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malducci

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Everything posted by malducci

  1. From the link: Heh, looks like it does. Nice Edit: Wow, that thing's not cheap.
  2. Hey lkermel. Thanks Yeah, that would have incredible to see BITD. It's weird. In some ways it's barely powerful enough and in other ways it's much more than enough. Case in point, the emulation code can push/delay the game logic out of vblank into the active screen area (the PCE/TG16 makes it a perfect system for this since it can write/read vram no problem during active display - unlike other consoles of the 8bit and 16bit era) because it takes longer than it original does on the NES. But it also runs the actual game logic much faster too. So the game doesn't have the slowdown issues running on this PCE/TG16 emulation like it does on the real nes/accurate nes emulators.
  3. An HD CRT is most likely not going to have scanlines. For one, the resolution is much higher - any scanline gap would be very tiny (if you see any at all). Second, even though it's a CRT - it's still a frame capture device like the LCD. It's not like an old SDTV where the analog signal is pretty much going straight to the screen. The HD CRT will most likely do one of two things; treat the signal of 240p as 480i and interpolate that to 480p (no scanlines), or correctly recognize the 240p and simple scanline double the output as 480p (no interpolation, block pixels like raw emulation without filters). A device that had a digital or analog knob to control the brightness of the duplicated/doubled scanlines would be great. Or at minimum a preset of 100%/75%/50%/25%/00% settings. Personally, pure black scanlines doesn't look natural to me. Usually 25% or so brightness looks good. Does the SLG3000 have any features like this?
  4. Are you kidding me!?!? Either you have really poor tastes in games or are completely ignorant of the TG16 library. Ninja Spirit Dungeon Explorer Bloody Wolf Air Zonk Blazing Lazers Bonks Adventure Jackie Chan Super Star Soldier Side Arms Neutopia Cyber Core Samurai Ghost Bomberman AeroBlasters Legendary Axe Soldier Blase R-Type Bonks Revenge Shockman Raiden Legendary Axe 2 Magical Chase Alien Crush Sinistron Cratermase Neutopia 2 Dragon's Spirit Military Madness Ordyne Tiger Road Time Cruise Galaga '90 Dead Moon Bomberman '93 Devil's Crush Bonk 3 Cadash Dragon's Curse Fantasy Zone Legend of Hero Tonma Psychosis Splatterhouse Vigilante Space Harrier (I didn't mention Klax because I thought it was a pretty crappy game, but there's a port on the TG16) What came out in Japan Hucard list that's a must have? I can think of maybe 3 or 4 must have Japanese only hucards. And in comparison to the games I listed, I can only find a few games that I find desirable to play in the Lynx library. "Atari la-la land" is right
  5. Yeah, what's up with those fatty pixels? A throw back from '84 from when the system was originally design? NES was from '83 and didn't have fatty pixels. SMS was from '85 and didn't have fatty pixels.
  6. The Turbo Express, easily. The Lynx blitter seems fairly impressive/powerful, but that's because the screen resolution frame buffer is so tiny. The TG Express low resolution is nearly 4x as much pixels on screen as the Lynx. Mid res is over 5x the pixels per screen. The larger master palette of the Lynx in no way makes up for the limited 16 color screen output. Mid screen color change effects are cheap. It's no where near a substitute for a real flexible color setup. TG Express has a faster processor, more colors onscreen (482 colors or 32 subpalettes), more pixel bandwidth on screen, more much sprites on screen at fast 60hz, much superior sound. The sound generation on the Lynx is interesting (to someone who delves in sound hardware and sound engines), but it pales in comparison to the TG Express sound hardware IMO. It's not just number of channels the Xpress has over it. Any game you see done on the CD unit of the parent system (PCE/TG16) is directly doable on the TG Express. Lords of Thunder, Sapphire, Dracula X, any of the Neo Geo ACD ports, Street Fighter 2 (oh wait, that's already a hucard ), etc.
