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Phredreeke

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Everything posted by Phredreeke

  1. That's because those are only designed to pick up digital TV signals, the signal from the Atari 7800 and any vintage video game is analog.
  2. While comparing games running on PS2 versus emulated on PS3, you have to consider what cables you're using. Using composite cables will degrade the video quality, and not reflect on the actual quality of the PS2's graphics. I recommend getting HD remasters when available, for example Ratchet & Clank series. There's a fairly large increase in graphical definition. (except for the Silent Hill remasters, which were pretty much screwed up)
  3. I haven't played that version of Demon Attack, but doesn't the background make it hard to tell where the aliens and their missiles are?
  4. Intellivision: Thin Ice Since you mention Dreamcast, Outtrigger.
  5. Those with the know-how, how "realistic" are the mock-up screenshots on the boxart? It looks to me like the smurf alone would take up all the sprites available to the Intellivision. Funny enough Mouse Trap looks more like the Atari 2600 version than the Intellivision one.
  6. I do not consider myself an expert on Donkey Kong. I do not even consider myself to be particularly good at it. If you want to count unofficial versions then that's fine. I felt that if I were to count unofficial versions there would be way too many games for me to consider, and that I would not want to step on the toes of homebrew developers. But that is my opinion, and I don't consider it any more valid than anyone elses.
  7. I think the primary use of detecting 7800 mode would be to alter the behavior of the B/W-Color switch.
  8. SMS is a progression of the SG-1000, which is pretty much a Colecovision without system rom, and no keypads on the controllers. However, the SMS graphics chip has some significant improvements over the old TMS9918 line of graphics chips, including a larger palette, multicolor tiles and sprites and hardware scrolling. Honestly, I would prefer for 5200, Colecovision and SG-1000 to be put in their own generation, and the 3rd and later gens to be pushed up a generation. I think the "current" classification of console generations are very NES-centric, with little regard for the systems preceding it. Despite this, I do think the NES belongs in the generation after 5200 and Colecovision, as NES was the first console released after the video game crash (and yes, I know this is a very Americanized perspective)
  9. I would disqualify 1. all unofficial ports or knockoffs. sorry coco owners, sorry homebrew fans. 2. any post-NES releases. It's not fair to compare a vintage version of Donkey Kong with the game running on DK64. Now, what's the best version? Both C64 versions are very good IMO (if you play the Atarisoft version, make sure to run it in NTSC, else the game will run too slow and the pixels will be too fat) The Atari 8-bit version is good as well, but doesn't have as nice graphics. The TI 99/4A version has nice level graphics, but DK doesn't look as good and Mario only has 2 colors. The Apple II game has very crude graphics. Looks more like a knock-off game than a legitimate DK title to me. The VIC-20 game has the blockiest graphics of any version I mentioned yet, but it can be forgiven given its relative primitive hardware. I haven't played any of those last three versions, so I can't really judge them on their gameplay, but they all (to my knowledge) have the Pie Factory screen. Now onto the consoles. I would give the NES version the top spot. Between the Atari 7800 and Coleco version, I'd say the 7800 version has nicer colors, and at the right aspect ratio the graphics in general are better as well. The Coleco version does however have the advantage when it comes to sound, given that the 7800 is stuck with the TIA as sound chip. None of these three have the Pie Factory level (no, I don't count the NES version with Pie Factory since that wasn't released until 2010 I think pre-installed on certain versions of the Wii) The Atari 2600 version has a blocky, more or less unrecognizable version of DK, at least Pauline and Mario are rendered well enough. There are only two stages, and in the latter stage the fireballs are limited to horizontal movement. I do find this to be an acceptable port, given the system's limitations. However, the Intellivision version doesn't get off as easy. Pauline is now drawn a single color, the same as the stage. Mario is gone, replaced with a faceless guy dressed in light blue. DK himself is a single color and poorly defined. The barrels and fireballs at least look ok, and unlike the 2600 version, the fireballs on the second stage can move up and down ladders. I consider this to be the worst version.
  10. Whether Colecovision is a second or third generation system is debatable. Most people seem to consider the third generation to have started with the release of the Famicom or NES, which would put Colecovision in the second generation. However, it's certainly more advanced than the typical second generation systems except perhaps the Atari 5200.
