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Atariboy

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Everything posted by Atariboy

  1. 90% of his post was about the resources (Or lack thereof) on current fpga boards in the price range to be suitable here. Only the last sentence said anything about time. It doesn't matter if he could do it in six weeks if the fpga doesn't have the resources in the first place to handle it. Time constraints is still valid of course. It doesn't take an expert (And I'm certainly not one) to recognize that this process takes a very time. Until we're able to clone Kevtris, Analogue presumably has their next project already in the conceptual stage and hopefully Kevtris after a well deserved break will be hard at work on something else we'll all be drooling about in 12 months or so. That couldn't happen if Kevtris had to implement fpga support for the Sega CD and 32X on the Mega SG. Sega CD might not be a nightmare if there was enough ram to handle it, but 32X would no doubt be a very complicated beast to reverse engineer. I could see it easily being a 12-18 month job for someone of his talent down the road when fpga tech has progressed.
  2. Kevtris basically shot that down even before the Mega SG project had started. Just not enough resources on current affordable fpga technology to handle them. http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-195?do=findComment&comment=3913221
  3. Even then, I bet many don't have a Game Gear Everdrive to use with the upcoming adapter. So there will hopefully be a very useful purpose to it if the system is jailbroken, even for the majority of Mega SG owners that I'm sure own a Genesis Everdrive.
  4. While My Life in Gaming doesn't explicitly state that it was tried, I can't imagine that they didn't try both ways to get a Game Gear rom working. So I believe it's a safe assumption that method doesn't work to get GG roms playing on the Mega SG.
  5. That doesn't gel with what My Life in Gaming said. https://youtu.be/vq5eQhCN6Co?t=36m27s
  6. Thanks Kevtris. You're right, of course. I actually knew that, but was up all night and pretty tired as I typed that, so I blame that.
  7. Too bad the dithering solution has some negative side effects, but I'm happy it's there just the same even if it isn't something that we can enable and just forget about while it does its magic. I bet the worst case examples like Virtua Racing benefit much more than they're harmed by the feature. Are SG-1000 games on a Genesis Everdrive running with the correct SG-1000 color palette here, or is it like it is on a Genesis 1/2 with incorrect colors? I'm assuming it's the latter.
  8. With the rumored demise of game specific Playstation redemption codes at retail next month, I bought a code for the now delisted Activision Hits Remixed off the GameStop site. Two hours later and I'm still waiting for the code to be e-mailed to me. The only mystery to me for why GameStop is struggling is how they managed to last this long. I feel sorry for the good people that work there (A good 80% of the employees I've dealt with through the years were friendly, helpful, and not pushy), but things like this are just foolish. Hopefully it gets here sometime over the next few days, but why isn't an e-mail code automatically sent at the time of purchase?
  9. Patterns such as this. On a CRT, it blends together. But with the clarity of high-definition and with the large displays many of us play on, it shows up clearly and can look a bit strange at times with a result much different than the developers intended. It's a very common technique over on the Genesis, so Kevtris has implemented some sort of blending feature to remove the checkerboard pattern. And while I'm not aware of many SNES games that made heavy use of it, many did make use of it more sparingly. Sim City that I pictured for instance utilized the technique a lot in the title screen. But during gameplay, it only saw minor use such as for ground cover in the lower development tiers of the industrial and commercial zones. Hardly an issue even on the Genesis, but if Kevtris has a solution, even better and I hope it's brought over to last year's Super NT. It's like the uneven pixel scaling on NES games with the Retro USB AVS or NES Classic Edition due to 240p not evenly upscaling to 720p horizontally, causing a shimmering effect when games scroll horizontally. I could see it in videos such as on Austin's YouTube channel, but it didn't bother me and it doesn't bother me in person on my NES Classic Edition. But now that the AVS was patched to do interpolation to conceal it with some subtle blurring of pixel edges, I see no reason not to enable it when I buy an AVS.
  10. I've always kept it enabled. Why not go fire up your Super NT and see for yourself? Insert Sim City or select it on your multicart or from your SNT's SD card, and you won't even have to go past the title screen to see dithered patterns that are clear as day. While I don't own Kirby's Dreamland 3 and don't yet own a SD2SNES, my impression is that this solution was game specific or close to it, while the Mega SG manual suggests the dithering solution present is much more. If accurate, hopefully it gets back ported to the Super NT in time.
