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orange808

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About orange808

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  1. Well, if you can say cheating, I can say pretentious.
  2. I can't remember ever mentioning the hardware specifics of a cart unless it had a marketing purpose. There's no upside to this.
  3. Since there aren't any .ACE files in the wild, here's the first thing I did tinkering with the template. I had forgotten about the music on this one until today. That's about as good as I can do without DPC music. Strong-ARM.ace
  4. Research Risky Rick for a cautionary tale on DRM. There's a lot we can learn from that event. 1. Gamers got upset when the game didn't work on unicorn and modded consoles. This was a legit complaint. It's very difficult to clearly communicate that a game won't work on modded consoles. The biggest problem was a few unmodded genuine ColecoVision machines had issues. Unlike the 2600 Jr, there's no clear console branding to warn users about. Hardware DRM is tricky because it's so difficult to debug all the edge cases--and a few outliers will blow up on the internet into a huge shit storm. 2. The dev insisted there was no DRM. Security by obscurity doesn't work and people also get self-righteous and uppity when they are lied to. Developers have every right to not disclose all the details of their games, so this is a grey area. If you ask me how my game engine works, I have every right to lie or dodge the question. The big problem was that some users couldn't play the cart on real hardware and the dev didn't want to disclose the details of their DRM efforts (and I understand and sympathise). It was a tough situation. 3. Kevtris "helped" the community by cracking all the DRM efforts to get a warez rom version running on his FPGA console (that doesn't have a ColecoVision cart slot). Why would that console need compatibility with a brand new cart that wasn't available as a download at the time? You f****ing tell me and we'll both know. He says the mystery was irresistible, but publishing the full details of his discoveries was unethical. He could have verified that DRM was the issue without gifting pirates helpful information. He also discovered why people were having trouble dumping the cart and demonstrated how to copy a cart. (Why share that information? If I posted a way to help the community and dump and reverse engineer the "unauthorized" firmwares for the Analogue machines (we don't know who wrote them, right? wink wink, nudge nudge), would I get served with a lawsuit? You betcha!) That guy doesn't give a shit about IP unless it's his IP. Rather or not someone else would have eventually figured it out is moot. Hardware and emu devs have to agree to not help plebs steal new games. If devs want unprotected roms available, they will publish unprotected roms. 4 Of course, the warez crowd will always howl and whine. Maybe they don't believe people should have to pay for "shitty homebrews" (direct quote). I assume users have gotten so comfortable with the idea of downloading free legacy software, they assume brand new software should also be free.
  5. First option would be to adjust your output rate to be as close to the dominant input frame rate. The tearing or studdering will be minimized. Plenty of options to do this, but it will require a little setup. Probably best to cook up a rom that sweeps a "192 line" tall, eight color clock wide white missile from side to side--and uses the joystick to toggle the amount of scanlines. Should be able to dial in the best settings (for different situations) doing that. Might also add an interlaced option. Maybe I'll make one of those. Could also try running the video processor output at 120Hz and letting capture card software interpolate frames down to 60. Ultimately, though, a few hiccups don't matter much on a stream. It's really only a big deal on the "gaming" screen. Better scalers solve the problem entirely, because less than a frame of latency doesn't really matter much--and that's probably enough to maintain sync and frame lock with such a small window of variance. Right now, we can't get a decent frame lock and small buffer together, but I think it can be done--and the artifacts won't be very noticeable.
  6. Why? I don't follow. Streaming is already a pretty easy fix, because the latency on the streaming feed doesn't matter much. Feed the local CRT directly from the matrix switch and knock the stream feed through a seamless scaler before the capture card.
  7. There are two high end video game scalers in the pipeline (the PixelFX Morph and marq's OSSC Pro). We should be able to lobby better support for the VCS from one or both of those machines after they hit the market--at the expense of a small amount of latency. I haven't gotten a Retrotink5x yet, but it's possible that Mike Chi may be willing to help out as well. I partially agree with Andrew. Good video scalers should be bridging the gap. Valid CRT signals should work on digital displays, versus coming up with hacks of existing software or putting strict requirements on development. That can be done and it doesn't require nearly as the amount of latency (usually a full frame of more) that most "seamless" switching video scalers use, because the VCS signal remains within a small range.
  8. The 5200 joysticks were a problem that would have forced a change of direction (and probably a nasty backlash) if the console had been a success. The real problem was a lack of improvement. The really good games were all hitting the Commodore 64. Consoles couldn't compete with it. All that RAM and floppy disk media was too much to compete against. What could the poor VCS do against that? Atari Pitfall 2 still commanded my attention (I didn't like the ports much), but most of the things I "needed" to play were hitting the C64 or Apple. I also remember my dad lecturing me that we already had some of the launch games for the Coleco and 5200. They didn't have enough exclusive new games to sell the systems. Ultima and Castle Wolfenstein pushed the limits of what a video game could be in big ways--and Beyond Castle Wolfenstein and Ultima 3 were absolutely epic in '84. At the time, I didn't think I would ever game on a console again. It was the C64 that remained part of my gaming life all the way until 1989, not the VCS. That machine is a legend. Where I lived, we decided the 5200 and Coleco weren't worth the money and the C64 was already a better buy in 1983--in addition to the ability to work the "educational" value of a home computer with our parents. The Commodore 64 is where core gaming went and it held influence for a long time. I won't bother describing the NES much. I will just say this: core gamers of a certain age remember the first time they saw Super Mario Bros vividly. It was a revelation.
  9. You gotta live in this world, so get diggin the new.

