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Messages - Starscream

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1
What a way to start the new year.  My thanks to everyone involved.

2
Agreed it's criminally overlooked. David Shadoff is still working on Dead of the Brain. https://twitter.com/Shadoff_d/status/1045825936849960960?s=09

That's cool. It looks he'll only be able to insert a French script anytime soon though, bummer.

I hope there'll be the some news from the Legend of Xanadu next year, it's been a while.

3
Gaming Discussion / Re: Microsoft is outperforming Apple?
« on: November 28, 2018, 02:41:10 pm »
"IBM-PC compatible"  was mostly a thing because of other x86 computers which were PC-DOS (or MS-DOS) compatible through their own versions but not 100% compatible with the IBM PC.
HP for example even sold a machine with a touch screen !
Unlike in Japan, none of the incompatibles took off in the west, by the middle of the 80s it was clear that a x86 machine needed full compatibility.
In Europe, IBM's own machines didn't have that much impact at first and the home market was eventually shared with the Amiga and ST for a while, after the 8bit market became secondary. In the US, Amiga and especially ST were more niche and the Mac stronger. But the 68K machines were their own thing everywhere and faded out during the 90s.

4
Gaming Discussion / Re: The PS1 Classic
« on: November 28, 2018, 08:02:28 am »
Is anyone saying anything about the emulation quality, aside from this PAL issue?  I doubt there would be many complaints at all if it simply didn't have such a questionable selection of games.

Eurogamer mentioned that NTSC is also affected:
"Remarkably, even the NTSC games have issues. You can see that with the performance snapshot of R4 Ridge Racer Type 4 embedded below. Original hardware runs this title locked at 30fps with perfect frame-pacing - a new frame is delivered every two screen refreshes without fail. Running under emulation on the PlayStation Classic, not only are frames delivered with 'blips' adding some stutter, but there also appear to be performance dips too - which do not occur in the game running on original hardware. So even if Sony had delivered a full NTSC line-up, we'd still have problems with this product falling short of the quality delivered by the actual PlayStation"

https://www.eurogamer.net/articles/digitalfoundry-2018-playstation-classic-emulation-first-look


5
Gaming Discussion / Re: The PS1 Classic
« on: November 18, 2018, 06:04:58 pm »
I've burned PS1 discs at 8x to 16x without problems. Lots of things can affect how well burns work:
- drive of the console
- burner
- discs used



6
Gaming Discussion / Re: The PS1 Classic
« on: November 13, 2018, 12:28:58 pm »
But then the other question is, didn't Sony already have a decent PSOne emulator for the PSP?

Yes, but that's probably tailored towards the hardware including the MIPS architecture. The Classic probably uses an ARM CPU, and I guess they think PCSX-ReARMed is developed enough for their purpose.

7
ROM Hacking Discussion / Re: Japanese (Java) Mobile Phone Games
« on: November 12, 2018, 12:32:57 pm »
There's was definitely something of a phone cracking scene back when Nokia smartphones started to appear, but I wouldn't know of any place or person you could go to these days where you could benefit from that expertise.
Perhaps MAME devs have some clue, they should have contacts with people dumping various stuff.

8
Gaming Discussion / Re: Emulation on Linux
« on: October 29, 2018, 06:51:43 am »
Perhaps you have more luck with a dedicated live distro first, e.g. Lakka is based on Retroarch.

9
Gaming Discussion / CRT shaders - what's important for a GPU?
« on: August 17, 2018, 10:15:09 am »
I'm planning to drop an old (=cheap) low profile GT card into a small business PC and then use that for various retro-related stuff, it would be nice if could still use more than the most basic shaders.
What is important in this regard? E.g. one thing I noticed is that most cards on Ebay where I live come only with DDR3 RAM - combined with a 64bit Memory bus, that seems to cripple bandwith a lot, is that something that can have a lot of impact?

10
From the screens it looks like the party has has been reduced to five from six in the original. The English SNES port also has some notable bugs.
https://tcrf.net/Might_and_Magic_II_(SNES,_Europe)
I might not correctly remember that, but I believe the SNES port also has the combat changes that the Genesis port has. Characters can attack in that one regardless of their position, and they get attacked always in order, i.e. first character, second character etc. In the original computer games this was not the case as one would expect.

11
ROM Hacking Discussion / Re: SNES - Might and Magic Book 2
« on: July 08, 2018, 03:21:55 pm »
I'm relatively familiar with the original, I'm not having differences in mind like the interface which are obvious from the screenshots. I'm more curious about changes such as different dungeons etc. things you'd need a different walkthrough for.

12
ROM Hacking Discussion / Re: SNES - Might and Magic Book 2
« on: July 08, 2018, 08:28:13 am »
Yes, the Japanese game is different. I assume it's at least not as buggy as the PAL-release and the Genesis version.

 It would be great to see explained in detail what exactly the mentioned changes were compared to the original.


13
Gaming Discussion / Re: Taking Things Away In Hacks
« on: May 15, 2018, 04:31:21 pm »


Some said grinding counts. I find this odd as it takes no real skill, mathematical prowess, knowledge of the game or similar.


It think that depends on how the game is structured, it can be a bit more complicated if efficiency is a factor, which I would think it normally is. E.g. I recently decided to stop playing Disgaea 1 because the post game content requires too much time to be worth it, unless opting for a play style and focus I would not consider fun.


14
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: April 12, 2018, 07:51:30 am »
Yes, currently it appears you can't get any Neo Kobe PC-98 files without a torrent client, from either there or private trackers.

15
Gaming Discussion / Re: The most original NES games?
« on: April 05, 2018, 03:23:12 pm »
Famicom Wars is in many ways similar to the earlier computer Daisenryaku games, a Famicom Daisenryaku was also released in 1988  just like Famicom Wars though. There's even a translation patch by AGTP.

I'm actually surprised after looking up Fire Emblem's release that it was so late, I always thought for some reason that it came out around 87/88.
But by 1990 there were probably quite a number of games known that fused turn based combat with RPG elements.

E.g. Julian Gollop of X-Com fame did something like this in his 1990 game Lords of Chaos.

16
Personal Projects / Re: Translations of early Famicom games
« on: March 28, 2018, 07:26:00 am »
Quote
Haja no Fuuin: Didn't have much luck with this yet. Probably need someone else to dump the script.

It was translated for the Master System as "Miracle Warriors", though the Famicom version looks at least graphically a bit closer to the original computer versions.

17
From what I've read, there's no analog video, so that's still an advantage of software emulation.

18
Personal Projects / Re: Translations of early Famicom games
« on: March 09, 2018, 01:25:53 pm »
Finding clues could be just trial and error, but the methods for finding bosses would be a nightmare.


Oh, so this is actually more action-oriented. I thought it was really more adventure like. Kinda disappointed it's considered crap, I like the look, it does remind me a bit of old computer games.

19
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 21, 2018, 09:26:58 pm »
It's a niche platform here pretty much for the reasons Filler gave + I don't think shooters generate that much hype with the translation/hacking crowds, I suppose that's mostly happens with the recognizable RPG projects.

20
Are there any 2D sprite based games known for the Playstatation that are using a higher resolution than 384x240? I mean ingame action of course, high res static screens I've seen plenty.

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