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Posted on 19-01-05, 00:03 in I have yet to have never seen it all.
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Post: #181 of 1164
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Posted by Nicholas Steel
Yeah, physics, gameplay speed and the start Timer are all tied to FPS which is... just annoying.
I'm giving him a pass, since it is only intended as a tech demo anyways.

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Posted on 19-01-05, 06:21 in Various copyrighted stuff is finally becoming public domain (revision 1)
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Post: #182 of 1164
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Posted by ndiddy
If you are affiliated with any government, anti-piracy group or any other related group, or were formally a worker of one you CANNOT enter this web site, cannot access any of its files and you cannot view any of the HTML files. If you enter this site you are not agreeing to these terms and you are violating code 431.322.12 of the Internet Privacy Act signed by Bill Clinton in 1995 and that means that you CANNOT threaten our ISP(s) or any person(s) or company storing these files, and cannot prosecute any person(s) affiliated with this page which includes family, friends or individuals who run or enter this web site.







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Posted on 19-01-05, 10:49 in Games You Played Today REVENGEANCE
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Post: #183 of 1164
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So, I got a flash cart for Christmas, and I've been poking at various 99/4a games I never owned. Poking as much as a failed pair of joysticks allows, anyways. Hooray for keyboard controls!


One of those games was a sequel to TI's legally distinct eating-things-off-the-floor maze game, Munch Man.
Munch Man II isn't as concerned with not looking like Pac-Man as the original was, so the hoonos(tm)(definitely not ghosts) live in the center of the maze instead of in four houses in the corners. Munch Man himself starts in the maze instead of in his house, and you eat things off the floor instead of laying chain down onto the floor(a change the manual calls out as a major feature).

Munch Man II does some interesting things. While the original had one maze(like a certain Namco title), Munch Man II has two mazes... and unlike a certain Midway-developed title, you play both of them at once. Exit gates take you from one maze board to the other, and you clear a stage by clearing both boards. There's also a teleporter that roams around the maze more or less at random that will warp you to the other board if you move into it. When you move into the other board, you are completely alone in the maze until the hoonos "catch up"(the game doesn't actually track their position across both boards, and they enter through the side gates a fixed time after you enter the second board). This makes for some interesting complexities over the standard maze game.


On the other hand, the hoonos are faster and more aggressive than they used to be, there are only exits on one side of either maze, energizers don't last nearly as long, and the boards are designed so that you have limited movement options coming out of an exit. The game is designed to be much harder than the original Munch Man(which aimed to be similarly difficult to a game starring a yellow puck), and... it succeeds at that.


https://www.youtube.com/watch?v=layZEOQMJKs



I'm mentioning it mainly because the dual-maze mechanic is interesting.

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Posted on 19-01-06, 09:14 in Sneeze9x
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Post: #184 of 1164
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Posted by Broseph


From what I remember "addmusic" (for SMW hacks) was one of the biggest culprit of hacks not working on hardware.

That and illegal writes to VRAM.

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Posted on 19-01-12, 23:09 in bSNES beta
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Post: #185 of 1164
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Maybe he's just discovered the wonders of the NeoGeo Pocket in earnest and become addicted to Biomotor Unitron.

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Posted on 19-01-13, 02:46 in bSNES beta
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Post: #186 of 1164
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Posted by tomman
Isn't there that isn't obscure about the NGP(C)?

For starters, there is the CPU used, a weirdass Toshiba MCU that nobody but proud drunken Japanese businessman would ever pick...

Odd, I'd always heard the NeoGeo Pocket used a 68000.
This is the "GameBoy Z80" thing all over again.

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Posted on 19-01-15, 07:36 in bSNES beta
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Post: #187 of 1164
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Posted by byuu

> This is the "GameBoy Z80" thing all over again.

It's the complete opposite. The Sharp SM83 (GB CPU core) is a somewhat stripped down Z80. The TLCS900H is like, "what if we took the Z80, and added the complexity of a 68K on top of it, and then built in timers and micro DMA into the core itself? Oh and just for fun, what if we marked about 40 things as undefined behavior, and didn't provide publicly available instruction cycle timings? Oh yeah, and SPARC register windows sound like a good idea, let's add those too, only let's make it even more complicated."

Then as the cherry on top, there's the fun of supporting a CPU that was never used in anything else, so there's nothing out there like krom's 65816 tests, or zexall/zexsms, or ARMwrestler, to refine your new core. And it's obscure enough that 100% of NGPC emulators are all based on NeoPop, which was never good to begin with.