  10. Don't miss Man Goes Down. Such a cool game. I would have gladly paid $29.99 for it at Sears.
  11. It's interesting. (OP might consider abandoning the direct Zelda (and directly Zelda inspired) assets and exploring a design that can be published later on without fear of legal issues.)
  12. Meh. I look in the toolbox and try to find the right tool for the job at hand. I dislike BASIC and always will; it's buried at the bottom of my skull case. Maybe I'm doing it wrong, because I've never found anything worth doing to be particularly easy. And...like any other language, I have winding complex love/hate relationship with everything C. I must be doing it wrong, though. :-) Even C# stubbornly refuses to write itself--and I still have to know a lot more about the linker and compiler than I would like. *shrug*
  13. Sorry, RevEng, but: All those questions were pretty much answered. I feel like your post was composed entirely as a vessel for damage control on your friend's behalf. The answered questions feel like filler to me; designed to sandwich a carefully worded statement to contain the discussion. It's wooden and it's calculated. Look, if she thinks the games are shitty, fine. There's definitely no shortage of shitty games. I hate Undertale. (A failure of game design and poor presentation on every level.) Everyone has an opinion. But, calling Spiceware and Champ Games lazy crosses a line. It's not really "unfortunate". It's bullshit. It's the same thing as MrSQL. It's not different. Sorry. She isn't Carol Shaw or Rebecca Heineman. You have to be a great individual game software developer to start talking shit at other devs. What has she done? MiSTer cores aren't video games. Roger Ebert had quite a prolific career. Didn't make his dumbass opinion on games okay. Come to think of it, outside of the lovely technical production values, Citizen Kane is a shit movie, Roger. It's boring. If you're going to put that much effort into the raw production (top notch), you need to present a great story. At its core, the film is empty and boring. So, maybe he wasn't a great critic after all. Rise of the Robots had great graphics, but there wasn't a game behind it. Miyamoto privately seethed that Donkey Kong Country was boring and lazy. Compared to Yoshi's Island, it is. Miyamoto can get away with it, because he did something better. Is DKC really lazy? No. What is lazy? I can't think of too many examples of lazy game devs. Can you? I think Custer's Revenge qualifies. Jewel swiping clone games on mobile are pretty lazy. Champ Games and Spiceware? Not so much. Even Superman 64 had a team of people working hard behind the scenes; there were a lot of reasons it failed--and it wasn't because nobody cared. ET is regularly bashed as lazy, but that's a lazy shitty meme; ET sparkles with polish and craftsmanship--despite the polarizing game mechanics. Everyone has worked on a stinker. Doesn't make us lazy. Although, I can't think of any substandard shitty Spiceware or Champ Games releases. There's nobody forcing the game out the door or creating havok with those Atari devs. There's no clueless boss, politics, or budget hammering the new Atari games into oblivion.
  14. Kitrinx would have to chime in on the feasibility of that. It might be easier to create a framework to target the Nano hardware directly at compile time--and make each game it's own core. Obviously, devs would need to port their stuff over.
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