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Everything posted by Mikebloke

  1. Yes as long as I'm not on the verge of going in the red I will too! Quite the accomplishment to get 2 very distinct games of different genres finished around the same time! You really have thought of everything, squeezed every last byte, phew! Going to be exciting to play both games.
  2. Don't worry I remembered , I just slept in late! Ordered a copy now looking forward to it.
  3. Dungeon Keeper, instead of playing the hero going into the dungeon you make the dungeon and try to kill the heroes instead. I'd argue that morality suggests we shouldn't be doing this in real life, so therefore its opposite XD There is a few more extreme examples of this, but they usually get banned from most sites.
  4. Only just noticed this but I would be up for a copy too, I don't mind paying the extra postage to the United Kingdom. I think with odyssey, 10 is fine to start and you can always do another run.
  5. Let's be honest the switch was a bubbling nearly 20 year design process starting with the gamecube gba connector, the wii and the wii u alongside DS and 3ds to create their little masterpiece. Despite my dislike for Nintendos legal practice and their hardware deficiency, I liked the idea of all these machines, but felt they were all really underwhelming and not taken advantage of correctly. On DS things like brain training took full advantage of the touch screen, but then things like the yoshi game was just a bit pathetic. Going back further, if un- advantaged features is the requirement, I would go as far as the intellivision and its controller. Realistically a lot of games don't take advantage of it, and this is highlighted by the lack of a traditional controller which would have worked better. Colecovision gets a pass because at least they had some alternatives, but they still lack a traditional controller.
  6. Wanted to hate this game when I saw its graphical design of being a 3D game in a 2D world, but it feels like the only reasonable chance of a game like this coming out these days. I look forward to buying it second hand when I get a switch sometime in the future, definitely on my to buy list.
  7. Done some more work to it, probably as close as I want to get it to the original Tele-Spiel so this is version 1.0: What I've done since last time: 1) Limit of about 1 second to react to ghost moving before disappearing - this is based on the text of the manual (the video doesn't show what happens if you don't press the button - so I'm assuming) 2) Pull up on both controllers now resets the game so you don't have to press 4 on the console 3) I think I've now set it up so that if the random generator for the next level is never less than a second before the ghost moves.* The one thing that I haven't implemented from the video that I noticed, is that when someone "misfires" before the ghost moves, the other player should be prevented from also pressing - this is probably from the circuitry of the board - I could implement this but I think its more fun to allow the other player to score the point. I can add this in if anyone was desperate to have a true-to-Tele-Spiel experience. I think my next shot would be to work on the 2 other "unique" Tele-Spiel games. Skeet Shooting has some unique mechanics, and racing is possibly the first home console version of a vertical scrolling car game with a moving track (the PC 50X has a car game, but you avoid cars, rather than the road adjusting). I'm also formulating ideas for a potential "plus" version of this with some more strategy and gameplay. * F8 assembly question: In order to do this, I used xs (Exclusive OR from Scratchpad) but first I had to shift bits and then shift back again because xs apparently can't handle more than $F, is this correct? It seems to work fine, I was just surprised it only handled a single digit hexadecimal number. GhostChaserv1.bin
  8. Best thing I ever did was start tracking how many games I finished, harder to justify buying for a system I had 30 games for but only finished 5.
  9. Waiting for payday, if there is any left in 8 days time I'll grab it! Otherwise it looks like 2nd run for me 😢 Congratulations for getting this out though, looking forward to your other games too!
  10. Don't worry about it, this is a bit different giving that you are asking for someone to port your own game to another system and prepared to give away the rights of all sales which personally I think is super generous. As an already formed game you escape the world of imaginary ideas as well. Unfortunately I can barely scrape anything together with assembly with years of experience so I'm not the one to help with this, but 8bitworkshop now has a barebones real time assembler for the 7800 to help with testing code with a few examples, that might be useful for any prospective programmers who wanted to take a shot at it.
  11. I've done a 7 player bomberman at home before, getting usable controllers was actually my biggest problem, I've got two multitaps. Saturn bomberman is a proper gem, really enjoy it. I don't have the turbografx ones yet, but do have a romcart so have played them. Played dragons curse as well, need to check their other stuff on the system. I have to admit I am a huge fan of taito too I just haven't posted in it yet.
