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Posts posted by davidbrit2
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Ah
I dunno I liked it. Maybe I dont have enough experience with the arcade game (which is pretty likely), but I loved the classic game boy port.
Anyway, maybe I missed it, but I also really love Burger Time Deluxe and that weird Godzilla puzzle game.
I'm also a big fan of most of the capcom disney games (the ones based on the NES games, ect) on the GB.
Nemesis and Nemesis 2 are also fantastic.
It's not a terrible game in and of itself, but it was disappointing as far as accuracy. Make sure you try GBC Joust.
The Data East arcade ports were cool, because they typically had significantly more content than the original. Lock 'n Chase was really great.
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Just recently picked up the GB port of Defender and Joust (one of the arcade classics series) and while I'm ashamed to admit that I never played Defender in the arcade, I can speak to the excellent quality of the Joust port.
If it's the original monochrome version of Joust + Defender, that port of Joust is actually rather poor. I recall the physics being kind of weird, and I think there are only two types of enemy combatants. Now the color version of Joust + Defender is another beast entirely, and may well be the best home port of Joust that isn't just an emulation of the arcade version (Genesis and SNES are debatable - don't remember if there's emulation of the original ROMs going on there). It's right up there with the 7800 Joust.
I haven't played enough of either version of Defender to really comment on if one was substantially better than the other, but I remember both being reasonably good.
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The 3DS collection is really nice. Beat plays great with the stylus controlling the paddle, and not blocking your view of the "balls" on the top screen.
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Faceball 2000 - A legitimate FPS for the original Gameboy.
X - Japan only. The predecessor to Star Fox. Mostly tank-based, but there's a little bit of flying.
Dragon Warrior Monsters - Great RPG. The breeding system is insanely deep. You'll have to breed many generations to get the boss monsters in your crew.
Ghostbusters 2 - Not a port of the crummy Activision NES game. This is based on New Ghostbusters 2 for NES/Famicom, which never got a US release.
Turrican - Excellent platformer/shooter with some impressive parallax scrolling in a few places.
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Just the original Pac-Man, not Ms. Pac-Man or any sequels. I'm thinking it might be the GameCube, assuming you have a Gameboy Player.
Gamecube - Namco Museum
Gameboy
Gameboy Color - Special Color Edition
Gameboy Advance - Pac-Man Collection
Gameboy Advance - Namco Museum 50th Anniversary
Gameboy Advance - NES Classics Pac-Man
Were there any other releases that would run on a Gamecube? How about systems that could run even more versions than that?
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Tower Toppler is just irritating trial-and-error gameplay. Nice graphics, though.
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Looking totally awesome so far. There's one minor glitch I noticed (while playing the wizard; no idea if it's character-specific). Moving diagonally has inconsistent X velocity. When moving upward diagonally, your X and Y velocity are the same, so you move at a 45-degree angle. When moving downward diagonally, your X velocity is about half your Y velocity.
Also, one stage I played (somewhere between 10 and 20, though I don't remember the exact number) has a narrow passage along the top of the map. You can only move left or right through it if you're pressing diagonally upward, otherwise you can't move.
Love how it's turning out, and I can't wait to see what 32 KB will afford. It's pretty impressive how some of the stages are actually recognizable recreations of the arcade counterparts.
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Haunted House
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They are lots of fun with a Trak-Ball!!
Agreed, I just gave them a quick test. Millipede is super smooth, but needs a bit of speed adjustment. The shooter moves way too fast, particularly in the vertical direction. That ought to be a super simple change with all of the hard stuff out of the way, I would imagine.
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Holy damn, Millipede and Reactor already? Guess I'll be firing up the Harmony tonight.
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It would take a lot of rewriting, but I think Decathlon with a trak-ball where it goes on spinning the ball instead of wiggling the stick would be so much better.
You can utterly DEMOLISH Decathlon with the Track & Field controller. Hold down one of the buttons while tapping the other and you'll turn into Usain Bolt.
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Golf or Miniature Golf would be kind of cool. It would be like Birdie King.
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Excellent, that makes things easier then.

