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Pixelboy

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Everything posted by Pixelboy

  1. So you're saying that FPGA cores need to have the equivalent of drivers (like on today's desktops and laptops) in order to interact with different USB devices. Since there's a plethora of USB devices out there, some of which could be interesting to try with Analogue products, it would actually make sense to have an auxiliary FPGA chip just for USB "driver" functionalities. Then the console's main FPGA core could interact with the auxiliary USB FPGA core via a standardized API, and the development of main cores and USB cores could be made separately. It would be a little more bothersome for the end user to set up, and creating custom "USB cores" would be a laborious (and probably tedious) process for FPGA coders. Both these problems could be mitigated by having Analogue recommend specific USB devices for their USB-enabled consoles. But yeah, I agree that the wonderful world of USB is not a simple one for the equally wonderful world of FPGA.
  2. Analogue clearly stated that the Dock of the Analogue Pocket will have USB ports. Kevtris can work out keyboard and mouse compatibility from that.
  3. I have a feeling that the Analogue 8 is going to be an "8-bit throwback" console, which will have standard cartridge slots for Atari 2600/7800, ColecoVision and Intellivision (and perhaps Vectrex, just for kicks?). I expect it will also feature a USB connector into which you'll be able to plug a keyboard which, doubled with a SD card reader and other expansion ports, will make several computer cores possible, from Atari computers to Commodore computers, TI-99/4A, ZX Spectrum, Coleco ADAM, and more. This might seem like a far-fetched theory (and honestly, at this point, it sorta is) but I have reasons to believe this is a serious possibility: 1) The Analogue Pocket is evidently a major project for Analogue, so I find it odd that they would trademark the "Analogue 8" name in parallel and not wait until next year. This makes sense only if the Analogue 8 is something completely different from the Pocket, caters to a different crowd, and doesn't require a ton of development effort for Kevtris. 2) Kevtris already has FPGA cores running for pretty much all the pre-NES consoles, so it's not like it would be hard for Kevtris to create an FPGA console that runs them in a less "jailbreaky" way. Also, Kev's Intellivision core was never released on any Analogue FPGA console to this date, if I'm not mistaken. 3) The cartridge adaptors for the Mega Sg were never released, and both Analogue and Kevtris have remained quiet about them. Presumably, the Analogue Pocket is more likely the main cause, because it eats up a lot of Analogue's R&D resources and budget, and keeps Kev quite busy. But we know that the Analogue 8 is coming (whatever it turns out to be) and a stand-alone FPGA product that covers pre-NES gaming platforms would also be a good reason not to release those Mega Sg cart adaptors. After all, if the Analogue 8 was to have only one general-purpose cartridge port, then it would be cart-adaptor-driven far more than the Mega Sg was ever meant to be. 4) As a corollary to point #3 above, additional cart adaptors could be made for NES/Famicom, Sega Master System, SG-1000, etc.. This would make a re-release of the Nt Mini unnecessary. 5) The home computer cores I mentioned would be icing on the cake, especially if Kevtris is not necessarily the one who would make the FPGA cores for them. If the Analogue 8 is open to core developers just like the Analogue Pocket is meant to be, then many home computer cores could be developed in parallel by different FPGA coders, and the Analogue 8 would become the one-stop-shop for everything that's pre-NES. Have more than one USB port on the machine, and you could even add a mouse or even a cheap laser printer to it, making it a multi-computer machine on which you could do things other than gaming (but let's be honest, it would be for gaming first and foremost).
  4. People can pick their sides as they so wish. In the end, it comes down to what kind of development community Analogue can set up, and what kind of distribution model they put in place. As the Pocket is meant to be more of a general gaming product, compared to the MiSTer which is a hobbyist device, it would make sense that the act of downloading and installing cores (and ROMs) on the Pocket be as simple as possible, so that non-hobbyist gamers drawn to the plug-and-play nature of the Pocket will want to try what the hobbyist FPGA core coders come up with. It's the simplicity of distribution and installation that will be the deciding factor of success. Make it fun to try new things on the Pocket, and gamers will go ahead and try what's available, just for kicks, as long as they can always reinstall their favorite cores. And given that the Pocket will sell pretty well, the sheer number of owners will make the Pocket an interesting platform to develop for, assuming the Pocket's development docs are complete and easy to understand.
  5. Quick update: I have reached my "quota" for pre-orders of R-Type, so I will no longer be taking pre-orders for that game until after Christmas.
  6. Yep! It's time for doubledown to get crackin'. Seriously, it would be really nice to have this as a "somewhat mass-produced" controller, with Tron as the pack-in game. It would work like the Expansion Module #2, but with the flight stick on the left side, the paddle on the right side, and a 12-key keypad in between (or maybe under the paddle). But it would be horribly expensive, so it should remain in the dream realm.
  7. You'd need three hands to make that work: One to move the joystick, one to spin the paddle, and one to hold the controller and press the fire button.
  8. The Tron arcade game uses a joystick and a paddle, and both are used simultaneously by the player (for moving and aiming at the same time). You'd need a dedicated controller for a game like that, not even the Roller Controller would fit the bill. I suppose the controller input could be simplified in a ColecoVision/Phoenix version, but you'd lose a lot of the arcade experience in the process.
  9. If that were true, there would be no such thing as firmware updates.
  10. If Analogue had wanted to release the Analogue 8 a year from now, they wouldn't have trademarked the name this year. I'd say we'll discover exactly what the Analogue 8 is before the end of this year, or perhaps only after enough pre-orders of the Analogue Pocket will have been recorded.
