Comments 48

Re: Creator Of Pitfall! Returns To The Atari 2600 With Rescue From Poseidon's Gate

Zoinkity

@FauxD Problem #1 here is the 2600 doesn't have sprites. Or a framebuffer. Or a write-enable pin, interrupts, anything like a complex bus... It's not like any other system out there.

If it works the way they're describing, it's like writing Pitfall II to run without a DCP chip.

What makes the 2600 unique is how spartan it is. There's only enough video ram for one line at a time, a 20 byte buffer that can be mirrored or copied. If you don't want horizontal symmetry you need to "chase the beam", updating the buffer between updates and hope you don't break video sync (it's up to the programmer to know when the video is displaying). You get only 76 CPU cycles per scanline.

There are no sprites. You get two "players", an 8 pixel array in one color that can be at a different resolution than the playfield and can be duplicated three times in a row. There are two "missiles", an array of pixels sharing a player's color. There is also a "ball", sharing the foreground color. These are printed at all times, so when you don't want a player to appear on every single row you need to manually clear them using said handful of opcode. Pretty important, because one frill you do get is hardware collision detection.

Part of what's wonkers here is how much is going on per-line, like total colors, non-symmetrical elements (text, the crane, etc.), and how large/complex all the moving parts are. Each line can vary the colors "easily" so the gradients aren't a real surprise. There's probably a bunch of abuses of strobe and hmove at play here, would be well-worth disassembling this game once it comes out.

Re: Creator Of Pitfall! Returns To The Atari 2600 With Rescue From Poseidon's Gate

Zoinkity

Would never guess that was a 2600 game from the screenshots! That's a lot of unique detail per line, no heavy mirroring, (unless it's clipped away) no obvious artifacts caused by the usual ways you circumvent that. Hopefully it runs over 5 fps, trusting it does ;*)
Shading per-line is a great idea! Gradients are more interesting and easy to implement that way.

Re: Nintendo Of America Didn't Think Pokémon "Was Going To Take Off In The US", And It Wasn't Alone

Zoinkity

In other articles, they initially had the sparkling idea to replace all the pokémon with baseball players--a sort of gritty River City Ransom vibe or something. From the sounds of it the localization team straight up ignored everything being said and eventually somebody from the East stepped in and put an end to the nonsense.

Problem is NoJ assumed NoA made competent decisions and NoE weren't a bunch of pirates that would sell their devcarts to the highest bidder.

Since it was mentioned a few times before, Sailor Moon is a rather amusing case. We did get the anime in North America, and the outer planetary sailors were "very obviously only close friends". However, there were two separate pitches to localize it that ultimately failed. One was a western-style cartoon where they flew on surfboards(?) but otherwise not radically different storyline, and the other was a half-live action, half-animated(?) concoction pitched by the guy who made Mighty Morphin Power Rangers.
Blacking out Cardcaptor's magic circles though, that was low (even if it was a little inconsistent).

Re: Homebrew Coder Breaks Nintendo's Rules To Create The First Super Game Boy "Exclusive"

Zoinkity

How was the playfield overdraw in Donkey Kong done then? Pretty sure the lower left corner of the border extended over the displayed GB field (in a slightly annoying way). Ah, but there was a distinction between static tiles and sprites, right?

Honestly they're really neat devices. Most of the more useful SNES<->GB communication with is done indirectly by writing data to video output.

Re: Random: "It Feels Like We Were In The Stone Age" - Ecco The Dolphin's Japanese Localization Process Sounds Like A Nightmare

Zoinkity

Would also like to add the computers in Europe were running their own local encoding and you couldn't mix & match other languages with it yet (even European languages could have unpredictable results but anything Eastern, hahaha). The Japan-side PCs may or may not have relied on bitmap kanji from its bios. Being Japan we're probably talking NEC or Amiga. It isn't even likely the compiler could parse anything not 7bit ascii. Their encoding is though, and directly tied to the image samples going into the game. Great solution for this!

Re: Vectrex Mini Is The Next Micro Console You'll Need To Own

Zoinkity

@moknbyrd Digital control for games like Pong is a disaster.
Like seriously, Pong is basically a visualized potentiometer. All gameplay, from paddle speed to position, is literally just that.

Nintendo's Color TV Game 6 & 15--their very first console--used digital controls. There's no paddle speed control, and that means no whipping up or down in a hurry. It completely ruins the gameplay.

