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Mikebloke

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Everything posted by Mikebloke

  1. I was thinking of mentioning this as well - I do buy these classic collections that come out quite often. I have a lot of versions of the mega drive collection but also have various sonic collections, mega man collections, namco and taito etc. They are certainly more convenient to use when you want to spin up a few games, but I still feel they lack that feel of the 'original' console. Regarding ps1/2 rpgs, they will be the last to go but you can keep hoping XD
  2. Too Long Didn't Watch version: The web of who worked/was a director of/funded Wata, Heritage Auctions and associated groups is far more complex than first thought (but not very exciting and mostly predictable). Various members of these organisations tried to claim they weren't working for that organisation, despite pictures, videos, newspaper articles and TV programs showing and listing them as employees A youtube Lawyer (a real lawyer, but one who does videos for youtube, does that make sense?) looks into the legality of whether it is price fixing, false advertisement (sad news: Its still pretty grey, and not clear cut). Both Wata, Heritage Auctions made dull statements in response - including how it was a shame that Karl hadn't contacted them first for comment, despite the fact that Karl had contacted them first for comment.
  3. Hi all, I wanted to make a post which is half-rant, half-question. Today I think I'm finally on the process of letting go... of my physical game collection, of sorts. In limited situations. Which might become a snowball. I would be particularly interested in viewpoints of others who have gone through this dilemma, regardless of the outcome and whether they felt relief or regret from their decision. There is a lot that has led me to this place, but the ultimate power that is probably effected a lot of us in the last few years is this: As a hobby owning legitimate copies of games for original hardware is something I'm increasingly priced out of, alongside continued rareness as number of collectors go up and number of copies of games in the wild go steadily down. My game purchasing not that long ago was scatter gunned - I would buy anything that was cheap even if I didn't want to play it. Early consoles I justified to myself as "finishing a collection" and to be fair these are ones I intend to keep - they are ones I'm most nostalgic about even though many I only played as an adult (videopac, intellivision, coleco, 7800 etc). Like many people, I grew up through the phases of 2600, NES, Sega then moving on to Sony/Microsoft. It is perhaps ironic that many of those consoles - the NES, Master System, SNES, Mega Drive and PS1/2 are likely the ones I'm targeting games to get rid of. Today I went through those consoles, looking at what games I wouldn't miss, and put them into 'storage'. I think I will sit on them for a few months, and if as I suspect, I am completely unbothered by their hidden existence, I will likely look to part with them. Recently I came to the mental decision of stopping myself from buying retro games - I will probably pick up the odd retro game here and there, but not hunting for them on a week to week basis. To even think of selling some (other than doubles) was unthinkable even a few months ago. I was able to pluck out about 75 games from these consoles, which makes less than 5% of my entire physical collection - but it was a good start. I hadn't even looked at copies of the same game such as lemmings, cannon fodder and theme park that I have on multiple consoles for no good reason (that might make it up to a hundred, I could probably filter out some more PC games to double it further). I find myself increasingly buying homebrew, or finishing off collections close to being 100%, but other than that, I'm now choosing not to buy games I would have bought before. I know some users on here have gone to full emulation, but I don't think I'm ready for that yet, I like my physical hardware, and I still see romcarts largely as devices for unofficial ports, hacks, mods, translations and homebrew.
  4. I wonder if the company who built the multicards would consider building a batch. I imagine they did me a bit of a favour given the world climate at the time, but they actually asked me if I wanted them made up... They might be willing to give this board a go too.