  7. Heh, solving the I/O ports was the easiest part. The hard part was the video emulation itself. The NES PPU is nothing like the PC-Engine/TG16. The tilemap (and tilemap mirroring) on the NES is different. The fact that it's 256x240 map and not 256x256 was a real pain (I had to use a h-int system to do a correct repeat seem of 240 pixels). Or that the PPU uses four small tile maps with mirroring option via the cart. The attribute system is completely different and lots of bit shifting to get the palette to tile association out of it. The planar graphic formats for the tile aren't even the same (there's composite like the SNES on the PCE/TG16) and they're 4bit on the PCE/TG16. The VDC is a WORD read/write only device port on the PCE, where it's only BYTE on the PPU. The sprites are 16x16 not 8x8 cell based on the PCE. The sprite attribute tables are completely different order too. Emulating the sprite DMA of the NES means I have to reposition everything into the PCE's SAT format, and flipped sprites need X/Y offsets added because flipping works different for 16x16 than 8x8, all in realtime for the DMA process. Then there's the problem with vram itself. If the game is all CHR-RAM, there has to checks everywhere in case the game writes both tiles and sprite or any combination two areas sequentially by overflow into another boundary of vram. Reading from vram was a whole 'nother problem too. Etc. I/O ports are handled by simply patching all LDA port or STA port to JSR $xxxx. That goes for any I/O interaction; video, audio, gamepad, mapper chip. Everything else is emulation. No redoing the sprite/tile/map/etc routines to make them native to the PCE/TG16. That would take a ton of work (not that this wasn't) and wouldn't be reusable from game to game like the emulation code/approach is. You can look over the source code if you want.
  8. HAhaha, yes! I love that track too. I have PC-Engine that plays that tune via ADPCM (done by the cpu, no CD addon). One of my all time favorite arrangements of any Megaman track. But yeah, that would be incredible to have an entire game sound track like that arrangement. Hell, even if it was just MM2 - I'd be happy. I love MM because it was the first one I played, and played the hell out of it because I didn't have very many NES carts (I had the whole summer off to play it too). But MM2 is just incredible game compared to the first. The music especially, IMO.
  9. I did actually. There's only 9 Megaman 1 remixes. And most of them are redundant remixes. I have to say, while a remix might be good - it doesn't necessarily fit in a game. Or at least this one. Even the two remixes for Cutman and Gutsman that I added in (all the rest are PSP Powered UP remade tracks), need the beginning of the tracks hacked off. The build up was just too slow for the game itself. These levels in the game aren't long enough for that (and dieing resets the track). The other problem I ran into, was the tempo of the remixes. While the remixes sounded great, the tempo was wrong. Like Fireman, it's one of the few tracks in the original game that had an urgency about it. The remix tracks I found that I liked of Fireman didn't have this urgency. But a lot of other remixes I've found for other levels are just the opposite, too fast when the original tunes were more laid back. Plus, mixing metal and non metal tracks just seem to mesh overall. Maybe I'm just being overly picky. There seems to be waaaay more material for MM2 than MM1. Homebrew in the context that every one uses? No. Homebrew implies that I created the game (or at least the game engine) from scratch. I did not. This IS the NES rom running on the PCE. I wrote emulation code for the video, audio, mapper, and I/O. The emulation code runs on the PCE processor in real time, and the game/rom itself also runs on the PCE's processor in realtime. You could technically say the emulation back end code I wrote might be homebrew, but I'd be reluctant to call it that since it really gives the wrong impression. 1. Megaman Powered Up was the first complete track package I found, so I used that as a place holder and test with. They don't feel like 'techno' to me. Maybe a few tiny parts in Cutman, but Cutman's remix actually sound very video game-ish IMO. I'm not quite sure true heavy metal tracks would feel right in this version of the game, but I agree that some guitar work would be perfectly fine. But it would need some synth along with it too. But hey, you find a full MM1 sound track completely remade in HM fashion - there's nothing stopping you from replacing the tracks themselves once I released this version. I already released a beta of the non CD track version. 2. I'm already looking at MM2. But I've already made the mistake of working on too many of these nes2pce projects at once. I already have Dragon Warrior, SMB, Contra, Ducktales 2, RoboWarrior, Castlevania. They're up and running, but they aren't finished because I can't focus on all of them at the same time. So one thing at a time for me. And this one thing is Megaman. I already have that one. It's great, but non of the other metal tracks come closest this arrangement. That would be a perfect fit, if the rest of the tracks were done like that. Ala Lords of Thunder treatment of MM1 but still feels like game music in game. Unfortunately it didn't fit with the rest of the tracks either. Mixing metal and non metal is weird. I also stated I didn't care for the PSP tracks, they're just place holders really. That's Elecman music you posted a link to, is too busy/cluttered. And it also sounds too urgent. It doesn't fit. I've yet to find a Bombman remix track that I like overall. That metal one sounds terrible.