  11. I don't think any of us want to crack a whip and deprive him of sleep, food, and relaxation. I for one wasn't expecting immediate gratification, just expressing a desire to see some further enhancements added to the Super NT in time.
  12. No, it's not a big issue. But it's also far from uncommon, so why not if Kevtris has developed a solution? Analogue and Kevtris have built this business around quality rather than settling for something that's merely good enough, so we've seen no shortage of fixes and attention spent on more minor things. That attention to quality and detail is why we're here after all, and why so many are eagerly anticipating the Mega SG. Assuming there are few negative effects, I'd love to be able to enable it for something like Star Fox or the Lion King. And if it's almost perfect, just keep it enabled permanently since there are tons of more isolated instances of dithering on the console (Like the walls on some structures in Zombies Ate My Neighbors for one I just noticed earlier tonight).
  13. It apparently lifts the 25th. So this very well may be in the hands of some customers before reviews start popping up. http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=4238625 Not sure at the logic of that. If they shipped early, it seems to me like the embargo date would also be moved up to reflect that. But I guess we'll have to suffer through the weekend before getting to see this thing in all its glory when channels like MyLifeInGaming post their review videos. And since finding out that the Mega SG has a solution for dithering, I seem to be seeing it everywhere on the Super NT. I knew it was far from uncommon, but I'm seeing it a ton of places now that I'm apparently looking for it. Sim City has a lot of dithering, the horizon above the pyramid in the Dark World in Link to the Past does it, the Lion King is absolutely full of dithering effects, the shadows under trackside objects in Top Gear are dithered, there's dithering on the backdrops in SMB3 on Super Mario All-Stars, etc. Hopefully the solution Kevtris has developed for the Mega SG, assuming it has few negative effects like I'm confident it will, is brought over to the Super NT eventually. Dithering isn't problematic on the Super Nintendo, but it would be nice here and there such as on the second level of the Lion King where the sky is almost completely dithered.
  14. Sega Genesis and Sega's other console systems are in the public domain now that the patents are all expired. It's as much Analogue's property these days as it is Sega's. So no legal issue there, even if Analogue openly supported the loading of roms via SD card. It's trademarks and copyrights from that era that remain valid.
  15. This is priced at $20 and is a digital exclusive. And I wouldn't count on Symphony of the Night since the description says it's "designed to be a completed collection around the origins of the historic franchise" and SotN is already available on the PS4 and XB1. But that statement is pretty open for interpretation as well, so you never know. I'd personally like to see Bloodlines get some attention (And Contra Hard Corps on the Contra collection). Both are solid games and Konami has never reissued these Genesis classics while the rest of it has been regularly made available over the past couple of generations. Crossing my fingers for a single screen port of Contra IV as well. CV1 and 3 are already confirmed, so I'm thinking CV2 will be one of the four that is yet to be announced. And like I said, I bet the first Game Boy game and Dracula X are also safe bets since there are already emulated Game Boy and SNES games announced for these collections. It seems logical if they've invested into emulating a platform to expect them to take full advantage of it if it saves them from perhaps having to commission the creation of another emulator (And we know Konami are cheapskates). The three games that I'm thinking are the logical choices to draw the 4th unknown game from are Rondo of Blood, Castlevania Bloodlines, and Akumajō Dracula for the Sharp X68000 (Which North American fans better remember as Castlevania Chronicles for the PS1, thanks to that port). To me, the rest of the franchise represents Castlevania's modern era rather than the origins of the series. Castlevania: The Adventure ReBirth sort of fits the theme as well, but is a much more modern creation. So much like how Haunted Castle was slotted into an arcade collection here, hopefully Konami plans to release the long rumored collection of the Rebirth games during this anniversary year rather than sneaking it into one of these Castlevania collections.
  16. I was hoping when the Australian ratings board gave us our first hint this was in the works, that this arcade collection would at least be as ambitious as the DS collection that M2 developed. But it's still a good value for fans of Konami shooters, especially if you're like me and haven't already bought several of these via the Arcade Archives program. $2.50 a game is about as good as it gets price wise for digital releases of emulated classic arcade games. And reading the fine print makes it sound like this is just the first volume for Castlevania. "The first Konami Castlevania Collection is designed to be a completed collection around the origins of the historic franchise." I suspect we can safely dismiss Symphony of the Night as a possibility then, since it's the start of the modern era of 2D Castlevania games. And if I were to bet, the first Game Boy game, Castlevania II, and Dracula X are probably good guesses since this is presumably emulation based and there are other GB/NES/SNES games present. The big question I suspect is what that 4th game will be. I can think of at least three good possibilities.
