@-wc- I read comments from other users who had trouble saving their progress in Doom 64, I think it maybe requires a simultaneous button input, which if that's the case it may be that rather than c-left and c-right being independant true/false or 0/1 inputs, it may instead work as a single int value with -1 being c-left and 1 being c-right, in which case the two pressed together would output 0.
That's just a guess but I recall debugging an XBox 360 controller in Unity ages ago and the left and right triggers worked like that but as a single float.
The Memories update is amazing. You can use it to make a save state of an SRAM save file like Ocarina Of Time so that you can change the battery out and restore the save file after by loading the save state and saving through the game menu. I'm backing up my childhood saves currently.
@WaveBoy Yeah, the only way I play now is on the unleashed setting. It appears on the NTSC-U cart to be completely smooth, I presume it to be a solid 30fps.
You do get a sped up animation speed during the boot up sequence, but that's the only negative I've noticed and it doesn't effect gameplay.
My old PAL cart I've popped on to ogle my old save file with all the cheats unlocked, repeating it on the USA-CAN cart is both daunting and exciting. But I haven't tested the performance, I'm presuming it'll be a solid 25fps.
I've only sampled 2 player briefly, but it was certainly smooth.
Been playing this a lot more since getting the Analogue 3D. Still stands up as a really special and distinct FPS and probably my favourite licensed game. The hit reactions allowing you to juggle several enemies at once (even with a PP7) is amazing.
I really enjoyed this when it came out. Been a fan of the series since Starwing. I didn't even know there was any dislike for it till years afterwards.
@kirby2000 If it was purpose built and could at the very least flawlessly convert to a PC application in a generic way, supporting modern resolutions and possibly higher framerates that'd be pretty cool.
However whenever I hear N64 devs in interviews they often make their development experiences sound quite experimental, so I have a feeling a cookie cutter approach wouldn't cut it most of the time.
You don't need a traditional programming education to pursue progamming knowledge, but why put the effort in when you can scrape the knowledge from other people who could actually be bothered to put the time and effort in?
@chucksneed Picking through someone else's vibe coded mess is often far slower than starting from scratch. It would likely be a case of polishing a turd.
I wouldn't presume vibe coded projects are "doing something good", it's quite likely some of these projects will put genuine developers off working on a proper port. It'll be the same with fan translations. Someone who has no idea what they're doing wants to farm clout by entering a few prompts and they have no idea when something doesn't function correctly or how to fix it.
I wonder what the power situation is for that. Would be nice if the screen matched the dimensions of the part of a cartridge sticker that is visiible when plugged in to a console too. Nice looking product.
Yeah this update is really good. Per game settings for flash carts and along with that it also creates a seperate virtual mempak for each of those entries that uses a mempak too.
Although most console compatible romhacks work on my Summercart, I think they don't yet benefit from this particular update due to their ROM headers not appearing in Analogue's library, which is fair enough. Hopefully we get to add our own entries at some point.
@N64-ROX Your assumptions are pretty accurate. I completed the story last night and I'd say rather than being a tech demo it's (I promise I'm not being pedantic) a short game on a huge map, built around demonstrating some impressive tech , it was really satisfyingly concluded, it's worth playing for sure.
I was very surprised by how appealing the characters were and the sound track was very good too, the cozy tune around the start area especially.
Playing this on Analogue 3D now, it looks, sounds and plays really nicely. Really impressive!
Would love to see some updates to the bike in the future, a little tilt left/right when turning and smoother slope transitions would elevate it even more.
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Re: Thanks For The Memories! Analogue 3D Just Got Its Most Significant Update Yet
@-wc- I read comments from other users who had trouble saving their progress in Doom 64, I think it maybe requires a simultaneous button input, which if that's the case it may be that rather than c-left and c-right being independant true/false or 0/1 inputs, it may instead work as a single int value with -1 being c-left and 1 being c-right, in which case the two pressed together would output 0.
That's just a guess but I recall debugging an XBox 360 controller in Unity ages ago and the left and right triggers worked like that but as a single float.
Re: Thanks For The Memories! Analogue 3D Just Got Its Most Significant Update Yet
The Memories update is amazing. You can use it to make a save state of an SRAM save file like Ocarina Of Time so that you can change the battery out and restore the save file after by loading the save state and saving through the game menu. I'm backing up my childhood saves currently.
Re: "That's The Magic Sauce" - GoldenEye Designer Explains Why It Feels So Good To Shoot Baddies In The N64 Classic
@WaveBoy Yeah, the only way I play now is on the unleashed setting. It appears on the NTSC-U cart to be completely smooth, I presume it to be a solid 30fps.
You do get a sped up animation speed during the boot up sequence, but that's the only negative I've noticed and it doesn't effect gameplay.
My old PAL cart I've popped on to ogle my old save file with all the cheats unlocked, repeating it on the USA-CAN cart is both daunting and exciting. But I haven't tested the performance, I'm presuming it'll be a solid 25fps.
