap out my Super Nt for my Mega Sg in a bit and see for myself.

Are there any titles in particular or all of them? And am I missing any here? I see Cosmic Spacehead, Micro Machines, and Fantastic Dizzy for Codemasters releases on the SMS. I own the latter pair so I can check out those two original cartridges.

And does your issue also occur when using an Everdrive or playing the roms via the jailbreak firmware? I'll try all three combinations (although like I said, I don't own a cart for Cosmic Spacehead so I can only test that one via an Everdrive and the jailbreak).

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@slider1983 He fixed the Master System issue that I found. Desert Strike would crash a few seconds into the game (both via the jailbreak and the real cartridge).

So I imagine if this is a longstanding issue, it probably is fixed if Kevtris says so. Why would he lie? And Flojo is a long-time member of the classic gaming community and is respected.

If I were you I'd download the latest official firmware or the latest jailbreak firmware (depending on your preference), toss it on your Mega Sg's SD card, and double check. I think you must be out of date.

Re: Analogue Unveils Super Nt+ & Mega Sg+, Updated Versions of Its FPGA-Powered SNES & Mega Drive Consoles

Atariboy

@Guru_Larry I think you're very confused on what this article is about.

This is a new production run of long out of production hardware. It's largely unchanged but does have a few physical improvements like internal BT & 2.4g receivers, a more modern USB-C power port, and a powered USB-A port to recharge controllers or power the DAC.

Not only does a "patch" not make new stock of long out of production hardware available to sell to new customers, but how do you propose they patch new features like Bluetooth receivers into my 1st run Super Nt and Mega Sg?

Edit: Yeah, as seen by below, you're clueless. lol

Re: Official Nintendo HORI Arcade Classic Pro Features Swappable Sticks, Paddle, And Even A Trackball

Atariboy

@MontyMole I don't see Forgotten Worlds.

Are you perhaps mistaking Syvalion from Taito? That one is prominently featured. It's actually a track-ball game, but the way you can quickly rotate your aim does remind me a bit of Forgotten Worlds.

Below is a list of LS-30 style games on Switch.

Bermuda Triangle (SNK 40th, Arcade Archives)
Forgotten Worlds (Capcom Arcade Stadium)
Front Line (Arcade Archives, Taito Milestones)
Guerilla War (SNK 40th, Arcade Archives)
Heavy Barrel (Johnny Turbo's Arcade)
Ikari III (SNK 40th, Arcade Archives)
Ikari Warriors (SNK 40th, Arcade Archives)
SAR Search and Rescue (SNK 40th)
Time Soldiers (SNK 40th)
Tin Star (Arcade Archives)
TNK III (SNK 40th, Arcade Archives)
Top Gunner/Jackal (Arcade Archives)
Touchdown Fever (Arcade Archives)
Victory Road (SNK 40th, Arcade Archives)
Wild Western (Arcade Archives, Taito Milestones)
World Wars (SNK 40th)

With a Data East release last week for the Arcade Archives program after a long absence, it feels likely that we'll see Heavy Barrel and Midnight Resistance joining the Arcade Archives lineup. Tournament Arkanoid from Taito also is an obvious candidate. And I imagine we'll see Hamster doing SAR, Time Soldiers, and World Wars as well (all are available on SNK 40th but I don't see Digital Eclipse patching the Switch collection to take advantage of this accessory) along with Touchdown Fever II (not on SNK 40th).

I bet we don't see Capcom patch in support for Forgotten Worlds though.

Re: Official Nintendo HORI Arcade Classic Pro Features Swappable Sticks, Paddle, And Even A Trackball

Atariboy

@Ruka You're confusing twin-stick shooters like Robotron 2084, Black Widow, Smash TV, and such with rotary stick shooters like Ikari Warriors, Time Soldiers, and Heavy Barrel that used the LS-30 stick (apparently a "loop lever" across the Pond).

The LS-30 basically replicates that twin-stick setup with a single stick. The stick moves in your normal 8 directions for movement while the knob rotates for aiming (12 discrete directions, iirc). Hence folks confusion on why you'd want two of them for.