Minimum they need analog control for their not-Vectrex and a full-size screen. Otherwise, they might as well slice the guts out and just make it a bookend or something.

Re: Vectrex Mini Is The Next Micro Console You'll Need To Own

Zoinkity

An emulated screen sort of misses the point. The vector interface is the whole point of the thing.

There's a few things that completely rely on it. One is the light pen. You could touch the light pen to the screen and it would propagate what you draw or remove it.

Plus...mini? They're pretty small to begin with. At least make it a full-size emubox if you're going to make it at all...

Re: ModRetro Version Of Tetris Gets Updated With Battle Mode It Really Should Have Shipped With

Zoinkity

Did so once. Only once. (Won by a landslide too.)

People didn't exactly walk around with these things, not until the pokémon era and then it was majority the smaller GBCs. Couldn't take them to school and you didn't want it to get stolen. It was easier to play on a couch or at least indoors because of light and reflectivity.

To be fair can't imagine anyone playing anything besides Tetris or Pokémon via link cable.
Sure there were other games--even 4 player ones--but VG was very much a solo hobby back then. Bash it if you like, but N64 opened up the family/party game market. Didn't create it, but there's a "before" and "after".

Re: 30 Years After The Virtual Boy's Failure, Fans Have Tracked Down Another One Of Its Cancelled Games

Zoinkity

It's never good enough that somebody willingly violates the Berne Convention treaty for other's benefit. They're always expected to do so on anon's terms too.

Among some practical reasons to wait for release is to ensure that emulators will be able to run it and document all the quirks an unfinished piece of software has--especially the nasty kind of bugs that can cause hardware damage or trigger epileptic shocks. Even something as mundane as blaring audio too loud during a crash can harm both your speakers and your ears.

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

Zoinkity

Would guess the reason it isn't running on your Analogue is the increased power consumption. Could test for dropoff. More likely they emulate the new chip than ever get it working with the cart.

Same thing is why GB flashcarts with FPGAs don't work in N64 transfer paks but lesser microcontrollers will. The FPGA will probably be drawing as much as the entire rest of the handheld, all on its own.

Re: "We Have Some Difficult News To Share" - Microsoft Kills Off John Romero's Upcoming FPS Title

Zoinkity

To be fair he has a bit of a track record when it comes to delays and budget overruns...not to mention questionable sales. More surprising people continue to throw work their way.
(Well, they do have a low project cancellation rate at least.)

Dominion: Storm Over Gift 3: took four times longer and hundreds of thousands of dollars more than expected. Poor sales and ratings.
Daikatana: delayed for three years; the GB version is quite good, the rest underwhelming.
Anachronox: delayed for several years. Pretty decent game but sales were poor.
Blackroom: cancelled after three years.
Empire of Sin: only a minor delay of a few months; reviews are depressing.

There were successes though. Deus Ex obviously, and his son's Gunman Taco Truck was a pretty fun romp.
(Kinda don't want to count Thief, it's more a product of Looking Glass Studios.)

Re: SNK Just Delisted A Bunch Of Its Games From The Google Play Store

Zoinkity

Sounds like a believable excuse for "we don't want to pay another wave of fees to keep products listed when we didn't make enough on them/peaked out sales" or similar such thing. Not wanting to update a license, or certification for newest revision of whatever, or shakedown at latest OS update, etc. is a pretty common story.

Still bad PR. It took the industry a lot longer than expected to get consumers to accept leasing access versus buying substance; doesn't take much to remind them why that was.

Re: A New Compilation Celebrating The 'Ys' Series Is Being Released In Japan Next Year

Zoinkity

The other games are great and all, but have a particular soft spot for PCE's Ys IV: The Dawn of Ys.

So #4 is a bit of a funny situation, because it's roughly the same story told different ways and somewhat partially in conflict with itself. There was some interview about it (likely in Japanese only) discussing how the limits of each platform led to that situation, that each tells a subset of the original plot, and the writer isn't terribly fond of any of them.

They could overcomplicate everything further by making a completely original fourth "definitive" installment, rivaling SFII for number of unique games with the same number in its title. Ah, but then they'd have to make something new. Nobody's too keen on that nowadays.