  12. When the square moves, press down, but don't press too early. That's it 😛 Its me testing a timer, I was struggling to work out how to delay so this was a good way of me getting something to work, the plan is to add it to the Simon game I'm still working on as I needed a way of showing all the combinations.
  13. Finally have my first "playable" game for the Channel F - another exciting port for me haha! This is a port of the Tele-Spiel ES 2201 game: Ghostchaser. Very simple, when the square moves, you press the button. Press too early, you are blocked from moving, whoever presses first when the ghost moves wins the point. Use push down button on the controller to fire, button 4 on console is reset. My plan is to improve the timer a little so its not randomly selecting to fire straight away, and possibly a controller button reset (perhaps pull?) Once that is done, I want to add on-screen scoring for a bonus feature - I might also work on a colour version with alternative fire buttons required (twist left or right for different colours). The game Ghostchaser on original console is shown here from someones youtube channel (greatly appreciated by a fellow game-recorder of obscure consoles): Some more info on the console: https://www.old-computers.com/museum/computer.asp?st=2&c=664 It appears to be a half-way between an odyssey, playing very similar with only 3 on screen white elements on a black background, and a PC-50X which also uses full circuitry for each game (but runs in two-colour). GhostChaser.bin
  14. In Europe a console can go as low as £20 unboxed, £30 boxed for the videopac. Quick look on ebay shows similar prices for Odyssey 2 units: https://www.ebay.co.uk/itm/124935335910?epid=111291489&hash=item1d16b9efe6:g:7b4AAOSwdplg~v27 is an example I quickly looked up. Spending a bit more will probably get you a better box. The European ones sometimes come in different sized boxes - possibly depending on whether controllers are hardwired in or removable. One version of the box is considerably bigger than the other, but all the consoles is the same size. Also, was that how it was packed? Jeez XD Nearly as bad as my Wii U console through Ebay - I had to buy a second hand Wii U touchscreen controller and that was NOT cheap to replace.
  15. Odyssey 2/videopac, though you probably won't find their stuff in random cardboard boxes on roadside sales, the last time I checked the games are still relatively cheap on auction sites that it isn't prohibitive, I'd argue that in terms of the easiest collection to go for, it always wins out, only a couple of games go for three figure numbers, and they aren't the mainline games*. Sometimes you can hold off and find a game a lot cheaper just waiting awhile too. I've paid less than £2 including delivery for a rare videopac title before (not to say that it is worth a lot more, only that its frequency of finding it is low). * not including the European exclusives for the upgraded console, but even then there is nothing over £300
  16. Thanks! I don't know, probably not to be honest. There is much more established people developing for the Odyssey who are able to make homebrew physical releases for the Odyssey, being based in the UK doesn't help me either, as most owners are in the US (which makes perfect sense!). If one of those developers wanted to support me in making a physical release, I might be up for piggybacking off one of their packs so these demakes can be a bonus game or perhaps even packaging up some of my games into a set. My DM's are open for those who have the means!
  17. The problem with the N64 is that titles like Goldeneye were great at the time - especially pre-2 analogue sticks. It was definitely one of my favourite games at the time, but now... now its just awful, comical but in a bad way. Perfect Dark I would say is certainly more future proof. Mario 64 and Mario Kart 64 included. Diddy Kong Racing I would argue is the best racing game on the system, Tanooki mentioned it at the end that someone will mention it, that would be me! Lol. There's also Lylatwars / Starfox 64 which I think is still passible. Paper Mario is definitely fun, if you've played the SNES Mario RPG game then its definitely one to play. Personally I find Holy Magic Century / Quest 64 a bore, but other people rave about it. Speedrunning and challenge runs are more exciting to watch online though. I've heard good things about Ogre Battle 64, but can't remember if it plays well on my PAL machine (due to the nature of the console, like having no SCART/RGB support, is that NTSC roms give a NTSC signal, meaning I can't directly plug it into a TV, I need to capture it first via my laptop to get colour). Most of the other games I loved at the time, like Blast Corps, Zelda, Bomberman 64 etc is painful to play today. I would say the best thing you can do with a romcart is try each game and give it ten minutes, if you don't like it move on. In some cases, you might have played as much of it as you'll ever want to. Of all of Nintendo's consoles, I would say the games of the N64 is the most 'Atari' like of turn on and play. It doesn't have a lot of games that have a lasting effect, even when compared to the Wii shovel ware. Thank God Final Fantasy VII released on PS1, and in Europe.
