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/vr/ - Retro Games

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>> No.10247013 [View]
File: 139 KB, 560x570, smug anime face.jpg [View same] [iqdb] [saucenao] [google]
10247013

>>10246993
>CWS.7z
>2.09 GB
Is this the Funky Kong Bundle or just dolphin porn?

>> No.4297270 [View]
File: 140 KB, 560x570, 1433696663007.jpg [View same] [iqdb] [saucenao] [google]
4297270

>>4297263
it's an elitist discourse masquerading as technological criticism. i find that to be dishonest and ultimately self-defeating, but what do i know

>> No.2635434 [View]
File: 140 KB, 560x570, 1434901897755.jpg [View same] [iqdb] [saucenao] [google]
2635434

Save state can't help you now

>> No.2618549 [View]
File: 140 KB, 560x570, 1434901897755.jpg [View same] [iqdb] [saucenao] [google]
2618549

>>2618302
I'm pretty sure it wasn't a hoax, but I'm alos pretty sure we'll never hear about it again. Dip shit dropped it in the river Gladden and it won't be seen again in this age.

In all likelyhood this thing wasn't a game changer. It's probably essentially an SNES with a disc drive for large/cheap ROMs, and maybe some extra audio equipment tacked on that takes advantage of the fact periphery equipment could mix into the SNES APU's output before being put onto the DAC.

If there were no games, then it's a fancy ass SNES that can play audio CDs.

That's it.

No new graphics chips. No new functionality. Just a Famicom disk drive 2.0 that couldn't even write back to disc.

The only reason why this is interesting past being a curiosity is that it is tangible evidence of the relationship between Nintendo and Sony in a critical time in video game development; transitioning from 2D to 3D.

>> No.2511863 [View]
File: 140 KB, 560x570, 1434901897755..jpg [View same] [iqdb] [saucenao] [google]
2511863

>>2510368
Lots of games already compress their data, so compressing again has diminishing returns because the files already have pretty high entropy. The only data you'd be able to compressing further would be uncompressed graphics (a rarity) and code (which isn't terribly compressible).

>> No.2507665 [View]
File: 140 KB, 560x570, 1434901897755.jpg [View same] [iqdb] [saucenao] [google]
2507665

>>2506652
1) Your emulator sucks. I'm using a hardware setting called overscan that increases the resolution I'm using from 256x224 to 256x239, adding two more tiles along the bottom row. I did this to increase the size of the playfield. Additionally I get some more time to calculate a frame, however I get less time to update the graphics during NMI. If you're emulator can't handle the awesomeness, I'm sorry.

2) Boxes will definitely move with gravity, and even squish unsuspecting players.

3) I'm tempted to do sound, but that's literally the last thing I'd do for this game if it's to be done at all. I first want a working game. Then I can add a _primitive_ sound engine later.

>>2506694
L shows vrtan's hitbox used for both background intersection and hurtbox intersection (although many games split these concepts into two hitboxes). R darkens the screen at the point when the next frame's calculation is done; everything in the darkened area is time spent waiting for the NMI, the time only safe time to update all the graphics registers. It helps to visualize how CPU intensive the game is. If ever the darkened area gets to the bottom, my game would skip an NMI update so it could finish calculating the next frame, effectively halving the frame rate.

Uppercuts are activated by pressing punch (Y) and then jump (B) during the punching animation. Try sliding from Y to B on your controller.

I haven't decided exactly how the gravity mechanic will work yet. Currently the player falls at a constant velocity (no acceleration). It could be that gravity gets weaker when the gauge gets close to zero, or that it is a visualization showing how close things are to flip. I have a lot of freedom programming the logic now that the gauge and antigravity are more or less in place.

>>2506702
Old enough to have grown up with the NES and SNES. If you can't code or draw graphics, ask questions about what I'm doing to make the thread more interesting than just me updating.

>> No.2504198 [View]
File: 140 KB, 560x570, 1434901897755..jpg [View same] [iqdb] [saucenao] [google]
2504198

I'm running the "let's make an SNES game" thread. No experience with G BASIC, but I know 65xx assembly very well.

Go into more detail how you did your detective work and what the results are. I have a hard time believing the SRAM on your cart failed, even though it's possible. Dirty connector pins or programming error seems more likely.

I can help troubleshoot with a bit more info.

>> No.2485715 [View]
File: 140 KB, 560x570, 1433585503059.jpg [View same] [iqdb] [saucenao] [google]
2485715

>>2485285
>[Anon says FF4 has no strategy, then praises FF8's junction system like it isn't just "equip HP and STR spells", and completely neglects the fact that GFs and Limit Break spam make the game even more brain dead than it already is.]

>>2485327
>[Same Anon admits that he wasn't very far in FF4 then also insults it. Proceeds to praise FF6 because you can equip "GFs" [sic] just like FF8. Disregards FF4's counter mechanics saying it's unexciting, even though it's a mechanic that adds depth because the game knows exactly what you have. Those mechanics (limited by character's unchanging abilities) weren't exciting until FF introduced a "purely skill based system" where anon can just class-out of the things that a boss would counter if counters are present.]

>Summary:
Anon wants all of his "skill", "challenge", and "excitement" to take place in menus before a battle happens rather than during the battle. He also prefers the option to change his characters at whim so that any "challenge" he may be presented with is negated by his pre-combat menu-managing "skill". Rather than dealing with "challenging" situations which might be overcome through "skill", he would prefer to bypass them entirely before they even happen.

>Conclusion:
"FF6 and FF8 are great games" ~ Anon

Your hate for FF4 is valid though if you are playing FF2US or FF4EasyType

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