Re: Random: Keiji Inafune Believed "Arrogance" & Overconfidence Led To Mega Man Legends' Poor Sales

Zoinkity

The irony is if they game didn't have Rockman it probably would have done better. It was a wild deviation from the license at the time. I remember thinking at release, 'kinda weird for a Mega Man game." As a generic 3D adventure though, above average.

Granted, he was right about the license needing to be shaken up. The burnout was obvious. There were a few too many games with "Kitchen Sink Man" or "Derivative Power Man". The X series was a good shot in the arm, but then it started to turn the same way.

Expecting to sell it on the label alone though, yeah, you got what you deserved.

Re: Japanese Developer Behind Nintendo's Super Robot Wars Titles Has Gone Bust

Zoinkity

They're more of a "guns for hire" developer that outsources tasks for other companies. Probably find they're tied to more projects than they're actually credited for if you track their employees. They've always been fairly low-staff, not too difficult.

Japan has more than a few companies that specialize in this kind of thing, and there's even places that completely ghostwrite games.

Re: Lost F-Zero Tracks Found After $2,500 Was Offered For Their Preservation

Zoinkity

Then there's that whole aspect that when you finally find a mempak with actual data on it it's really only half the story, because many of these had soundlink audio that, if you're exceedingly lucky, somebody may have recorded on VHS.

In the case of BS F-Zero these were basically commentary and training iirc while you watched a ghost show you how to run the course. Incredibly interesting take on gaming--what makes BS unique really--long before "let's plays" and the like.

Re: Two Early N64 Prototypes Of 'The World Is Not Enough' Appear Online

Zoinkity

As it's long divorced from the original distro, here's the readme for the TWINE SED bugfix and what the password does:
https://pastebin.com/Q2FJbywe

@KingMike TWINE protos are quite different internally (as in code), but assets are only additive. SED's big difference is more color depth and polys. Later protos & retail reduced poly counts and replaced ci8 images with ci4. Noticeably worse, probably unnecessary, but there you have it.
This late proto is from PAL localization, but the NTSC pre-release demo not included here had a couple different characters including a bikini Electra. Otherwise, near identical. Still cooking up a way to get the root debug menu going...
SED differences were discussed a bit on the now-defunct AssemblerGames forums. Labyrinth had a gazebo, the sub pen was incomplete, can't remember much else.

Doesn't appear to be a natural way to trigger the debug menu (0C or 30). Might be missing a button code trigger though; those are a bugger to find in this game and they sometimes use combos impossible on a retail controller (like all + pad directions at once).
Can replace the added soundtest item in "cheats" to redirect there though:
80121058 0xE0828 5005 -> 5000 (Just a string.)
8012106F 0xE083F 11 -> 0C (Debug menu; 30 works as well.)
-then recalc the checksum.

Re: Funding For The Most Advanced Killer Instinct Emulator Ever Made Has Been Pulled

Zoinkity

Actually, there was a different dedicated emu for KI/KI2 ages ago. That the games were playable on a Pentium 2 should be a good metric, especially since MAME on the same computer stuttered along the intro unplayably when it didn't outright crash. Would be neat to see a modern iteration of it.

Pretty sure the same project released some tools for extracting images, maybe other data from the files as well.

Re: Dragon's Lair: The Legend For The Original Game Boy Is Getting A Rerelease

Zoinkity

If it were a reprint of the 2001 game that would be a different story. That was pretty low run and didn't sell terribly well at the time, but it's a really great conversion and fun to play. Absolutely treasure my own copy.

It wouldn't be surprising when the VG industry finally runs out of heads to lop for Nintendo to start licensing & producing the GB line again, taking advantage of the growing homebrew scene. Not likely, but also not surprising.

Re: "These Short Games Mean Nothing To Me" - Retro-Bit Translator Denies Wrongdoing In "Baffling" Rant

Zoinkity

@TransmitHim The company they licensed the title from may not have sourcecode anymore or it may not be buildable. A lot of reasons for that. Not everything was done in-house, old DATs are tricky to recover, missing parts of the build environment, they might not have archived the project, etc.

In those cases you need to hack the existing binary or decompile it. Decompilations often take months and are overkill for simple translations. Effectively, you're documenting every blasted bit of code and resource in a game. A programmer would need to work from a decompilation but frankly, it's rare that's ever necessary.

Programmers don't necessarily know how to hack. It's a fairly different skillset requiring lower-level knowledge specific to your target. How many actually look at the code their compiler outputs?