  18. Interesting stuff! Keep us posted! Will definitely follow this topic. I have to admit I did research into starting an N-gage collection and started scoping prices for games etc, but never made the leap in the end. Would the upgrade to Symbian 7 come with any benefits if it was properly released? I tried a quick google but other than its increased capacity to spread malware I don't know what other features it has over 6.1!
  19. Groups like Ocean and US Gold were on the cheaper end of development. They were responsible for a lot of ports, particularly on other microprocessor systems like the Amstrad. They probably took on jobs that other companies didn't take, or was the lowest successful bidder. They make up the majority of failed systems such as the GX4000 and C64GS. In some cases this went really well as the list by electromastro mentioned, and other cases they are absolutely poop.
  20. Hello everyone, a quick link towards my latest homebrew available for download using your multicards: Submarine - a port from the PC-50x system now on your Odyssey! I thought this would also be a good time to present my table for pin layouts and roughly what they do. If you check the schematics for the Odyssey and its pin layout, you can get a rough idea, but for a "human readable format", check out below: Note: Player 1 (right) is always visible I might have got player numbers mixed up here, apologies if I have [this denotes its most commonly used features in the original games] SWITCH A 1 - Player 1 vertical gliding movement [Roulette / Interplanetary Voyage] 2 - Player 2 reset button shoots Player 1 from bottom to original Player 1 position (effected by A1 too) [used by Roulette] 3 - ??? used in card 12 though apparently 4 - Rifle Mechanic, use with B8 for full functionality [Shooting Gallery] 5 - Displays Player 2 (left) 6 - Used with A8 to produce shorter line. Also seems to have a second function - without this and A8, some objects are partially visible when they should be hidden [Volleyball] 7 - Moves line to left-middle of screen [Handball] 8 - Displays line graphic, without A7 it stays between middle-right of screen 9 - Player 1 death on touch by Player 2 - I think Player 1 also dies on touch with ball, if ball is enabled. - used with C4 and C7 [Cat and mouse, Interplanetary Voyage] 10 - Ball graphic - does nothing without other switches on SWITCH B 1 - Ball movement. Requires C6 to function normally, without C6 automatically moves towards the right 2 - Ball bounces right from wall [Handball] 3 - Ball bounces left from both players [Handball] 4 - ??? However I believe this relates to the wall - not used by any original games 5 - Ball death on collision with line [Volleyball] 6 - Thins the line slightly [used in table tennis and volleyball] 7 - I think this is required to guarentee proper rebound mechanics in Handball with B3 8 - Reset button on both controllers reshows Player 1 if hidden 9 - Reset button reshows/moves ball - if held down it stays hidden until released 10 - Player 1 horizontal gliding movement [Roulette / Interplanetary Voyage] SWITCH C 1 - ??? I believe this is controller related, but not sure what it actually does, used in Roulette 2 - Player 2 Reset button moves ball towards the right 3 - Player 1 Reset button moves ball towards the left 4 - Player 1 dies on contact with both ball or Player 2 I believe - used with A9 and C7 [Cat and Mouse, Interplanetary Voyage] 5 - Seems to speed up the ball for bouncing [Handball] 6 - Used with B1 for ball to function normally. 7 - Player 1 dies on contact with both ball or Player 2 I believe - used with A9 and C4 [Cat and Mouse, Interplanetary Voyage] 8 - Ball mechanic, slowly moves up slightly, pressing reset moves it down suddenly 9 - ??? I believe this relates to English controls. I tried comparing Tennis and Table Tennis with this and didn't really get what changed [Tennis, Volleyball] 10 - Use this for your homebrew hardware! For the brave. Some of these are reliant on others to work, the main examples being: B1 + C6 for ball movement A9 + C4 + C7 for cat and mouse mechanic B5 + B9 for Ball death on line A4 + B8 for rifle shooting (B8 handles the reset to reshow the square) B2 + B3 for wall bounce Hope these notes help for anyone coming up with unique features. I have a few more up my sleeve coming soon* * Possibly referring to years rather than days/weeks/months