  11. We know that 5200 wasn't the original intended successor to the 2600. When Sylvia was cancelled they had to come up with something quick, so the Atari 5200 was based on the 8-bit computer hardware. Anyway, regarding Atari 2600 vs Intellivision, there are good games on both systems. Neither one has K.C. Krazy Chase.
  12. This is neat. I made a YouTube video to show it to some friends (it may come as a shock, but not everyone has an atari emulator installed on their computer) http://youtu.be/g2syulQSNcA Honestly, I find this to be a better game than the original
  13. Flashback 64 should be a Jaguar system. Do the math Technically, you could dump the cartridge ROM to system RAM and run it from there. However you may run into problems with various on-cartridge chips.
  14. Dragon 64 advantages: -6809 is generally considered a more powerful CPU. -More RAM. -Higher maximum resolution in monochrome and character modes. -Cassette port uses standard analogue audio. -Joystick port allows for analogue joysticks. Dragon 64 disadvantages: -Garish colour choices in multicolour graphics modes. -Characters can not be redefined in character modes. -Requires an adapter to use DE-9 joysticks -Sound generation is entirely CPU driven. VIC-20 advantages: -6502 was a more popular CPU, and is hence more well documented. -More colours available. Each character can display one of 8 colours, along with the background colour chosen from a palette of 16. In multicolour mode an additional 2 colours are available at expense of resolution. Multicolour can be set on a per-tile basis. -The location of character tiles can be redefined, from either ROM or RAM. -Standard DE-9 joystick connector. -Cross-compatible with C64 cassette drives. VIC-20 disadvantages -Even with RAM expansions, the largest amount of available memory without bankswitching schemes is slightly less than 32 kb. -No native bitmap mode. -Cassette drive connects using a proprietary digital interface. -Lower maximum resolution.
  15. Both 360 and PS3 can output 1080p BUT 99% of games render in 720p or lower resolution. (for example, Black Ops 2 renders in 880x720 resolution)
  16. The developer has just posted the game on Steam Greenlight. http://steamcommunity.com/sharedfiles/filedetails/?id=125743981
  17. I don't really get what your idea is... A 2600 emulator for 360? Some kind of cartridge interface to run 2600 game on 360 with online support?
  18. The C128 has two CPUs, 8502, a variant of the 6510 used in the C64, and a Z80 used for the CP/M mode. The 8502 in the C128 could be clocked at either 1 or 2 mhz. However, the VIC-II graphics chip would only operate properly with the CPU in 1 mhz mode (although one could improve performance by running in 2 mhz mode during blanking and vsync) The C128 also had a second video chip, but it was not suitable for games.
  19. Technically, FB1 is not an emulation, the games are rewritten to run on NES hardware.
  20. That cord looks like one you would use to power a computer monitor through a computer.
  21. Don't forget though that if you use S-video you wont get artifact colors on games that use those.
  22. Here's an attempt by me to correct the perspective (and adjusting the brightness levels down) Now, I have no programming experience for the XL/XE, but this is my impression from what I know of the hardware. The background looks doable, as there's only two colors on a given scanline. The player looks like it's drawn using two doublewidth sprites. The enemies however are too detailed and have too many colors.
  23. Generally when working with interlaced video you don't want to scroll vertically at odd number of pixels/field as it effectively undoes the interlacing. It could work but as it has been said, you already have twice the resolution vertically as you do horizontally.
  24. In the best case scenario, horizontal player resolution is half the vertical resolution. The playfield horizontal resolution is something like 1/8 of the vertical resolution. Also, keep in mind that for the longest time after Atari 2600 consoles still used a non-interlaced display. The Megadrive/Genesis and SNES could display an interlaced picture but the only Megadrive game I can think of that uses it is Sonic 2 for the versus mode, SNES games generally only used the interlaced mode for menu screens. It wasn't until the Dreamcast that using full interlaced resolution became standard and even on the PS2 a few games ran in non-interlaced mode (Ico comes to mind)
  25. Demon Attack (there's an 8-bit version, but it's incompatible with the XL/XE machines)
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