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JB

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Everything posted by JB

  1. Or they're buying the downloadable older games. Be REALLY interesting to see how many Virtual Console sales they were racking up, given there was even more hype about that than the controller..
  2. Seen it. Not really interested in a one-chip NES+SNES clone of unknown quality. Not when I have originals of both systems.
  3. I do not doubt the Intellivision classification, as it uses the same standard as most other consoles. My issue is with the other console. Jag is hardly the only system to use a "non-standard" definition. TurboGrafX 16(the first to make it an issue)? 16-bit color pallet = 16-bit system. NeoGeo? 16-bit CPU+8-bit sound processor = 24-bit system. Dreamcast? 128-bit graphics processor = 128-bit system. I'm sure I could come up with another example if I tried. But thankfully, console manufacturers quit claiming bittages after Dreamcast. So there's a limited number of systems that advertise this utterly meaningless "stat." On the computer side.... the IBM PC and XT are commonly considered 8-bit machines. But they used a 16-bit processor with an 8-bit data bus.
  4. In no particular order... 5200, Vectrex, SNES, Genesis, and NES... Probably...
  5. Haven't played Arcadia, but I can cast a vote for Grandia 2.
  6. I was wondering about that too According to this thread it is a pot: Hm... so I understand it that the A/D converter chip is inside the Vaus controller? Inside the NES would be a better deal I guess, no? A/D converter HAS to be in the paddle. NES only accepts serial data as input(though it can accept a wide variety of serial data). That actually has advantages, in that the signal is less prone to interference and the system doesn't need to be calibrated(on the 5200, every system out there has drifted out of calibration , so no 2 systems will read a controller exactly the same). You will always see a value of 0-255 that corresponds roughly to where the actual pot is set, until the pot starts to fail. The DISadvantages, of course, are that the controller needs power and has more components. But most systems offer power on the controller port anyways, and ADCs got cheap. Hence why modern analog controllers are constructed that way. And that it's midlyl less friendly to home-made controllers(you suddenly need a serial encoder instead of just a lot of wires and a plug)
  7. I did not know the SMS had a trackball.. know offhand of any games which supported it? It was called the "Sports Pad." I know there was a football game that used it, but I'm not sure what else did.
  8. *rubs forehead* The Genesis 1 most certainly CAN use the AV cable. It just uses a DIFFERENT AV cable, because the Genny 2 had a smaller multi-out connector. The Genny1 also can't use a Genny2 RF modulator. Though that's a moot point since it has a built-in RF modulator. BTW, while the Genny1 has a standard RCA jack on the RF output, it CANNOT be used straight like an Atari. If you don't attach it to an auto switchbox like the Genesis originally came with, the image is extremely nasty. Nintendo switchboxes work too, and are far easier to find, but I think there's a serious risk of damage to the space-time continuum in such a configuration. Anyways, I'm placing my money on the dirty carts/connector. That's almost always my issue when my Genny acts up. Sega seems to have used fairly cheap connectors.
  9. The CV and SMS both had trackballs, which are just upside-down mice. So I think it's safe to say they allowed for one. I'd bet the NES could do it too, though no mouse was created and nothing was coded to use one. ... Anyone know if the Arkanoid controller is a pot or optical encoder?
  10. Not that I disagree there could be a nicer DVD release, but, the current one looks pretty good to me. It is an anamorphic transfer, and I don't see any obvious composite video artifacting to suggest it came from a laserdisc master (unlike, say, Jackie Chan's Mr. Nice Guy, which very obviously came from a composite source). What bugged me was there's a lot of specks from film damage. Why they'd go to the effort to restore the audio and and upsample it from stereo into 6-channel XTREEM surround and do NOTHING to the video is beyond me, but... it's irksome.
  11. In the design as-is, I don;'t think there's room for hard plastic caps. It's one of the few things I'd change about the stick(self-centering never bothered me, really. I habitually guide the stick back by hand).
  12. It's sad that a company would actively mock their own product. Especially a relatively recent release. I've seen interviews where they took a more healthy approach, and just talked about what they did wrong(and what they did RIGHT) instead of pointing, laughing, and and calling it a piece of shit. But hey, whatever. It's not like Bomberman is relevant anymore. So they may as well just cater to the existing Bomberman fans. That'll give them a nice supplement to their income for a while. Not enough to maintain a company, of course. That's why they went bankrupt. But I doubt Konami minds a reliable, low-effort niche.