Oh man, that does sound like a nightmare. I do not envy you this task, though I've got a certain fondness for the NGPC and appreciate that you've taken this cross upon yourself.



I just meant in terms of people claiming it used a bog-standard processor when it uses something that, while RELATED, is different enough to be its own thing.
It is kind of like if people widely claimed that 6502-based systems used 6800 processors, or Z80 systems were 8080-based. Or, I guess the opposite, given the popularity ratios there.

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Posted on 19-01-15, 13:42 in Computer Technology News/Discussion
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Post: #188 of 1164
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And AMD is talking to Microsoft about fixing the scheduler bug that hamstrings EPYC and THREADRIPPER processors in Windows.

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Posted on 19-01-16, 00:08 in Computer Technology News/Discussion
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Post: #189 of 1164
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Posted by tomman
Your friendly reminder from the engineers at Toshiba that spinning rust storage devices still have plenty of future ahead:

https://www.storagereview.com/toshiba_announces_16tb_mg08_series_hdds
https://toshiba.semicon-storage.com/us/product/storage-products/enterprise-hdd/mg08.html

Yes, those are your next SWEET SIXTEEN TERABYTES* for your pr0n, RAWMz and Steam backlogs. On helium, no less!

I want two, please.

*Actually 14.55 TiB. Sadly, beancounters still run the show at Toshiba.
LONG LIVE THE DISK!

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Posted on 19-01-17, 01:16 in Computer Technology News/Discussion
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Post: #190 of 1164
Since: 10-30-18

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Duplicates from diffrent performances. Start archiving concerts.

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Posted on 19-01-17, 06:15 in bSNES beta
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Post: #191 of 1164
Since: 10-30-18

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Posted by ndiddy
It's so obscure that there's pretty much no support for it in any third-party open source software, so I had to track down the official SDK from a scanner manufacturer's FTP in order to make my shitty homebrew.

STOP THE HUMANOID. INTRUDER ALERT. INTRUDER ALE-
"A questionably accurate clone of the Atari 2600 game Berzerk."


So you aren't doing the original arcade speech, then?
I have but one thing to say to that.

CHICKEN, FIGHT LIKE A ROBOT.


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Posted on 19-01-18, 11:00 in Games You Played Today REVENGEANCE
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Post: #192 of 1164
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Posted by Screwtape
Posted by CaptainJistuce
I might type up a proper review later.

That's what the thread's for, bring it on!


I'm like three months late here, but let's see if I can't get some thoughts up about Blue Reflection.

First, I retract the "aimed at teenage girls" statement. Found an interview with the producer, and despite being a bright, fluffy, pastel-colored magical girl story set in an all-girls high school, the game was designed for males. This actually hurts my impressions of the game a bit, as it changes my perception of some scenes and makes them somewhat voyeuristic.

Anyways. Disclosure presented, moving on now.




The plot!
You play a young girl named Hinako. She was a ballet prodigy, accepted into a prestigious high school on the merits of her awesome ballet skills. WAS a ballet prodigy. An accident injured her leg badly, and she can't dance anymore. Her knee can't handle the stress and collapses under her. The school didn't rescind her admission, but it DID bump her out of the "special" course and into the regular plebe course for lame-o normies. Not that it matters, as Hinako spent a few months depressed in her bedroom and didn't go to school anyways.

But time waits for no one. Wounds scab over, seasons change, and sometimes people find strength in odd places. As it is with Hinako. When she realizes the calendar says her classmates are changing from winter uniforms to summer uniforms today, she decides she probably ought to go to school and not let the summer uniform go to waste like the winter one did.

And then things get weird.


To make a long story short, this prestigious high school was built on top of a hellmouth. Only instead of belching demons forth into the real world, it makes people go crazy. And Hinako is just the unsuspecting girl to have magical powers awaken and fix it. Along with her two mysterious classmates, Yuzu and Lime, she can use her newly-awoken magical girl powers to step into people's heads, find the juicy emotional knots driving them mad, kill the demons trying to eat them, and save their classmates' sanity. And maybe along the way, open her own heart up and make some friends.
...
Look, there's good reasons I thought this game was made for teenage girls, okay? And it STILL isn't the dumbest, least realistic, or most overwrought thing I've seen in a JRPG, though that is certainly damning with faint praise.