  21. Yes, its another demake for the Magnavox Odyssey! That's the original Odyssey, not the Odyssey 2 of course! I love the idea of demakes - that is when a game is converted to run on an older system, so naturally that's what I tend to end up doing. I also wanted to do a game that required some modification of the Multicard that I had paid to be produced - as some unique features can be created through use of the pins - some of which were never utilised in its original games. This game can also take benefit of the Rifle, if you have it. Submarine is a game for 2 players, and uses counters to flip for chance. You can download these with the package, or you can just flip normal coins instead. Like usual, I use OBS through my computer to present an overlay digitally instead of using a 'real' overlay to go on the screen. I've attached pictures of the equipment required (really, the system and the Multicard is the only thing you need) and what it looks like on screen (well, hardly pretty is it!). It looks more impressive like this than it does on screen! Using a particular pin layout, we can take advantage of the 'Roulette' game feature where a player square shoots onto the screen - due to the way the Multicard works (happy accident?!) the square shoots from the bottom. This allows for 'Space invader' type games to be made - however its the "bullet" that disappears rather than the victim - but that's just the limitations of the Odyssey system itself. Thanks to the Multicard features, you can replace one of the game elements with the Rifle to make it a little more exciting for the second player. Example of a torpedo going towards the destroyer player using OBS as an overlay screen I'm still working on the wording of the ruleset, as I think it could be made simpler, and also with pictures. Essentially, you have the Submarine player and the Destroyer player. The destroyer player moves on patrol, the submarine player attempts to torpedo it. If it hits, Destroyer player takes a hit counter. If it misses, the Destroyer player gets to flip a counter to see if they counter attack successfully - Submarine player gets a hit counter if it is successful (this is the part that can be replaced with the Rifle - the Submarine player gets into position and moves like the Destroyer, and then the Destroyer player can attempt to shoot the Submarine). A player that gets 3 hit counters loses. The other feature is the Ping counters. The Submarine player has to be hidden at the top of the screen (this ensures that when the reset button is pressed to 'fire' it shoots from the bottom to its original position). The submarine player can use a ping counter to reveal themselves (this works both ways of course!) as a way of seeing how close they are to the Destroyer. The Destroyer then flips that ping counter and if their image (the bigger one) lands face up, they can move the submarine to a random position! I did try the game myself with the gliding feature on and off, if you find the torpedo goes too slow, you can make it faster by turning off the [A 1] switch, also documented in the files. For those with the multicard, I'll be adding a post in that thread about pin layouts for those that want to experiment - I got a few more ideas up my sleeve. Included in the Zip file: Rules in a word document Overlays including original size and 1080 HD version Counters to print - sorry I did this on paint and it shows, I stick row 1 and 3 onto card, then cut row 2 and 4 out for the opposite side. Each coin goes with the image below. I wasn't smart enough to align them, so some work required! Blue are sonar ping counters - smaller shape is the submarine side, bigger shape is the destroyer side - flip decides whether destroyer gets to move submarine player Orange/Purple is the fire counter for the counter attack flip for result- orange is a hit against the submarine, purple is a miss - or use the rifle settings for more fun Red counters is for counting hits, these just go face up with the ship hit and are not flipped. 3 counters indicates a lose. Submarine (Odyssey) Demake.zip
  22. Its funny because at the time I used to laugh at the Playstation users having to have the 1MB memory cards, and always opted to buy more games rather than a memory card for the saturn. On Second thought, I think SimCity 2000 might have taken ALL the internal memory, some of the bigger games like Dragon Force and Shining Force III you could get 2 saves and some spare for small highscore games, but obviously sim city 2000 was big on data. Edit: think I got my first memory card in 2002, but I think I accidently corrupted it with a game I know caused problems with memory so had to wipe it at some point.
  23. I played this a lot at the time because I never had a PC back then - I used to switch between playing this and other games because I had no memory card at the time - I think this takes about 2 thirds of the internal memory!
  24. In an attempt to take advantage of this necrobump, is there anywhere that does a definitive homebrew list? There seems to be 2 or 3 major sites that list various games of different consoles, then each system usually has a site or section on another site dedicated to it. I know someone here has a pretty comprehensive excel sheet that is pretty good for the 2600!
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