  5. Right, here we go, a "version 1" of Clay Pigeon Shooting, a port from the Tele-Spiel ES-2201. This game is now 1 or 2 player. Right player uses up and down to aim, push button to fire missile. Left player (or left to its own devices) the target on the left side automatically drops down the screen, but is able to do two things, either move left or right, or speed up/down. Left and right controls is... left and right. speed up is either twist right on left controller or button 3 on console (for those playing 1 player) and speed down is... you've guessed it, twist left on the left controller or button 2 on the console. Collision is determined if the bullet hits the target on its right most edge, meaning if you shoot too early the bullet will go through the target but not register as a hit. I've based this purely on the video that's available of the Tele-Spiel ES-2201 and its games, so I've attempted to make it "playable" while looking similar to the original. I think there could be some minor improvements to it to make it as close as possible to the original. Like Ghost Chaser, I can imagine a few alternative features to make it "better" while keeping the original idea of the game intact. My next project is to port the "autoslalom" game, which is like a poor man's night driver or a rich man's Grand Prix. ClayPigeonShootingv1.bin
  6. I'm impressed anyone is able to make anything sound like something with a possible 3 beep noises, so congrats! On the clay pigeon shooting front, I was able to easily restrict the player movement from looping, I was also able to make what is as close as I would call collision detection without feeling it was a complete lie, I only got two more things to do. I wrote a bunch of lines for the speed alteration (which I'm making both player 2 twist option and on console keys option) which I smuggly thought I fully understood my ci from my ni and my li from my lr at this point, and of course managed to crash the whole thing. So bit of work still to be done! And then I will need to make it so player 2 can move the target left and right slightly for more difficulty for player 1 to hit it. The collision detection should compensate for this too so once this bit is done the game is finished, just a matter of when I get another couple of hours to have a good go at it. I know what I'm working on is a bit pants compared to what others have managed so far with the channel F, but doing these ports has been an interesting learning experience and has actually got me to the point where... Something works.
  7. I have to admit I've been powering it from batteries since I got mine, still the first set as well. I think mine did have a replacement battery case, but I think that was a long time ago too! I've had issues with getting PAL / uk tvs to get a signal too. I tried all sorts including VHS players, but sadly they were all PAL signals only. An RF to USB was the only thing I could find. But this is the other thing, I got a device that had a 'modern' wire that connects direct to RF. A lot of models had the very very very old system of two wires that you screwed into to make a connection on the back of the TV. There is ways of making your own RF cable, to circumvent a pre-mid 70s invention of the RF port. I don't even know if European tvs even had screws for cable wires back then! Perhaps we did too I just never seen it. Boojakascha is a better person to follow advice on than me though, I'm just glad my device even works, with the occasional use of board pulling and reinserting!
  8. I did wonder about moving! I totally used this many times and noticed the hit ratio refreshed. Glad to see I wasn't dreaming it! I think it's a cool little feature. These games focus on strategy and defence and having defencive strategies pay off is good to hear. I usually made the to hit and damage scores go up 2 before switching, but it depends on other scores. I didn't do it until I got to the 10 crown mark but since then I did partake in poison if my starting stats weren't good.
  9. As e5frog said, none actually made. Which is a big shame. Nothing stopping us making new ones I guess, could easily be mapped to the existing buttons. 4 directional, 2 twists and 2 for pull and push. Not sure on the details of the port but presumably the other buttons would have to be mapped for up and right, etc to get the other numbers, unless it can handle the 4 console buttons mapped via controller port?