  17. I'm curious what they'll do for Rondo of Blood and Symphony of the Night. They'd be major absences here if skipped, but Konami also just recently released a digital collection of the two on the PS4. They're going to be between a rock and a hard place with that one. Skip them and they'll be criticized for leaving such a gaping hole in the lineup, particularly on the Switch/Steam (Xbox One can play the 360 port of SotN, but of course lacks Rondo). But include them and they'll be criticized for making fans on the PS4 that just recently supported them with last fall's release, having to rebuy them here to get the other 6 games. Not a real problem and anyone buying classic gaming compilations should be well versed at this point that there's going to overlap and that not every game that they'd like to see will be included. But there will be some complaining with whatever direction they go for handling that.
  18. Only Scramble for an early 1980's game disappoints me and the lineup is much smaller lineup for the arcade collection than I had hoped. But I'm interested, the price is right, and hopefully there will be multiple volumes later in the year. It's nice to see at least one Game Boy game here though. And I find it interesting that there's no sign yet that NES Contra is included. Assuming NES Contra isn't one of the remaining games yet to be announced (It very well might be, with four empty slots and four Game Boy/NES games left in the franchise), I would love to know the story behind it. It was an unlockable on Contra IV for the DS not long before the Wii Virtual Console launched, but has remained absent on all incarnations of that service and of course was skipped for the NES Classic Edition. Super C regularly appears though, so something presumably is keeping the better known original locked away.
  19. While I believe it's still corporate policy to price match, the caveat is that it's up to the discretion of the individual store. And at least down the road from me, my Wal-Mart discontinued all price matching about two years ago and has even posted signs such as in customer service and in electronics. A bizarre and very consumer unfriendly decision, particularly when you're just trying to get the best price that Wal-Mart themselves offer. Instead, one around here now has to order at Wal-Mart's website and have it shipped or do site to store when there's a substantial savings in the online price compared to the store price. The price of living in a rural area with no other department store. But what they forget with their brick & mortar monopoly is that there's substantial online competition these days and while they don't have to worry about someone like myself driving across the street to shop at Target instead, there's always online shopping.
  20. I believe Kevtris explained before this project ever was announced, that Sega Genesis + Sega CD on the same fpga was out of reach with current affordable fpga boards (Edit: Here's one such post). Hopefully Analogue and Kevtris are still partnering when the technology catches up someday, since I'm sure most of us would love to upgrade to a system with built in 32X support and the ability to play Sega CD games off SD card. Pretty common even on the Super Nintendo. Even a sizable amount of the 1st party lineup uses the technique like Super Mario World (Check out the hills in the background on some levels), some of F-Zero's backgrounds, and of course Star Fox. Hoping Kevtris finds some time somehow to update the Super NT feature set with some of his improvements for the Mega SG. I'd like to see this dithering solution brought to the Super NT even if just for Star Fox (I can't think of an example otherwise where the technique stands out like a sore thumb on the Super NT) and I'm sure some would like to see his improved scan lines which I believe were announced as being worked on pre-Mega SG.
  21. Had a feeling what I read about a standard edition wasn't true since the provided citation to the Limited Run Games site had nothing to do with Axiom Verge that I could see. I had hoped it was just a mistake in the link that was copied at another forum, but I just found this which confirms that there will only be the one edition for $40. https://twitter.com/LimitedRunGames/status/1106666032276688897 I'm not so sure about spending $40 on this, but maybe.
  22. I've been told there's going to be a standard edition for $30, but personally can't seem to confirm it after looking at Twitter or their website just now. Hopefully it's an accurate report, but I don't know where the information is originating from. I did learn while reading Twitter that there's a Xbox One physical release currently in the certification process, so that's nice to see as well.
  23. Should I be enabling overdrive? Didn't know what it did, so left it unchecked.
  24. It's not an answer, but speculation here and at another forum I visit is that two games will likely be downloads. The patch that added 11 games to the Switch version only included 9 of them, with the remaining two having to be downloaded off the eShop manually. Some think this was a way to work around the ESRB rating since they're the two bloodiest games in the lineup. I can live with that, but I'll be disappointed if nearly half of the arcade lineup is a download rather than on the disc.
  25. Out of curiosity, I realized the other day that I didn't have the box for that director's cut of Super Turrican. Did later runs of the Super NT not include it?
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