Starting health value was uniformly 18 (in decimal) but now it varies per character: Warrior (22), Valkyrie (20), Wizard (16), Elf (18).
Let's see....the arcade gives you 600 points and ticks you down 1 point per second. So every 60 seconds you are down 10%. Assuming a starting health value of 18 that puts us pretty much where you predicted at -1 or -2 a minute.
There's already a frame counter at C7 luckily.
Nice. If you can find another 6 bits to store seconds, you're pretty much there already. I don't imagine it will take more than a few bytes of ROM to test the seconds counter, reset it, and subtract one from both health counters.
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There's no room left for another enemy (I already had to drop a few), let alone one that behaves as differently as the NES dragon does. I do have one item space left (teleporter? new potion? amulet?) but not much room to really do anything fun with it. Right now I'm leaning toward just doing what the arcade does...reusing room patterns infinitely. I can't flip them around or anything like Ed Logg did, but the colors can be changed for at least some variety. And then I guess the level counter would go up to 99 then reset back to 00.
Good point about the decreasing HP helping speed up the pace. Hmm. The health counter only goes up to a max of 31 in this game, so while I could tick that down gradually, it would have to be pretty slowly.
The first Gauntlet doesn't mirror the level layouts randomly, that was new in Gauntlet II, so you haven't lost any features there.
What's the starting health value currently? I'd think something like one every 60 seconds is probably reasonable. Are there an extra couple of bytes for a frame counter, though?
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Hm. I'll endure it, since I love the 3D feature. It's mostly tolerable and doesn't occur that often to be a major issue.
I usually only see it if I turn my head, or do something else that would throw off the head tracking. It doesn't seem to work very well if you try to use 3D while laying on your side on a pillow, for example. Weird lighting conditions and other people crowding around you to see the screen will also probably do it. But it's still massively better than the non-tracked 3D of the old model. The only remaining problem is crosstalk when viewing high-contrast scenes while playing in very dark conditions.
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On another note, I was playing Ms Pacman on my DMG the other day and beat stage 5. I was a bit disappointed to learn that the chase cutscene recycled the same melody from the meet cutscene. Can't win 'em all I guess. Also using the tunnels in Game Boy /color Pacman /Ms is a crap shoot since due to the scrolling, you literally can't tell who's on the other side.
The GB and GBC versions of Ms. Pac-Man actually seem to use the AI from Pac-Man, i.e. the ghosts scatter to the corners rather than doing a random wander like in the arcade version. I think I've noticed this same thing in other official Namco ports of Ms. Pac-Man like for NES and SMS. I don't remember off the top of my head if GBA Namco Museum got it right, though the Namco Museum 50th Anniversary version probably did, since those are at least partial emulation of the arcade code I believe.
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Impressive!!!

One thing I wanted to ask: is there any way you could add the "fast cornering" turns like in the arcade? This is a feature that is typically missed on many ports and to me it is one of those quintessential Pac-Man mechanics that just add the feel of the original.
I don't program for VCS so I don't know if there are any technical limitations that prohibit its implementation, but considering that you have pretty much broken through almost all other seemingly impossible odds, why not?

Very impressive nonetheless.
dZ.
Yeah, I think that's the one last thing the game needs. Right now, Blinky is far too deadly when he goes Cruise Elroy because Pac-Man has no advantage in the corners. If the corner advantage is too troublesome to implement, then slowing down Blinky just a touch would probably be a close enough facsimile as far as game balance is concerned.
Aside from that, this is an amazing port.
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Marauder.
Great overhead-view shooter kind of like Berzerk, with some key differences. The biggest one is that the game engine actually has line-of-sight. Enemies can be hidden around corners, and you can wind up staring them right in the face if you aren't careful. The goal in each level is to find and destroy the power core, at which point you move on to the next (more difficult) level. If you play on the default game variation, it starts out way too easy and takes too long to ramp up. Crank it up to at least 2 or 3. Game 4 is absolutely brutal right from the start.-
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These are all the advantages I'm aware of:
Compatible with Xenoblade Chronicles 3D, and The Binding of Isaac Rebirth.
Some minor performance improvements for Smash Bros (though none of it actually in-match, I don't think).
3D mode is actually genuinely usable finally.
Built-in C-stick and ZL/ZR buttons give you Circle Pad Pro compatibility, but the C-stick is like a Thinkpad nipple mouse, not like the main circle/slide pad, and the ZL and ZR buttons are kind of awkwardly positioned.
Compatible with Amiibos.
I believe the web browser performance might be improved as well, though I don't remember the specifics.
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Nice! Can't wait to give it another go tonight.
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This is totally cool; I'd love to see a completed version. I just tried it out on my Harmony, and it's quite impressive for a WIP.
Truth be told, I'd be satisfied even with just a Dark Chambers hack that speeds up the players 20-50%, but this is even better!
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Anybody worked out all the game variations yet? It seems like the ground enemies move a bit slower in game 5, though that was the only thing I noticed in the few minutes of playing that I could fit in last night. Also, the left difficulty switch controls the scrolling speed.
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Oh my goodness, I know what I'm doing tonight. Thanks for uploading!
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Has the PinMAME version been completed?
I think it was pretty much complete, but that was a good 13 years ago. I did the table design, and another guy wired up the I/O to PinMAME. It was pretty cool, just didn't run so hot on the old machine I was using to build it.

ColecoVision - We would like your opinions on Specs
in Hardware
Posted
I'd love a little tabletop multicade running some kind of ARM SBC and Linux distro.
Crazy idea: What about getting in touch with these guys and making a tabletop chassis you just fit a CHIP into? Could sell them bundled with games/software preinstalled, or as bare cabinets for bring-your-own-CHIP. The capability is there, as you can see from the PocketCHIP.
https://www.kickstarter.com/projects/1598272670/chip-the-worlds-first-9-computer/description