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TheRedEye

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Everything posted by TheRedEye

  1. We have been successfully nudged and are closer now
  2. I just wanted to say that I am enjoying this thread very much, I love when there are still obscure things to discover in the past when you look past the known "full sets" on common systems. I'm very happy for you obtaining that Euro longbox game to make your complete set even more complete!
  3. Buildable source code and ROMs now on GitHub: https://github.com/DickBlackshack/Days-of-Thunder-NES-Unpublished And since nobody else linked to it, here's our original story on rebuilding the game: https://gamehistory.org/days-of-thunder-nes-unreleased/ If you don't know us, we're a charity of volunteers dedicated to doing this kind of work.
  4. The only reference to this game existing is one programmer interview, and the interview isn't crawled by Google, so if anyone figures it out they're probably a time traveler.
  5. He told me this as well in 2013, but I believe that his memory is the ONLY source so we shouldn't take it as fact necessarily, he could be misremembering.
  6. Supergun is confused, the games mentioned were programmed by HAL in Japan, not by Atari. They were actually commissioned by Nintendo as first party titles, to use in their pitch to Atari when they were meeting to discuss the possibility of the Famicom being an Atari system in the U.S., so in a fun way they're arguably unreleased first-party titles that later got picked up by third-party publishers. The Ed Logg games have not been found. If they existed and are anywhere public, they might be in the Atari Games archives at the Strong Museum of Play, which has not been completely processed yet.
  7. Hi it's me. In the context of the article, I was explaining how I felt in 2002, literally 17 years ago, and how I've changed my perspective over time. You can be angry at young me but this is not a blanket feeling I continue to have had after nearly two decades of growth.
  8. ...the game has been reverse-engineered and has a source code repo available to tinker with, there's even a GitHub that has a bunch of fixes already documented. It's been that way since the ROM was released last Christmas: https://github.com/g0me3/bfs_nes_sims
  9. Feature request, if it's possible: Can re-selecting the run cartridge option while a cartridge is already running do the equivalent of a power cycle instead of a "soft reset"? Currently I can't think of a way to get back to the SD2SNES menu to switch games other than loading Super Turrican to flush out the cartridge, and then booting the cartridge again.
  10. Yeah I was just quoting this article, I don't have any insight into Kevin's career other than what I read in the papers
  11. Oh that's an even MORE interesting way to think.
  12. Assuming someone is going to do months of fulltime work for free is an interesting way to think.
  13. Since this is like the only place on the internet to check in on NT Mini updates can we maybe move the useless legality arguments somewhere else?
  14. I was just quoting Retronauts, I have no inside knowledge: https://retronauts.com/article/622/the-ultimate-nes-gets-a-super-follow-up-mdash-and-this-ones-priced-to-sell
  15. I happened to see this in person last week at the museum, it's in the right hands.
  16. No no no, your image is as large as the original! What I'm saying is that the PDF posted in the other thread was only scanned at 72ppi, and at a lossy JPG format. I think time would be much better spent trying to get better scans of the original (600ppi TIFF of each page) than trying to touch up what is already a bad scan. If that bad scan is all that ever exists, great! But to me, if the original is still available, I'd want to figure out how to help make proper scans from it instead of spending your time working on an inadequate scan. EDIT: To further clarify: no, you will not see the dot patterns at 72ppi at all. If you were to print those scans, they'd be very blurry, as they're less than 1/4th the resolution of the original artifact.
  17. Unfortunately the original seems to have been scanned at a teeny tiny 72ppi, you'd need at least 600ppi to restore a scan back to printable quality. I'd work on getting a better read of the original before I spent any time "restoring" what is basically a thumbnail.
  18. I can't imagine you're going to get much of a GUI out of the 30 bytes or whatever that's left.
  19. FWIW I think RF > TV tuner > Composite > Framemeister looks pretty cool, it's upscaled but with authentic ugliness. If you're going for RGB I'd just do an AnalogueNT Mini at this point.
  20. By the way, my Gamate loading bug has resolved itself at some point, it works as expected in the latest FW.
  21. Hardware thread is here: http://atariage.com/forums/topic/263325-analogue-nt-mini-hardware/
  22. I think you're right. I just tried something I should have tried earlier, which was recording video instead of taking stills from my capture software. When I take individual frames from the video, it's perfect. False alarm, so sorry man.
  23. Here, I've got a 100% repro process that should probably give you some clues as to what's happening, the problem goes away entirely when bringing the menu up on screen. 1. Load Super Mario Bros., press start on title screen, leave Mario in his starting position 2. Size to 4x horizontal and 4x vertical 3. Observe Mario. He looks perfect. 4. Exit menu. 5. Observe Mario. He has the "teardrop" effect on his face. 6. Press hotkey to bring menu back up. 7. Observe Mario. His face is perfect. I've taken screenshots of his face in both states 8 separate times, the results are the same every time. Images attached. Explanation of attached images: mariotest01.png - 4x horizontal and 4x vertical with the menu open. Note that Mario looks perfect, as if from an emulator screenshot. mariotest02.png - 4x horizontal and 4x vertical with menu closed. Note the "teardrop effect" on Mario. Bonus: mario5x.png - this is the same game with 5x horizontal and 5x vertical. Totally separate issue obviously, but there is some "ringing" around Mario with 5x horizontal.
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