Comments 20

Re: Thanks For The Memories! Analogue 3D Just Got Its Most Significant Update Yet

Bot_Bot_69

@-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: "That's The Magic Sauce" - GoldenEye Designer Explains Why It Feels So Good To Shoot Baddies In The N64 Classic

Bot_Bot_69

@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: "A Hollow Victory" - '100% AI-Generated' Smash Bros. PC Port Comes Under Fire

Bot_Bot_69

@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

Bot_Bot_69

@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: New Analogue 3D Update Is Great News For People Who Use N64 Flash Carts

Bot_Bot_69

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

Bot_Bot_69

@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.