  10. Lots of other Fairchild Channel F threads about at the moment that this got pushed down to the second page of the Classic Console section! I never got round to working on that next game, but today was a good chance, so I've spent a few hours on it, and despite a 5yo dancing around me I think I've done alright. ClayPigeonShootingtest.bin This is my first test version of Clay Pigeon Shooting, another port from the Tele-Spiel ES-2201. I had to learn how to use plot properly so I actually made a basic version of pixel movement to get me going. I'll include code and compiled version for that in case anyone wants to play around with having something actually move on the screen which was one of my biggest blockers. Once you get used to using plot, blit and blitGraphic, the Channel F is much easier to play with - and that's what I've been working on for this game. The last one I only used blitGraphic, where everything was preset - but now I got a better handle of plot and blit themselves I know how to handle moving graphics a bit better. This version is incomplete for now - I need to do a few more things - first collision detection when bullet hits the target and make the target disappear. second I need to make it so second player can move the target left and right a little, finally I need to make a way of adjusting the speed of the target moving down. Other than that, I think everything else is in. Actually, I need to stop player 1 from going too far up and down, guess that's 4 things. This is currently only one player, once the above is in its technically either 1 or 2 player. Player 1 can move up or down, but not left and right. pushing the button down will fire a missile. You can only fire one missile at a time. The aim is to shoot the target on the left hand side that falls down the screen. I believe the instructions in the original game say to try and get 10 targets, but the game itself had no score tracking - you needed to record it yourself in an honesty system. For those interested in trying to get something moving on a screen for Fairchild Channel F, here is a basic moving pixel you can play with: pixelmove.asm pixelmove.bin Might get some time later today or tomorrow to finish Clay Pigeon Shooting, then the next goal will be the 'Auto Slalom' game of moving a car between swirly lines. From there, I'll either take an attempt to do Squash as well (as there isn't technically a squash program for the Channel F yet...) and then maybe add all the Tele-Spiel ES-2201 into one rom if I think I'm brave enough.
  11. The GX4000 has an on light on the system as well, so when you've plugged in your power supply (make sure it's the right port! There is two very similar sized ports and it can be easy to plug it into the wrong one) and turn it on there should be a light to indicate it has actually booted up. There is no special key combination or selection needed, so if a scart cable is in the port it should recognise that signal. As the GX4000 has a female scart port as standard, normally any male to male rgb scart cable will work for most people. With your monitor remember that it'll be pulling a PAL signal from the system so as stupus mentioned remember it'll be a European standard, not NTSC from Japan. The scart to RGB will need to convert that PAL signal to whatever your monitor is able to use. The final thing to remember is that there is French models of the system, they are apparently identified easily by a lack of RF port. I presume French models would be SECAM not PAL, which might add to complications.
  12. I have a turbografx also, but it's hard modded to scart, the best I could do is convert the whole signal to hdmi then record audio from that, which shouldn't change the audio at all.
  13. Yes the stuff that zhorton knocks out on a regular basis include added circuitry to the card to allow for more complex behaviours. This is manipulation of what the console is doing already but in clever ways. The multicard that Boojakascha developed only turns things on and off like the original cards do, but can create a few new unique combinations. It's more 'versitile' than the custom cards but the custom cards are more exciting. The multicards do have the ability to add extra circuitry to it for those that are technical enough however. There is some shooting mechanics possible, and some of the stuff zhorton and crew have come up with is probably about as good as it gets without modifying the inside of the console. There is a bit more we can get out the system, but there is a limit of what it can handle. That limitation is what draws many of us to make homebrew for it, each new feature development brings new wonders to a console that for commercial reasons were stripped of opportunity at the time. I try to imagine the bucket filling game and how it would have appeared (in colour!) had it not been for cost analysis forcing it to be cut. Would features like that have been enough to push it further? Would it have got copy cat, licensed and clone devices that pong got? I don't know. The introduction of Fairchild and the RCA studio II would have probably happened anyway but perhaps the odyssey could have been milked better in its 3-4 year headstart had the risk been taken.
  14. OK I'm jealous, I was one of the people who sat for that 90 seconds of hell at the delivery screen and never completed it. Was at a family meeting and totally got my phone out in the hopes of snapping it up! It did feel like the retron 77 was a missed trick of supporting 7800 games, but hey ho. Re-release/late release of 7800 games in a similar vein to these 2600 ones would have possibly worked if there was more availability to play them. There numerous ways of playing 2600 games. Perhaps technology will get to a point where custom prints are available and affordable.
  15. Congrats! Well done. I haven't had another go yet but I think I'll have a go at some point with a challenge run or something (though I say that, it sometimes took me a few hours to get a decent position to get past level 5!)