  11. Nope. I find it peculiar that Kevin hasn't said anything in this thread since the announcement of the Analogue Pocket. Perhaps he's still working on the Analogue 8, which will be announced sooner rather than later?
  12. I have a GBA with a screen like that, which I bought on eBay roughly a year ago. It's wonderful for playing GBA games, but there's a problem with GB/GBC games, namely that sprites can streak. This makes Zelda Link's Awakening unpalatable, because all I see is a green/black streak when I move Link around the screen. Kind of a disappointment there... But for playing GBA, I love it!
  13. Just my two cents on the FPGA core development aspect of the Analogue Pocket: The one thing I hope to see above all else is a push to create custom cores for arcade games. Whether they are adapted from what has been done elsewhere (like on the MiSTer) or brand new cores, the high-resolution screen of the Pocket lends itself well to delivering portable arcade action, which would be nice to play on a modern TV screen as well.
  14. I'm a retro-gamer. I'm still trying to wrap my head around S-Video. Seriously, I don't know much about this technical stuff, as I don't keep up with it. Those standards evolve so fast anyway, and so does the tech speak that goes along with it. I've never owned a smartphone and my last "modern" console was a Game Cube. I'm sure tons of people who frequent these boards know a lot more than I do about USB connector standards and whatnot. I'm a sucker for plug-and-play devices that "just work".
  15. Oh, so you're saying the power plug is located at the bottom of the handheld? That means the plug is not only used for power, but also for transmitting graphics, sounds, and for external controller input. That works, I guess.
  16. This is pretty much what I've always wanted in terms of features, so I'll try to pre-order it if I can. But I do see a small problem though: Since the Dock doesn't seem to have a dedicated power connector, that means it will draw power from the handheld, which means the USB-C charger will have to remain plugged into the handheld while playing on a TV (so that the user doesn't have to worry about the lithium battery getting drained in mid-play). Not a big problem, I just hope the power connector on the handheld and the USB connectors on the Dock will be placed in a "friendly" matter (i.e. the power and controller cables shouldn't get easily entangled). I'm going to assume the Dock is a sure thing, but I won't be holding my breath for those Lynx, NeoGeo Pocket and Game Gear cart adaptors. If they do come out, I may try to track down a few of the good games for those systems, otherwise it won't be a big loss. I just want to play GB/GBC/GBA games on this thing.
  17. If I may suggest a quick idea, you could borrow a page from Pitfall and split the screen into parallel outdoors and underground paths. The player could go from outdoors down into the underground cave, or come up from the cave to the outdoor path, at specific locations. The player can pick the path he wants and face different enemies along the way. In a two-player game, one player could play on the top path while the other could be doing battle in the bottom path, or they could choose to cooperate together in the same path. Considering your barbarian character is rather small, this would be an interesting way to make use of the screen real estate.
  18. Just my personal opinion, but I think you should rework this game into a clone of Golden Axe. Make this an F18A exclusive (i.e. Phoenix exclusive) with slow horizontal scrolling and maximum use of sprites (without that pesky 4-sprite-per-scaline limit). I say this because I believe what players really want to do with this type of game is kick some mercenary/troll/orc/dragon butt, not so much exploring a "limited sandbox" countryside. So make it a 2D game with a little bit of 3D depth so you can move up and down, like Golden Axe or Double Dragon. Oh, and two-player co-op would make the game even cooler. Just sayin'.
  19. I voted: Arcade Conversions: Because there are still a lot of old arcade games that would be perfectly at home on the ColecoVision. Phoenix Exclusives: Because of the integrated F18A, we can have games that display 32 sprites on any scanline without any flicker, and that alone opens up quite a lot of possibilities (I'm thinking Bubble Bobble in particular, or also a redux of Popeye). There's also hardware-based scrolling that creates even more opportunities for games that could never be done on the standard ColecoVision. Lots and lots of potential in that little clone console. Others: Because we're still waiting for several Coleco vaporware titles to be worked on and eventually released, like Wild Western, Skiing, Dracula, and more. And there are also quite a few Atari 2600 games that could be brought over to the Phoenix, with added features.
  20. Spy Hunter? If yes, than if one foot pedal is for accelerating and the other is for slowing down, it's going to feel a little weird for the player if he has to refrain from pressing a pedal if he wants to keep his car's speed constant. If not, then it has to be Dukes of Hazzard. Destructor wasn't really designed for two foot pedals, and it wouldn't work well.
  21. I could swear I saw Spanish CBS1 in the past... But my memory is fuzzy, so they were probably all CBS5.
  22. Yeah, I'd like to know more about this one too.
  23. The "they" in question would have been video game magazines of the time. They would have rated SMB2J as "too hard", and it would have sparked some controversy because not everyone reads such magazines. BITD, parents bought NES games for their kids, and they would have bought SMB2J without asking any question, simply because it's a sequel to the beloved NES pack-in game. Nintendo would have felt the heat from many parents for releasing such a frustrating game onto the unsuspecting populace.
  24. Generally, CV homebrewers have dibs on their ports. Porting an MSX or SG-1000 game which has already been ported previously is considered bad form, and also a bit futile, since the port is already out there, often with box and manual, so you'll have a hard time finding new buyers for your duplicate port.
  25. If you want a copy of R-Type, just contact me by e-mail.
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