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About Spider-Dan

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    Space Invader
  1. S.T.U.N. Runner and Steel Talons. The Lynx ports were fun, but the Jaguar could have done justice to the originals.
  2. It seems to me that this position - which is as valid as any other - is fundamentally incompatible with the very idea of an SD cart (as they are currently understood to exist). I can't see why an SD cart would be programmed to allow you to play Battlesphere or Iron Soldier II in 2019 but not let you play (say) Rebooteroids or AstroStorm 20 years from now.
  3. They aren't really numbered "levels" in the sense of beating one to get to the next. Think of it like Mega Man: you can just pick which level you want to play.
  4. I was also thinking of trying out the Best Electronics adapter, so I'm really interested to hear back on the results!
  5. First off: the original Genesis pad has 8 inputs (UDLR ABC Start) and 9 pins, which could mean that the 9th pin is ground and that's how the inputs are activated. But that's not actually how it works; to my knowledge, the only "modern" game system that has direct pin-to-input wiring is the NeoGeo AES. Every other system uses a form of communication over the controller pins, not simply a digital on-off signal. So, for example: the NES has 8 inputs (UDLR BA SelectStart) and a 7-pin controller, the SNES has 12 inputs (add YX LR) and a differently-shaped 7-pin controller, but the SNES and NES are pin compatible, meaning that if you take a NES extension cable and a SNES extension cable, cut them in half and (properly) splice them into two new M-F cables, you would have one cable that allows you to use NES controllers on SNES and another that allows you to use SNES controllers on NES. (NES BA maps to SNES YB, but the other inputs are consistent.) No microchips necessary, just dumb copper. Long story short, it's not about the number of pins or buttons, but rather about getting the controller to speak the correct language. And that would, indeed, require some ICs to do the translation. There's are two company at the forefront of controller adapters right now. For older consoles, it's Raphnet Technologies: https://www.raphnet-tech.com/ For newer consoles, it's Brook: http://www.brookaccessory.com/
  6. Retro gaming is really no different than collecting expensive paintings or vinyl records at this point. If it were just about the experience of playing the game (or having the art on your wall, or listening to the music), emulation/flash carts are widely available, you can get a print of many paintings, and most music is available in some sort of digital form. It seems to be more about the satisfaction of owning the original hardware than the gameplay experience. And that's not to say that I haven't spent money on my retro gaming... but for me personally, it's more about restoring/polishing the collection of games I already have rather than adding to it, so I've spent most of my money on stuff like the HD upscalers & RGB cables, or the Lynx screen replacement. For the most part, I kept my childhood games/systems, and I've never really had an interest in collecting a bunch of cartridges I won't play. But to each their own! The part that somewhat worries me is if the retro gaming market will collapse like the comic book market did in the '90s. I'd hate to see people putting tons of money into "rare" game systems only to have that value go up in smoke when everyone remembers why those systems were rare in the first place...
  7. Awesome update! Not sure if I missed it in the video, but will the CD support also have MemoryTrack emulation, or will all the CD games be unable to save?
  8. My favorite version is TxK on PS Vita (or PSTV, if you can manage it). In fact, I'd say that T2K is to TX3 as TxK is to T4K in several ways; while there is more graphical heft in the later release, some of the gameplay changes are definitely for the worse in my opinion. Both T2K and TxK are games that just hooked me right on release... I had a more mixed experience with TX3, T3K, and T4K.
  9. ABC are concave in the repro. You can see it pretty clearly at 1:15 of the video.
  10. You should try a direct Jaguar cable instead of converters, and see if that resolves your issue. My Jaguar SCART cable is CSYNC, not sync-over-composite.
  11. The primary benefit of 2D developers like Capcom or SNK making games for the Jaguar would have been the deemphasis of RAM relative to the CD-based consoles. At the most basic level, an accessory like a 4MB RAM cart is completely unnecessary for a Jaguar when the entire game is accessible through the cartridge slot (as opposed to just 4MB at a time). Of course, the tradeoff would be the expense of the cartridges. Still, you can see a small example where this could have led with Street Fighter Alpha 2 on SNES: No "load time" per se, but noticeable pauses as the system decompresses data from the cartridge. Would the Jaguar have been significantly better at the same kind of decompression? I can't say. Ultimately, I think the biggest difference between 2D and 3D on the Jaguar is that we have PLENTY of examples of the Jag's 3D capabilities being stretched to the breaking point and beyond, but AFAIK there isn't really an example of the Jag's 2D capabilities being taxed at the same level. I mean, even the mighty Saturn was brought to its 2D knees on occasion: And that's really the heart of my question... what would it take to max out the Jag's 2D capabilities?
  12. So usually in these types of threads, people talk about Gouraud-shading and texture mapping... in other words, what kind of 3D could the Jaguar have put out. What I consider a more interesting question is: what could the Jaguar have done as a 2D machine? Rayman is a great looking game. Raiden has swarms full of sprites with no slowdown. Super Burnout has arguably the best 2D SuperScaler-style graphics ever. So what was the upper limit of the Jag's 2D capabilities? Could we have something like this? Or this? Or maybe even this? I feel like the Jaguar's 3D capabilities have been thoroughly explored, but the 2D capabilities have barely been scratched. What have 2D homebrewers been able to squeeze out of the Jag in its afterlife?
  13. I'm not referring to games that could exist, only ones that do. Just because the Pro Controller has the keypad buttons 46789 remapped, that doesn't mean they are all frequently used by games that support the Pro Controller. But even if that were the case: holding a shift button is still significantly faster than reaching over to a daisy-chained Jag controller to push a keypad button. And again, if you use the default config, you would have immediate access to CBA46789 with no shift button. So I'm not sure what your objection is.
  14. There is no fighting game on Jaguar, 5200, Colecovision, or Intellivision that has a 3P or 3K function. Excluding the Pro Controller buttons of 46789, about zero percent. Just because all the keys are mapped does not make the game "keypad heavy"; AVP has a lot of functions on the keypad, but they are relatively rarely used. Game devs understand how games work. They are aware that the keypad buttons are clumsy and insufficient to use as primary action buttons, which is the reason why the Pro Controller was created: to give the Jaguar more primary action buttons. You would hold a button as the converter powers on. That can be when powering on the system, or when plugging it in.
  15. When are the first batch of these expected to start shipping? Or have they already started?
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