I've only sampled 2 player briefly, but it was certainly smooth.
Re: "That's The Magic Sauce" - GoldenEye Designer Explains Why It Feels So Good To Shoot Baddies In The N64 Classic
@Tibob There was an xbox one that I think went unreleased, but it works with Xenia (think that's the emulator).
Re: "That's The Magic Sauce" - GoldenEye Designer Explains Why It Feels So Good To Shoot Baddies In The N64 Classic
Been playing this a lot more since getting the Analogue 3D. Still stands up as a really special and distinct FPS and probably my favourite licensed game. The hit reactions allowing you to juggle several enemies at once (even with a PP7) is amazing.
Re: "An Unparalleled Experience No FPGA Console Could Come Close To" - SuperSega Is Back, And It's Even Crazier Than Last Time
@BLAZINOAH Maybe he could aspire to one of those FIFA peace medals that other peace dude got.
Re: Analogue 3D's Latest Update Makes Your Carts Look Colourful In More Ways Than One
Yeah this has been a good update.
Currently trying to free my schedule to play through RE2 with the transitional flickering fix.
Re: "An Intelligent, Good-Humoured, Down-To-Earth Hippie" - A Tribute To Roy Ozaki, CEO Of 'Pang' Creator Mitchell Corporation
Great article, sounds like he was full of character. There won't ever be a career quite like his again.
Re: "An Unparalleled Experience No FPGA Console Could Come Close To" - SuperSega Is Back, And It's Even Crazier Than Last Time
It took a second viewing for me to notice the half mustache on one side and half beard on the other. Surely he's just having a laugh... I hope.
Re: Step Aside Phantasy Star Online, Another Dreamcast MMO Has Been Resurrected
Looks like a lot of fun, well done to those who revived it! Does 4 player qualify as an MMO though?
Re: "Learn How To Code" - Team Behind PS3 Emulator RPCS3 Has Had Enough Of People "Peddling AI Slop"
Good on them, it's not their duty to comb through the mulch.
Re: The Making Of: Star Fox Adventures - "Nintendo Was Really Trusting Of Our Ability To Make A Great Game"
I really enjoyed this when it came out. Been a fan of the series since Starwing. I didn't even know there was any dislike for it till years afterwards.
Re: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire
@kirby2000 If it was purpose built and could at the very least flawlessly convert to a PC application in a generic way, supporting modern resolutions and possibly higher framerates that'd be pretty cool.
However whenever I hear N64 devs in interviews they often make their development experiences sound quite experimental, so I have a feeling a cookie cutter approach wouldn't cut it most of the time.
Hypothetically though, it'd be cool.
Re: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire
@willstancilfan Is this a joke?
You don't need a traditional programming education to pursue progamming knowledge, but why put the effort in when you can scrape the knowledge from other people who could actually be bothered to put the time and effort in?
Re: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire
@chucksneed Picking through someone else's vibe coded mess is often far slower than starting from scratch. It would likely be a case of polishing a turd.
I wouldn't presume vibe coded projects are "doing something good", it's quite likely some of these projects will put genuine developers off working on a proper port. It'll be the same with fan translations. Someone who has no idea what they're doing wants to farm clout by entering a few prompts and they have no idea when something doesn't function correctly or how to fix it.
Re: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire
When I see someone claim coding isn't creative I get the impression they don't code.
Re: This N64 Flash Cart Has A Built-In Screen That Shows Which Game Is Running
I wonder what the power situation is for that. Would be nice if the screen matched the dimensions of the part of a cartridge sticker that is visiible when plugged in to a console too. Nice looking product.
Re: New Analogue 3D Update Is Great News For People Who Use N64 Flash Carts
Yeah this update is really good. Per game settings for flash carts and along with that it also creates a seperate virtual mempak for each of those entries that uses a mempak too.
Although most console compatible romhacks work on my Summercart, I think they don't yet benefit from this particular update due to their ROM headers not appearing in Analogue's library, which is fair enough. Hopefully we get to add our own entries at some point.
Re: N64 Dev Spills The Secrets Of His "Skyrim-Sized" Open World Game
@N64-ROX Your assumptions are pretty accurate. I completed the story last night and I'd say rather than being a tech demo it's (I promise I'm not being pedantic) a short game on a huge map, built around demonstrating some impressive tech , it was really satisfyingly concluded, it's worth playing for sure.
I was very surprised by how appealing the characters were and the sound track was very good too, the cozy tune around the start area especially.
Re: N64 Dev Spills The Secrets Of His "Skyrim-Sized" Open World Game
Playing this on Analogue 3D now, it looks, sounds and plays really nicely. Really impressive!
Would love to see some updates to the bike in the future, a little tilt left/right when turning and smoother slope transitions would elevate it even more.