Hopefully there will be a standard 8 way stick module sold separately for twin-stick controls (although there's presumably nothing preventing one from using the LS-30 style stick as the second stick). That said there's not much on the Switch that would benefit. Other than Black Widow on Atari 50 & Atari Flashback Classics, I can't think of any other classic present on the platform that would (there's also some modern retro styled games that also could benefit like Xeno Crisis). Edit: I forgot about Cloak & Dagger on Atari 50 and Tutankham via Arcade Archives.

But if we ever got a Midway compilation with Robotron 2084, Smash TV, and Total Carnage it would certainly be appealing. Space Dungeon from Taito also would be great with such an accessory (still exclusive to the PSP version of Taito Legends, but hopefully it sees an Arcade Archives release one day).

Re: This Week's Arcade Archives Release Hides A Secret: A Way To Replicate TX-1's Arcade Experience At Home

Atariboy

@CookieByte Perhaps they didn't offer that for Ridge Racer because of the screen gaps in the image that's being rendered (Triple screen Ridge Racer takes into account the area between each monitor in order for everything to align perfectly between each screen)? Another possible contributing factor is I think the triple screen version only recently was dumped, iirc.

It would be cool for the few that would replicate the triple screen setup, but the three screen Ridge Racer wouldn't work as well letterboxed on a 16:9 display for everyone else. Alignment either has to be off if the three images are joined as one or the monitor bezels have to be represented with an ugly black bar going down the screen. Edit: I suppose Hamster could also hack the original code to resolve this, erasing the gap in what the game is rendering.

TX-1 on the other hand actually doesn't account for the gaps between screens like Ridge Racer did, so the three independent images align perfectly on a single tv screen with this Arcade Archives release (where as on a real three screen setup like the arcade cockpit, the alignment of the edges of the road and such are noticeably off on TX-1 when they straddle multiple screens since that gap wasn't accounted for by the game, as one can see with the picture included with this article).

Re: This Week's Arcade Archives Release Is An Overlooked Piece Of Racing Game History

Atariboy

Extremely high up on my wishlist. I was hoping this one was on Hamster's radar, but wasn't holding my breath that it would happen.

Incidentally, force feedback wasn't a thing until Atari Games did Hard Drivin' around the end of the 1980's. This is just rumble. Force feedback means things like the tension of the wheel will increase and decrease (such as when your racecar is understeering or oversteering) and so on. It requires an electric motor and a way to interact with the steering shaft (such as belts, gears, or in some of today's high end wheels the steering shaft/electric motor shaft are one and the same).

Re: Poll: Did You Know About The Secret Shop In Zelda: Oracle Of Seasons / Ages?

Atariboy

Since that shop is familiar, I'm pretty sure I did this on my Analogue Pocket when I played through these two carts last year (It only took me 25 years to get around to them, lol).

I believe I just changed the GBC setting to run in GBA mode or something to that effect.

Good games though. I was glad to finally get around to them. I probably won't get around to revisiting them at this rate in this lifetime, but if they were ever to get the treatment that Link's Awakening did on the Switch (I really enjoyed that one), I bet it won't take me 25 years to get around to returning to them.

Now I just have Skyward Sword, Tears of the Kingdom, the two DS games (I got partway through the first one when it was new but never did finish it), and Echoes of Wisdom (probably the one I'm most eager to get to) to get around to playing.

Re: "A Rare Piece Of Brazilian Video Game History" - How Capcom's Sega-Powered 'Slip Stream' Almost Starred Ayrton Senna

Atariboy

Hamster doesn't have a Capcom contract, so it's not likely.

And even if they did, they don't have a Sega contract so it might be asking a lot to emulate Sega's System 32 hardware when there's no prospects of follow-up Arcade Archives releases that are able to take advantage of that investment.

I'd love to see it though. I was hoping it would appear on Capcom Arcade Stadium but no such luck.

Re: Here's Every Retro Announcement From The Very First 'QUByte ReConnect'

Atariboy

@PopetheRev28 While I thought of it as an Atari Games release as a kid, I played and enjoyed World Rally back in the day and had been hoping to see a console Gaelco collection with both World Rally games.

So there's at least one person out there. Now I just have to hope for a Kaneko collection with Great 1000 Miles Rally, Mille Miglia 2: Great 1000 Miles Rally, and Great 1000 Mile Rally 2 (all are quite similar games to the World Rally games).