  10. On the TG16 SuperCD... Just a play through test on the real system. I like the Cutman and Gutsman tracks, but some of the other tracks are so-so. The rest are from PSP Powered Up and some don't particularly sound appropriate for the game. Ice man, Fire man, Bomb man are the ones I'm thinking. Still looking for remix tracks though, to replace those.
  11. I beat the game a few times BITD. Why? Was it infamous for something in particular?
  12. Maybe creating a new thread to discuss this would have been the proper way, but I doubt that would have effected much. I'm really disgusted by the close mindedness of the 7800 members here with their defensive and child like mentality. I bet most of the members are older than me, if no my age. Grooveybee: Arrogance doesn't hang on you as naturally as you think. I hope you'll be a little more humble/down to earth if you ever actually do decide to come over the the nesdev forms/community/scene. Somehow I doubt it, because you won't achieve the same recognition as you do here. Wish you luck, though. Despite your negative attitude (to put kindly), I am interested in seeing what you can pull off on the 7800. The screen shots of the dungeon crawler game look great and some other games too. That said, I was looking for a system (the support of a community) to develop for next. I was hoping something Atari based and console wise. After all, I'm already have experience with 65xx based processors and pushing system hardware/fx. But from the little that I've been exposed to here in this thread, I really going to pass. The Lynx was the last 65xx system for Atari that I was going to look at (since now skipping this one), but I'm really reluctant too based on what I've experienced here. Is all of AtariAge mentality like this??? A8 computer forum was bad too. I was called a c64 lover/spy and attacked by some fanatical programming member (atariski or something like that) all because I gave a positive comment to a c64 attribute. I never owned one nor did I even care for the C64. Is that the typical attitude around here? I think I'm just gonna with/pick up the SMS/GG system. The community is much more laid back and more mature. Please commence with the "don't let the door hit your ass on the way out" remarks.
  13. To be honest, reading over your posts - I think the answer is already there. The TG16, PCE, and the CD related addons just aren't for you. If price is such an issue (and some other factors you mentioned) and not 'worth it', it's a simple as passing on collecting the system/library and sell off what you already have invested. You're only letting your lingering doubts get in the way of what you feel you need to do. Simple as that, really.
  14. A challenge you know no one going to take. Nice deflection. Ok. So help me follow the line of reasoning here. What does 1985 'tech' have to do with what is being developed now, in regards to cutting cost by consolidating ICs? I can understand the external shell and the goal as to get the best quality/appearance (understanding it doesn't necessarily mean I agree). But how does any of that have any relevance as to being 'the limiter'? Isn't functionality the goal and not how many ICs/standalone parts you have on a board? How do you get to your conclusion, from your premise? Shouldn't it be as simple as whoever pays for the product, deserves the product? This entitlement for 'appreciation' sounds like elitist collector mentality or some privileged club thing. Also, what validation do you have that suggests that it's 'almost too inexpensive'? Is there a reason you feel that you should pay more? Are you guys really being serious with such responses? Or are you just chiming in to make snide and/or bandwagon generic-support-the-cause hollow affirmations? And I'm being accused as coming off as rude and insincere. I normally try to avoid responding to such posts, because they don't add anything to a discussion. But I keep running into this 'fight the bean, fight the burrito' mentality on these forums (not that it doesn't happen else where, but it seems to happen much more often here. Forum members White Knighting 'holier than holy members and whatnot). It gets annoying/old real fast. Was it a US manufacture that stiffed him for some money? I heard stories about Chinese manufacturing 'level of quality'. Not just pertaining to plastics or game stuff (cases, manuals, etc), but machined metal parts too. I heard it's pretty bad for hobbyist stuff or even low production run professional products. I was into classic Chevy's and custom engine rebuilding for a good amount of time. Chinese metal machine work was just horrible. But that kind of precision is completely different than models and plastic casings. That, and my brother is into hobbyist machine work (and electric plains. He hand wire wraps his own motors). Always complaining about Chinese parts manufacturing. Anyway. I wonder what the cost difference would be, for such a low production run (he stated 200 preorders? That's fairly small from what I've for production rungs) from China.