The characters themselves are all actually fairly well-written. Most of them feel like real people, and the ones that don't are quite obviously exaggerated for comic effect. Apparently, the producer actually spent time interviewing teenage girls for this purpose. As you've probably noticed by now, I place a premium on believable characters, so the effort is appreciated.



The gameplay consists of ambling about school and talking to girls to either A. increase your friendship gauge, or B. jump into their head to beat monsters up. The fantasyland in the girls' head is luscious, brightly-colored, and definitely the better part of the game.

Combat COULD be interesting and engaging, if the game wasn't about as difficult as cutting overcooked spaghetti.

That's the game's greatest flaw, nothing lives long enough for the various mechanics present to be of any consequence. There's a LOT of interesting wrinkles in the combat engine, and with some different enemy stats, it would carry a lot of depth, but... nope. If I could change ONE thing, it would be combat difficulty.


-------------




But all that isn't why I got the game. That the writing is compentent and the gameplay has potential was a pleasant surprise. I'm here because of shit like this:

This is the first boss of this game about going to high school and talking with your classmates.

I got this game because it has a distinct visual style. The menus all have a nifty diagonal grid motif, the enemies and environments are all fun to look at(except for the boring high school map), and I'm not above buying a game just because it has an interesting aesthetic.



This was going to go on longer, but my muse took a vacation somewhere. This has been sitting in Notepad long enough.

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Posted on 19-01-18, 13:04 in Games You Played Today REVENGEANCE
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Post: #193 of 1164
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Posted by Screwtape
So what you're saying is, it's the Bizarro World version of Psychonauts?
Sounds like a fair assessment.

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Posted on 19-01-20, 11:56 in Games You Played Today REVENGEANCE
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Post: #194 of 1164
Since: 10-30-18

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Well. This is unexpected.

https://www.spike-chunsoft.com/games/yu-no/

Yu-No is a seminal and iconic japanese adventure title, I greatly enjoyed my time with the fan-translation of the original, and I'd given up any hope of seeing the remake in english. Then this wanders across my browser out of nowhere.




I have but two questions:
1. Is Spike Chunsoft actually any good? I know nothing about them.
2. Are they bringing over the first-pressing bonus port of the original version of the game too?

The answers to these questions won't actually stop me from buying this, but it would be nice to know how high to set my hype-meter..

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Posted on 19-01-21, 10:37 in Board feature requests/suggestions
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Post: #195 of 1164
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Kawa, can you make the board more active?

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Posted on 19-01-21, 10:38 in Mozilla, *sigh*
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Post: #196 of 1164
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Posted by tomman
Except for the "optionally" bit: when you hit "Save" after taking the screenshot, it will NOT be saved to a .png file to your HDD as you would expect. No way Jose, that's not how things are done in the post-PC age! Firefox will first upload the screenshot to Mozilla (without your explicit consent!), THEN it will download it back to your PC.

HAHA WHAT?!?!

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Posted on 19-01-21, 15:03 in Board feature requests/suggestions
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Post: #197 of 1164
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Posted by Kawa
No can do. As with any board, activity is up to the users.
You're one of those users! Spam!

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Posted on 19-01-21, 23:26 in Board feature requests/suggestions
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Post: #198 of 1164
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O SHIT, IT'S COVARR! I THOUGHT HE WAS DEAD!

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Posted on 19-01-22, 06:00 in Board feature requests/suggestions
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Post: #199 of 1164
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Posted by Kawa
Why would Cove be dead?
Because he's never on IRC anymore, and we all know that IRC is life.

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Posted on 19-01-22, 08:16 in Games You Played Today REVENGEANCE
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Post: #200 of 1164
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Posted by neologix
Posted by CaptainJistuce
1. Is Spike Chunsoft actually any good? I know nothing about them.


Fire Pro Wrestling series.
I don't know how good the localization is on those. I also know they're the US publisher for the Danganropa games, but I don't know how good THOSE localizations are either.



In unrelated news, STUPID POKEMON TRIVIA!

So I was curious how many polygons are in porygon's design. I was studying it, when I realized something was odd. The design was not actually a design someone would create to be rendered with triangles. In fact, there's several places where facets could serve to make a much more realistic bird-thing at no triangle increase.

It IS a design someone would make if their hardware rendered with QUADS, though.


Conclusion: Pokemon exists in a world where the Saturn beat the Playstation.

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