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malducci

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About malducci

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  1. I have a small sledge hammer. If stuff stops working, or gets finicky - it gets the hammer! Sledge hammer... I had a Saturn recently where the gamepad ports were all glitchy (had to put constant pressure on the connector to get them to work) - smashed!
  2. What's that last one? Diehard? That's a bullshit review. Sega version? It looks like a master system game. lack of 2 players is not a big deal, and the upgrades in the graphics and especially audio - make this a fantastic port. I played this when it was brand new, and thought it was awesome. Friends that owned Duos also thought the same thing.
  3. I dunno.. there's something off about you..
  4. LOL! Yeah, I swear.. some Brits... The Atari ST was 16bit gaming? Hell, I guess that makes the Genesis and SNES 32bit gaming. Haha. But yeah, Brits...
  5. I didn't mean it's the exact code byte for byte (though some of it actually is; verified). I mean that it's the exact same game logic code direct from the NES games; it even drops the cpu in 8bit mode to replicate the code (the cpu is funky - you can't access single 8bit elements when regs are in 16bit mode; you have to switch to 8bit reg mode.. to put it simply). The CPU speed being faster doesn't change anything, except for maybe removing slowdown. Have you ever seen my nes2pce projects? Megaman 1 & 2 running on the PC Engine? That's the exact 6502 code running on a huc6280 that's 4 times faster! Does it make the game faster? No. All timing it still regulated via vsync interrupts. It's no different on the SNES. The graphics chip and sound chip are also irrelevant in details, simply because the functions that get called to "update" the graphics, or play a sound track, or play an SFX - are simply hooked (replaced) to a different version specific to the SNES. That change graphics and sound - that has no effect on gameplay logic. The resolution is exactly the same, the refresh rate (which syncs the code to a timed loop) is exactly the same - nothing was lost or adjusted to compensate. SMW? Easier? How do you know this? And what emulator? SMW is not SMB, SMB2US, or SMB3. These games all have different mechanics/logic. If you used SMW as gameplay mechanic engine, then it would be different code (logic).
  6. Yeah.. I don't know what you're talking about. It's the same game; same code. Exactly how is it more difficult in the SNES version?
  7. Aren't you the guy that couldn't beat the first SMB without cheat codes? NES era games were designed for tight twitch control reactions. Do you know what thumb sticks do? They require more range of movement than a D-pad does (this translates into a slight delay). They're OK for some games, but nothing will be as fast and precise as a d-pad. And for twitch style response games, of that era, - no good. Even the NES Advantage has this problem. There are just certain games I don't use it for, specifically for this reason.
  8. I bought a set of used crocheted doilies - felt more fulfilled. On a side note, it just ordered a N8 Everdrive today. Will get to play some NES hacks/translations over winter semester break.
  9. I.. uh.. what? How can you not know any of this? You had to look at the manual to figure out the advantage??? Are you little slow or something?
  10. From what I've seen stepping through the code of the game, and looking at data assets in the DATA track (I.e. stuff left on the harddrive that got transferred into the data track - very common thing for PCE CD games), it was an original CD 2.0 game that was repurposed for ACD. And the only thing ACD about it (the game, I have no idea about the cinemas) - is instead of loading from the CD in the middle of the stages, as if it were a CD 2.0 game - it loads directly from ACD memory (emulating a fast CD load routine). Minimal effort - lol.
  11. I get what you're saying.. but what happened to the sound in that "quality control" process?
  12. What...??? You and your friend must have been seriously lacking in game skills. I beat MM2 the day I got it, and I wasn't a power gamer at the time. I was disappointed that it was soo easy. It wasn't "easy compared to".. it just was easy. Ninja Gaiden and Battletoads are in the brutal range, but still beatable.. but MM2??? How old were you in during this time? 7?
  13. Not gonna lie; I want this NES mini. But I think I'm just gonna wait. Black friday is coming up and everdrive n8 is going to be 20% off. I think I gonna get so I can play some homebrew and rom hacks.. notably Metroid - Rogue Dawn
  14. Normally, I'd say it was a generational thing - but I played a 2600 back in 1980 when I was four and thought it was the most boring-est thing I ever saw. I played arcade games in the 80's, even have a small home computer in which I played old 80's "style" arcade games (no end, just repeating/cycling levels); zaxxon, etc. I played them, but I never found them to be very satisfying. Adventure games were fun(text adventures, graphic adventures, and the awesome Dungeons of Daggorath), because you had a story and plot, and actually went on a journey/quest.. not a "loop" where things just got harder. The NES was the first machine to provided that sense of journey, mixed with action and arcade controls. The first Zelda game was probably the most impressive thing I ever played; I spent the whole summer trying to find every one of its secrets. When Megaman 1 came out, again there was nothing like it; the tight controls, the fast action, the exploration of the levels, the boss patterns, gaining weapons - an ending! And Metriod.. holy crap. I actually just played through it again and beat it over this past weekend on my NES; still an amazing game. Unfortunately is does have more limitations. It's been years since I poked around with it (pun intended), but IIRC either detail (objects per line) and/or color is an issue with 320 mode. Even with more ram for display lists, I think it still has a bottle neck for color/detail.
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