Won't fault them on that front. They are in a position where they can't identify plagiarism on their own though. and...
You are dead-on the second point: a second translator who reviews/tlcs the final product would have caught 1) the mention in the credits and 2) any lack of original script dumps. Might not be possible though on budget. These are low run for a small audience. Doesn't seem there's a debugging team that tests gameplay either.

Re: "These Short Games Mean Nothing To Me" - Retro-Bit Translator Denies Wrongdoing In "Baffling" Rant

Zoinkity

@LuigiBlood If they're being honest about the explanation at all and haha, there's no blasted way that's true. Anyone lazily copying a translation wouldn't be beyond a copypasta rant from 20 years ago.

To be fair, pointers were a solved problem 25 years ago too. You only mess with them directly if you're doing something "not sane" like overlaying multiple memory ranges.
Even if they were using DOS (there was an ancient Word for DOS, but lol) why not just use qbasic to calc them for you? Or there was that fad with using excel formulas to straight up build ROMs. Any sane person nowadays would java or python a list of strings & locations, have it spit out pointers with a warning if you roll over bounds.

Basically, they were caught with their pants down. The proper response is : "Well, s***. I had deadlines and didn't think anyone would notice. Sorry about that."

Re: Anbernic's New Firmware Has Opened A Can Of Worms That Could Damage The Handheld Emulation Market

Zoinkity

So, let's get cynical!
Sometimes you want to cause a lawsuit. Doesn't seem Anbernic is willing to do that yet, but guarantee somebody will--and fail.

There's a long history of companies that do pirate distribution to effectively settle the suit with the copyright holders by becoming their legitimate distribution service. The single best known case internationally is by all accounts the first: Napster.

It won't work in the VG marketplace, not realistically. You'd be seen as inferior competition to existing services targeting off-brand products and a direct distribution license competitor. Remember that Nintendo, Sony, M$, etc. still need to obtain distribution licenses themselves. As an example, all Speccy ZX stuff is publicly-available except Ultimate Play the Game titles who refused to release their licenses.

The viable way to get the ball rolling would be to aggressively seek to manage licenses for defunct studios, then push for public domain when those entities no longer exists. Build a competing portfolio to make a competing distro service tied not only to your products but available at a cost to the big names that would sue you when you take it too far...intentionally,.

Re: Retro-Bit Apologises For Using Fan-Translations Without Permission

Zoinkity

Krokodyl did a great job on the RE and comparison work here. Thanks!
Translation work is an iceberg. The text you see at the top hides the other 80% of work involved to store and print it. There's no one solution to that, or even an optimal solution. When you're rewriting code, writing a codec, doing original image work, reworking existing resources, choices on reshuffling and reorganizing, your choices are very much your own. Implementation is rarely repeatable. It's almost a personal signature. I'm glad to see someone use that as the metric for comparison.

Re: Lewd N64-Powered 'Super Real Mahjong VS' Gets English-Language Patch

Zoinkity

@smoreon Oh no, this game eats memory more than most. The intro alone is ~6MB. These animations are largely full-screen keyframes, crossfaded, with some additional elements on top of those.

The trick is TLB entries don't have to point ram to ram and multiple virtual things can be mapped to a physical range. That's only on N64 though. These are all extra hardware on an Aleck64.

Re: Lewd N64-Powered 'Super Real Mahjong VS' Gets English-Language Patch

Zoinkity

@guy-man The "original" Japanese .n64 is also a conversion...
Didn't have a problem with the Mayjinsen3 translation though?

Anyway, it works via USB so the culprit is in the menus.
The original conversions only ran because the intentional fault in IPL3 was ignored, so guessing there's an extra bit of code making that happen. They'll surely sort it out sometime in the future.

Re: Lewd N64-Powered 'Super Real Mahjong VS' Gets English-Language Patch

Zoinkity

@guy-man
The menu probably doesn't recognize the 5101 CIC yet, so use the command line thing via USB:
sc64deployer.exe upload -t eeprom4k -s eep.bin --cic-seed 0xAC srmvs.n64

@smoreon
E92 boards have 8MB of rdram plus 4MB of sdram (slower, limited access, kinda like GameCube) so you fraud that using TLB entries, like all the other fun hardware it supports. The whole thing is a magic act, honestly. All the conversions work this way.