  15. Looking back, yeah - I probably could have chosen my words more carefully for that statement. But my reaction was frank and honest. There was nothing sneering about it. AA forums are no stranger to frank/honest dialog. And from what I've read over the years, people don't seem to go out of their way to tip toe around with their words when group mentality deems it so (usually anything not atari). I have an outsiders point of view though. And this addon is similar to other technology offered in other homebrew/console communities. It's only natural to compare. But I really only mentioned two examples because of GB response. I wasn't really interested in having a discussion/debate/etc continuing to compare them. But more of the details and cost of this project. I figured that it was supposed to be in the spirit of the console and in the context of back then. I wasn't suggesting they add a system on a chip type addon. Just that you can get a much more complicated set of upgrades for less, because of a single chip package. It's still a valid to compare it against such. As in, you could consolidate all of what is listed into a single FPGA package. And maybe they are just doing that (that's another question I asked). If not, I can see the cost adding up to have addition lines and chips for the PCB - as well as having them put on there (assuming they aren't soldering the chips by hand. It's not unheard of though). Now take that, and wrap it around cost. That's where I'm coming from. As far as the upgrade goes, it doesn't look like it couldn't have been done BITD. But a couple of things stand out. 128k of ram really does seems a bit too high/unlikely for 80's addon (and console at that. Ram was pretty expensive back then. Consoles weren't computer systems. The whole point of a console was to play games at a much cheaper cost than a computer), but I didn't really give criticism about it because I'm sure it's something that dev'rs wanted to see - to make the system shine even if it's not exactly realistic for back in the 80's (I understand that side/mentality having done console dev myself and could see the relative benefits of small upgrades). The Pokey (sound) seems fine/appropriate. But the YM2151 definite seems out of class with this system. Hell, the 2151 out classes the Genesis FM chip (even has more channels 8 vs 6 Genesis). It was Yamaha's top chip BITD. That hardly looks like it would have been used in the 7800. The only system that comes to mind that used it in the 80's, was the very expensive Sharp X68000 computer. Actually, I doubt an FM chip would have been used at all (given Atari's history with home consoles, handhelds, and computers 8,16bit, or otherwise). But for the sake of argument, it'd probably be something closer to a YM2203 (3 FM channels, 3 square channels. And commonly used in arcades) and no pokey sound (which wouldn't be a justifiable cost relative to the FM chip). So for this $100 price point, would the cost have been significantly less if the FM chip was omitted from the design (I doubt the ram amount is much of an influence on price, compared to 64k or 32k)? Or a single FPGA package used (again, assumption since I don't know). Would it be possible to get it down to $40-50 and still be a meaningful upgrade for developers? What's the total user base for the 7800? What percentage of people are willing to spend $100 for this addon to play new homebrew, than $50 range? Any specific links that standout, that I could check out? Also Tubular, you definitely make some great points. Well, I tend to be more direct and less pussyfoot. Is it taboo to offer and discuss criticisms anything new Atari development related? I understand people can be guarded/sensitive when it comes to their beloved system(s), but that shouldn't stop people that want to have a valid discussion. Else what's the point of a public forum? Might as well just make it private invite only and strict rules (aka nazi forum style). Oh wow, that's fairly expensive. So the tooling is specifically for the plastic shell? I would have figured something out of china would have been much cheaper. Mirage: That's your opinion. And it's my opinion that you're being overly sensitive/defensive. I see more and more of this mob type mentality. Either you're with us or against us. And if you're with us, better not question anything or have any criticisms. I'm asking questions because obviously the cost isn't apparent to the work, to me. It's as simple as that. I'm not implying that he's scamming or making hand over fist profits. Don't make it out to be any more than what it is. Maybe that's true, but that doesn't apply to me. I grew up in the 80's playing arcades, computer, and game consoles. I've also coded for multiple systems old systems/handhelds. I'm into leaning/developing hobbyist digital electronic projects (single board computers, external addon or support devices, etc). And of the old 80's computers, A8 is what holds my interest more than the rest (well, more than C64). I love seeing all the new development for the Atari 80's, especially underdog systems to the general public. I admit the most of the original library of the 7800 doesn't particularly interest me, but the new homebrew development definitely does.