  16. I think a VR dominated world is a pipedream. Is VR getting better and more common? Sure, but gaming globally is weighted towards the countries that can afford it, and the standards are based on that. As master system and mega drive dominated the South American scene for years, the idea of a VR global dominance is a pipe dream until its economically attainable for most people. What did happen is that everyone ended up getting a mobile phone, and mobile gaming became a much bigger thing. PC and console usage is still low in many countries in the world. If mobiles were used to power a VR headset then there is some chance, but I don't think we're there yet as the power technology of the really expensive phones has not trickled down to medium and budget priced phones yet. And yes, supply and demand and VAT push prices up, at least here. Hard to find games under £10 ($13-14) for any pre-PS3 console game.
  17. All original Amiga CD32 pads need to be destroyed. I've voted surprise surprise for the Fairchild channel F controller. With twists and pull and push like it's a bop it, it's quite versatile, later versions of it as a converted device for the 2600 had a rapid fire button as well that looks adequately placed. I dunno why, I just like it. Other controllers I like: Turbografx Sega saturn (original) And yes, gamecube
  18. Unfortunately I'm not technically minded enough to contribute any advice, but feels like there is still some chance of saving this unit! Good luck!
  19. I think I agree with most of it, but a bit jealous of the alleged £7.43 or less you guys pay for a retro video game (wow! can't believe I pay a lot more than that for my games!). There are plenty of reasons why younger people can appreciate older (or older styled) stuff. Their reasons for liking it can be totally different for the reasons we do, and yes, at some point it eventually becomes "ancient" and what "old people used to do" even when its living memory for us (haha!). Even though I am an avid gamer, and likely play games most days of the week - there are whole sections I am not in or don't understand - such as Eve Online - League of Legends - Second Life - and those other early VR/3D environments where people buy and sell made up objects in a game for substantial amounts of real money, in some cases more money than I currently owe the bank to live in the house I'm in that will require my remaining working years to continue paying off said house so I can retire then rely on equity release to pay for care in my old age. Is the future VR? Possibly, it makes sense. We've gone a long way since the beginning of the internet and virtual spaces that are multi-layered with physical dimensions being implemented into digital dimensions is the obvious extension from the traditional discussion board system (like this), IRC chat rooms, and webcam roulette websites that have come before now. Personally, as someone who works with children, I imagine it will become a safeguarding nightmare waiting to happen, but hey ho. When it comes to gaming, I think we'll continue to see VR in a limited capacity, I still don't think VR games will become the norm. Some games may offer a VR effect but not be the intended playstyle - but I can't imagine a huge push to drag everyone into it. For a start, a lot of people get seasickness from it. Hell, the Wife who has spent countless hours playing Skyrim in her time can't stand open world environments now because THAT makes her seasick - and those aren't even in VR. Technology continues to reinvent our lives, and there is times amazing benefits that comes with it, but the "hand controller" has been around from the start, and its still here.
  20. No it's just the crown screen. I've purposely not shown anything you wouldn't already see if you had 0-10 crowns.
  21. I hope Dennis is going to be adequately compensated for any collaboration he commits to. I'm still a bit nervous about where this goes from here. It's kind of grey already.
  22. Yes on the control side of things, it's very easy to handle and the 3 main buttons and 2 menu buttons are mapped nicely for all the features. I don't have a pro controller, but my understanding is that would help even more to make it smooth. I do struggle a bit with pressing the map button on my standard controller but I'm not a natural with the jaguar pad.
  23. This seems to fit all three of the criteria, has a second controller option which is a bonus and is dirt cheap, looks like this is a winner!
  24. Still playing it most days, I'm a glutton for punishment so this game does me just fine throughly recommend for anyone who was a fan of fatal labyrinth, and to be honest if you weren't a super fan of the game and just want to see what a more polished and nicer looking version of it would look like... Kings of Edom is that. When the second run comes, get your copy!
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