Re: Review: EverDrive GBA Pro - Praise The Sun!

Atariboy

Too bad the tilt sensors don't seem to work for emulated GBC tilt games. That's the only thing here that's missing.

It would be neat if the author of whatever GBC emulator it is that usually comes preloaded on Everdrives would collaborate with Krikzz to somehow get the functionality working.

Re: Namco's Ace Driver Joins The Arcade Archive Range On Switch, PlayStation And Xbox

Atariboy

@X68000 Emulating the Saturn based ST-V board probably would be tough to justify without having Sega onboard for the Arcade Archives program. While it saw several dozen games, most aren't owned by companies dealing with Hamster (particularly Sega). There's just not enough potential release candidates in the game lineup to make it viable, imo.

Perhaps if Saturn emulation is ever done for the Console Archives line, it could then be viable given the commonality between the two. But as a standalone project instead of piggybacking on emulating the console hardware, I just don't see the return being there for Hamster given the complexity involved.

Re: "Thanks For Destroying Your Own Legacy" - Quarter-Century Of Online Gaming History Vanishes As Digital Press Forum Goes Dark

Atariboy

I remember once over there seeing someone say that the Genesis port of Outrun was arcade perfect. As a big fan of the game I knew that was extremely inaccurate and posted in disagreement.

Despite being polite and explaining a few of the many things that are cut back for it, the response I got was crazy. You could just tell that the guy was spitting as he typed since he was so angry.

That was the Digital Press forum in a nutshell.

Re: Hopes Of Neo Geo Hardware Revival Triggered By ESRB Rating

Atariboy

Forget any chance of original cartridges. There's no market for an inexpensive emulation based Neo Geo that supports original cartridges. The small niche in the classic gaming world with Neo Geo cartridge collections aren't going to leave real hardware behind.

But count me in for something along the lines of the Intellivision Sprint from PLAION. A good built-in selection of well emulated Neo Geo games and hopefully support for side loading roms would be welcome.

I just hope it supports the 8BitDo Neo Geo gamepad if this happens (and the USB 2.4g receiver for 8BitDo's arcade stick).

Edit: Well I sure didn't see that coming. Instead of an emulation based Mini (my original guess) or something that's FPGA powered or emulation based that supports original cartridges (Time Extension's guess), it ended up being something quite different and cool. Original chips, full cartridge support, etc.

I'm not in the market (still too rich for my blood, so I'll stick with my Pocket's excellent FPGA Neo Geo core and my 8BitDo Neo Geo pad), but I'm still excited to see this happening.

Re: This New SNES Mod Offers Razor-Sharp Digital HD Output

Atariboy

This is going to have really limited appeal I think.

Your case has to be modded, some of the original hardware is supplanted by FPGA, and the SNES can relatively easily offer pristine RGB video.

Unless one missed out on the Super Nt and is only interested in their old SNES for retro gaming, the FPGA hardware one should invest in should instead by a high end FPGA upscaler that can be used throughout one's range of classic systems (and even modern stuff like the WIi U if you buy a Retrotink 4K or such).

That's not to say though that this doesn't have its place or that it's not a cool project. I just think it fills a particularly narrow niche.

Re: "I Could Not Give Less Of A S**t If Anyone Else Plays Them" - Developers Behind 'Pointless' Homebrew Ports Defend Their Work

Atariboy

The rational part of me thinks it's pointless to port NES games to the SNES. The irrational part of me enjoys playing through every game that Infidelity ports over.

I'd be sad to see it end. I look forward to each release and even though I'm just playing the vanilla version of each on my Super Nt and Pocket (still lots of improvements like no sprite flicker, sometimes quality of life improvements, etc.), I look forward to revisiting them all over again in full MSU-1 form one of these days when I buy a FX Pak Pro.

Re: Analogue 3D Firmware Update v1.2.3 Now Available, And Here's What It Does

Atariboy

I have a feeling that save states won't ever happen. Happily not a feature I thought I'd have much use for on N64 games, so I'll be okay with them not delivering on that promise I think.

I like save states mostly for games that used password saves. It lets me avoid the annoyance of recording a password and inputting it to resume. But on the N64, while there's a little bit of that in the library, it mostly of course relies on onboard cartridge saving or external memory card saving.

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