  16. I'm 'attacking' it?? What is it with this forum? I'm seeing this trend where whenever people question anything or anyone in 'authority', they're almost immediately attacked, or made snide comments towards, or belittled, and whatnot. Re-read my post. It's valid question as to why the cost was so high, relative to what was being offered. While I haven't gone from home made stuff to full production (yet), I've closely watched and read other similar hobbyist projects. I'm not implying they shouldn't make the addon or sell it, but compared to what I've seen of what they are offering upgrade wise - it seems rather expensive. I assume there's valid reasons as to why. Hence my list asking for more specifics. I wasn't implying they were making a killing off of this. If anything, I figured they'd be close to breaking even (cause that's how these things usually go). How much time someone put into, IMO, is irrelevant to what people get out of it. Should product X but sold for more than product Y, simply because a team put more time into it? Even if product X technically offers less than product Y? (Just a simple analogy). I'm not part of the 7800 crowd. Or the 5200 or A8 crowd (I owned a XL or such BITD for a short period of time). I don't own these systems. But I'm fascinated by and adore the homebrew/dev stuff for the A8 community. So my point of view is different, I guess. Because $100USD (£ is more than USD) seems pretty pricey if you applied the relative upgrades to any other homebrew and gamer console groups (though I've heard different about the C64 community). Ok. Have you read what the Powerpak supports? Here's a small exert: On top of that, it supports CF cards and a crap load of mappers and it's upgradeable. And I could be wrong, but I'm pretty sure it was designed with the primary purpose of profit in mind. On a similar note, Kevtris did a complete and accurate NES on a single chip via FPGA. Video, cpu, audio. Everything. I mentioned those since you brought it up. But I rather not compare such products to this addon. I'm directly interested in the design choices and where the large part of the costs came in for this addon. Were they not able to consolidate everything into a single package, for a low volume/build? Stuff like that. How much was cost a factor in design. How does the 7800 community feel about this price point. This isn't a dig on the 7800 gamers, but the 7800 is looked down upon compared to other consoles of its class (NES and SMS just to name the popular two). To fix some of the more inherent problems of the original design, is the community more willing to pay more for an upgrade cart to make the system shine as they felt it never got a chance to - compared to how other console community/gamers might feel about spending that much for an upgrade? Or maybe it's that I'm looking at this as a game console upgrade, which is different that I would if this were a computer upgrade. If this was for the A8 computer, $100USD wouldn't sound as unreasonable. But that's probably because upgrades were never cheap for such computers BITD (I ran a Coco2 and then Coco3 before jumping to PC). The Atari 8bit community seems to blend the console and computer dividing lines of Atari (with many owning multiple). At least that's the impression I get. The 2151 looks like it would be the more expensive part there (assuming it's a single IC package). IIRC, the original chip also required an external DAC for it as well. Wouldn't it be cheaper to use an FPGA to handle both the 2151 and the Pokey chip or approximations of them? Or is that already being done? The 2151 also definitely seems out of character with the 7800 or an upgrade in the spirit of, but that's just my opinion. I figured the plastic casing probably isn't cheap either (in small quantities).
  17. How much do you think it should cost? It's not possible to ask without rolling your eyes, maybe? And to answer your question, I was expecting $30-40 range to be honest. Someone mentioned $150 and I figured that couldn't be right. $100 is better than $150, but still. For $100, might as well make a system on a chip and at a much cheaper cost too. Or maybe this is an Atari thing I just don't get? I understand in keeping with an addon as in the spirit of a console (i.e. not trying to stuff a small embedded PC into it), and a quick glance at the spec appears that way (although the FM chip mentioned in some other thread, seems a bit out of touch IMO). So I wasn't figuring on a price that high. For the people that ARE working on/directly involved in the design, what's the larger cost relative to parts going into this kind of project? The custom plastic shell? Individual chips VS a single ASIC or FPGA package?
  18. Oh, I completely understand. I'm just completely baffled as to how his bundle came to be. Who knows, maybe it was a store thing (something unofficial). I just specifically remember SMB coming with it. I know my brother wouldn't have paid for SMB by itself. His friend had a copy and could have easily borrowed it from him (since it was kind of 'old' to them by then IIRC), but he didn't. Oh well.
  19. Isn't that effect going to pretty much limit such new softs to PAL only then? Or are you thinking more along the lines of title screen and related stuff? Also, what's the price point of this addon? I didn't see anything on either 'XM' opening thread posts. Is there a non forum site/link for information on this addon? Edit: Found the link. $100 for this thing!? Seriously??
  20. I can verify an SMB packin in 1986. Anyway, my brother bought his NES in fall of '86. It came with SMB, I specifically remember that. He didn't buy it separately (this I know because there was no SMB box and he returned the system almost two months later). Maybe it was just placed in the box and a sticker on the outside, I don't remember (the box wasn't interesting compared to the system to a kid ). I also vaguely remember separate game paks for SMB and Duck Hunt for mine (1987).