  13. Would you not classify it as a vector graphics game then? I'd call it "simulated vector"
  14. You're confusing software and hardware resolution. Vector displays don't HAVE a resolution, since the line is traced directly onto the screen. EtchASketch VS LiteBrite. Display resolution is only for raster and discrete pixel screens. It's the COMPUTER in the cab that used 1024*768. The display itself was, essentially, infinite resolution. The resolution in question was only applicable to point locations, and had no effect whatsoever on lines. So the endpoints of the lines had to be at a 1024*768 co-ordinate, but the lines themselves were perfectly straight. NO raster or discrete pixel technology will be MORE vectory than a real vector display. There will be aliasing. Or anti-aliasing. Not the knife-edge lines of a vector screen. Having said that.... you CAN get pretty close. Anti-aliasing at a high resolution helps a LOT. Point flare and phosphor decay can be simulated in software(but usually aren't, tragically). The AsteroidsGL emulator is a favored example of what CAN be done. It's not PERFECT, but it's damn close at a high resolution. http://caesar.logiqx.com/php/emulator.php?id=asteroidsgl since the original site is long gone. If only this style of code was dropped into MAME. Dorking with the gamma in MAME can almost get the look of vectors, but it all falls apart for point objects. Now for my favorite Vector games.... Star Wars. Enough said. Tempest. See Star Wars. Mine Storm. Better than Asteroids! Asteroids Deluxe. I like it more than Asteroids or Space Duel. I know I'm weird, no need to remind me. Hmmmmm.... Let's round out the list with Cosmic Chasm. First game to go from home to arcade instead of vice versa. Truth is, the first 3 are all so close that it's hard to rank them.
  15. Yes they will probably be available, drop me an e-mail if there are any problems. Prototype reproductions use the actual prototype rom images, conversions are games created from their 8-bit computer counterparts. Steve THANK YOU THANK YOU THANK YOU for saying ROM images instead of just roms. Yes, I know it's stupid, but abuse of "rom" drives me nuts. geez, sorry. how is it abuse? at least he knew what i meant. It's an irrational peeve of mine. ROMs = actual physical chips. ROM images = files containing the same data as the ROMs they're dumped from. Somewhere along the line, the emulation community managed to abbreviate ROM image to ROM. And then the next generation began applying ROM to any and all pirated software, often while failing to capitalize it. And when I started seeing people asking for "playstation roms" and "the rom version of Quake 3" I sorta lost all rationality about the issue.
  16. Ummmm.... NO PS1 can use component video cables. RGB only. And as far as I know, even the itty-bitty PSOne has RGB output. As for the PSP.... hardware revisions tend to mess up BIOS flashers, particularly when they're explicitly designed to. There's nothing removed, it's just that the access to the Flash ROM has been changed and no one's worked the new procedure out yet.
  17. You strip the old electronics off. If you keep the TV electronics, it's a raster display and fundamentally incompatible. It's only really useful if you need a replacement tube and can find the right size.
  18. In case you didn't understand, the problem was that one signal line used by the FX (as well as the other 15 sidecar pins) on the SNES cartridge connector was not passed through in the Tri-Star and quite a few other pass-through devices. Kind of hard to use the FX chip with an important control signal (maybe even the video-in) missing. There's no video information being passed between the SuperFX and SNES. I'd bet it's the clock signal, personally.
  19. Yes they will probably be available, drop me an e-mail if there are any problems. Prototype reproductions use the actual prototype rom images, conversions are games created from their 8-bit computer counterparts. Steve THANK YOU THANK YOU THANK YOU for saying ROM images instead of just roms. Yes, I know it's stupid, but abuse of "rom" drives me nuts.
  20. I have the PC version(it was 20$ at Target). Fuirst stage of the decepticon side is leveling a military base. So yes, property destruction IS encouraged. I only made it 2 stages in, though. Decep campaign seems to have been designed as "hard mode."
  21. Nothing stopping oyu from shaking the 'Cube like a (noun). There's a difference between absurdly awkward and incompatible.
  22. At least AUI is a NEW mis-identification! I sear, if I see one more person call it a MIDI port...
  23. There are digital to analog circuits that make the Vectrex rock!! Rock MORE. I really need to get/make one of those. The Vec controller LOOKS great, but it doesn't play very good.
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