  21. So, it's OK for guys to join for appreciation? Wouldn't that make us something akin to a stalker? Haha. That's what I was thinking. Nathanallan, you definitely have the 'creepy male nerd' thing going on I'm pretty sure any female atari gamers are completely capable of searching for any such a group/place, if they really were interested or such. Yeah, call me crazy
  22. Yeah, if you look at the arcade setups in general for each company; Capcom, Taito, etc. You see a trend of common hardware/main boards between games. It makes sense to build a core system, with the capabilities as not to limit the in house developers, even if that means that hardware isn't fully taken advantage of. In that perspective, I think a lot of arcade systems didn't 'push' for all they could. Hell, many arcade systems of that era rarely did line scrolls (but were very capable of it) - yet home consoles used it more often. Or tons of parallax (like TF4 or ristar, etc). Well, mostly the Genesis - but that goes entirely into a whole different debate of whether or not they (developers) were substituting FX for a lack of graphic detail via color. In the case of SF2 2D fighters (and other Capcom 2D fighters) coming out on the CPS-2 hardware, but that could have run on CPS-1 hardware (SF Zero was hacked to run on CPS1 emulators early on), given by example of MJM... I think it was more of just phasing out the CPS1 hardware and gearing up or already in production of CPS2 hardware. Yeah, the CPS2 had some upgrades that could have been applied to the CPS1, but I don't think that was their thinking. I don't pretend to know everything about the company or how it works or details about internal happenings, but externally is seems apparent that they just chose to move forward and whatever project(s) that might have started on the CPS1 moved to the CPS2 platform. And as far as even CPS1 being kind of overkill for a (relatively) simple 2D fighter, while that might be true , I think my first first paragraph in this reply addresses that. If I know anything from MJM's past posts, it's that he has a pet peeve about peoples perceptions are of what cpu resource (and other related hardware resource) is needed to run a game (mostly relative to home console ports). This seems to be an extension of that. Would that be correct, MJM? I can see how it could be seen as wasteful or just plain stupid decisions, but the arcade biz was much different than home consoles.
  23. That's nice. Except this topic isn't about homebrew. Must everything you say/do in relation to games, be rationalized in the context and example of homebrew? (It's a rhetorical question) You're getting pretty worked up. I suggest creating a separate nerd rage thread to vent. We're done here (But continue on venting if you want)
  24. Arkhan: Yeah, that's the complete opposite of dialing back yourself. Do yourself a favor and create a new/nerd rage thread if you really feel the need to vent your frustrations towards me. Name calling shows how you've really matured since I've last talked with you, too. Nice. Again, this topic isn't about the PCE. It's about early 90's arcade hardware. Nothing everything needs to be put into the context or comparison of the PC-Engine. This is about the only thing in your comment relative to this topic. And what you stated is correct. I'm not disputing it. But no where did I see the OP imply otherwise. It's you reading into things (you have similar reactive posts anytime someone mentions pushing the PCE's limits or related systems. Well, when it comes to something someone else has done. Simple is enough, until you up the bar yourself (or selective areas) - then it's ok. And yes, you're insecurities are pretty apparent. I've seen you talk a lot of shit about people. It was pretty pathetic you wasted good article space in the online PCE mag bitching about petty drama. Makes you look petty and shows your insecurities and weakness. You think people want to read that drama/crap? A perfectly good opportunity of space to promote your works and the PCE, wasted. But I digress). He directly asks why CPS2 was needed for a specific game when CPS1 was completely up to task. How do you read 'a game isn't fun unless you push the limits of the system'? Nikdog: Who the hell are you? His mother? Jesus... Here's an original idea; instead of bringing down the thread with drama how about we get back on topic? Or.. do whatever you want. Whatever.
  25. The popularity of this homebrew game is just amazing. And it gets mentioned with the likes of other great top tier commercial RPG titles of the past. I don't see anyone homebrew teaming passing the hype and popularity of this title any time soon. Coding is one thing, game design for something this large, is something else entirely (the impressive graphics and music are definitely worth mentioning too). I'm happy for the team for getting the game out and can only imagine the pride they must feel right now. I only regret not sparing the cash to buy the game when preorder was open. If there's more print runs, I'll definitely be picking this up (would be the first homebrew title I have bought).
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