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zenintrude posted:And these are not yet (possibly not ever) supported by the SD2SNES... why did I order one of these things again?! I could have just got an Everdrive I suppose. The Everdrive and SD2SNES are both done by Krikzz. There is literally no way those games (like StarFox etc) will ever work in an Everdrive, but they are actively working on updates (mere files you throw on your SD card) that will allow you to play games with special chips. I am pretty positive they will get SuperFX games working. Even if they don't, there's not really any games (other than Starfox 2) that are expensive or something that use a SuperFX chip. Pablo Gigante posted:PSIV was 24 MegaBITS, not MegaBYTES. A Megabit is about 125 Kilobytes. They loved using Megabits to measure storage capacity on SNES/Genesis games for some reason. It's amazing that no matter how much of a computer and video game nerd I am, I will never, ever get this correct.
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# ? Jan 10, 2013 16:44 |
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# ? Jun 2, 2024 13:14 |
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Miyamotos RGB NES posted:It's amazing that no matter how much of a computer and video game nerd I am, I will never, ever get this correct. It took me a long time to figure this out. I remember when they were advertising Super Metroid as being the first 24 megabit game (incidentally I think the sheer cost of producing these is why the ROM contents are identical for US and Japanese copies of the game, cheaper to just do one giant production run), and scratching my head as to why it didn't have quite the degree of crazy visuals I was expecting for that filesize, compared to the PC games at the time which were in the 16-megabyte range (disk versions of Day of the Tentacle, Sam & Max, King's Quest VI). Having said that, I still don't have the slightest idea how the entirety of Super Mario World is only 512 kilobytes, considering most GIFs are bigger than that now.
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# ? Jan 10, 2013 16:51 |
Random question time. Does anyone know what the best USB controllers made with the SNES controller in mind are? The ones I see on Amazon have customer reviews mentioning lousy buttons or stiff D-pads, but I'm on the fence about this ThinkGeek one: http://www.thinkgeek.com/product/f08d/?rkgid=275668648&cpg=ogpla&source=google_pla&gclid=CPGHqa6S3rQCFU-d4Aodj0UAhQ Looks good, but there's no review section. Does anyone recommend this, or have any other suggested alternatives?
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# ? Jan 10, 2013 16:52 |
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Miyamotos RGB NES posted:The Everdrive and SD2SNES are both done by Krikzz. There is literally no way those games (like StarFox etc) will ever work in an Everdrive, but they are actively working on updates (mere files you throw on your SD card) that will allow you to play games with special chips. I am pretty positive they will get SuperFX games working. Even if they don't, there's not really any games (other than Starfox 2) that are expensive or something that use a SuperFX chip. Well, the SD2SNES carts that are at most of the vendors were assembled by KRIKzz, but they were actually designed by ikari_01, who also writes the firmware. Personally, though, I'm not as excited about the prospect of the SuperFX as I am about maybe getting the SA-1 implemented. I love Super Mario RPG.
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# ? Jan 10, 2013 16:52 |
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HKR posted:Do what I did with my ps2 having lid problems and just solder the leads together so the board thinks it's pressed down all the time. You won't be able to do disc swaps, I assume. Most games let you save for this, but I know Metal Gear Solid (1) will not. If you don't use the original discs, you can't even swap on a modchipped PS2. Only real way around this is to dump your save to USB, use an emulator through the disc swap, save, and put it back on the PS1 card.
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# ? Jan 10, 2013 16:53 |
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Kreeblah posted:Personally, though, I'm not as excited about the prospect of the SuperFX as I am about maybe getting the SA-1 implemented. I love Super Mario RPG. What's the chances of this happening on the SD2SNES? I'm taking stock of my SNES collection right now and wondering if I'll be able to sell SMRPG down the line to recoup some of the cost.
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# ? Jan 10, 2013 16:57 |
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zenintrude posted:What's the chances of this happening on the SD2SNES? I'm taking stock of my SNES collection right now and wondering if I'll be able to sell SMRPG down the line to recoup some of the cost. Dunno yet. ikari_01's been too busy working on the SuperFX to determine whether the SA-1 might be doable. If it does happen, it'll be a ways off. I think he plans on doing some other stuff before then (Game Genie support, if I remember right).
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# ? Jan 10, 2013 17:02 |
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Behonkiss posted:Random question time. Does anyone know what the best USB controllers made with the SNES controller in mind are? The ones I see on Amazon have customer reviews mentioning lousy buttons or stiff D-pads, but I'm on the fence about this ThinkGeek one: http://www.thinkgeek.com/product/f08d/?rkgid=275668648&cpg=ogpla&source=google_pla&gclid=CPGHqa6S3rQCFU-d4Aodj0UAhQ http://www.retrousb.com/product_info.php?cPath=21&products_id=29
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# ? Jan 10, 2013 17:06 |
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Behonkiss posted:Random question time. Does anyone know what the best USB controllers made with the SNES controller in mind are? The ones I see on Amazon have customer reviews mentioning lousy buttons or stiff D-pads, but I'm on the fence about this ThinkGeek one: http://www.thinkgeek.com/product/f08d/?rkgid=275668648&cpg=ogpla&source=google_pla&gclid=CPGHqa6S3rQCFU-d4Aodj0UAhQ Why not just use the SNES pads you already own? http://www.amazon.com/SNES-Controller-Adapter-USB-Super-NES/dp/B002IXZ5DE
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# ? Jan 10, 2013 17:06 |
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Behonkiss posted:Random question time. Does anyone know what the best USB controllers made with the SNES controller in mind are? The ones I see on Amazon have customer reviews mentioning lousy buttons or stiff D-pads, but I'm on the fence about this ThinkGeek one: http://www.thinkgeek.com/product/f08d/?rkgid=275668648&cpg=ogpla&source=google_pla&gclid=CPGHqa6S3rQCFU-d4Aodj0UAhQ Absolutely buy a USB adapter rather than any third-party controller. It's been said many times in this thread, but most third-party controllers for these consoles are absolute trash. I would also recommend this route so you can change your controller later on. edit: I haven't seen anyone talk about the Amazon one linked above, but the RetroUSB one is high quality with very little lag. Buy that one.
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# ? Jan 10, 2013 17:07 |
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Pablo Gigante posted:PSIV was 24 MegaBITS, not MegaBYTES. A Megabit is about 125 Kilobytes. They loved using Megabits to measure storage capacity on SNES/Genesis games for some reason. One of the alleged golden rules of marketing is that putting a number on the box -- any number, doesn't matter how big or small -- attracts attention. Hence SMS games talking about their whopping two megabits. Also, sorry to bring up an old conversation, but FF6's original translation is a really great work for the sort of time/space/programming constraints Square USA had to deal with at the time. By comparison, FF7's translation did not have these constraints but was instead simply incompetent (tho a lot was fixed in the PC version).
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# ? Jan 10, 2013 17:09 |
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I played Virtual On Oratorio Tangram last night and after fumbling with the controls for a bit I got the hang of it except for the fact that the "special" button (the arcade version's start button) is mapped to up/down on the analog stick and you need that for some moves like Cypher transforming. You don't even need to turn because it's slow and you can just lock on to enemies by either dashing around like crazy or hitting the jump button twice. It's kind of ridiculous how people complained about the controls when they just take some getting used to. Also the music owns and the intro is fantastic. https://www.youtube.com/watch?v=KVIy3OrIPrk
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# ? Jan 10, 2013 17:15 |
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univbee posted:It took me a long time to figure this out. I remember when they were advertising Super Metroid as being the first 24 megabit game (incidentally I think the sheer cost of producing these is why the ROM contents are identical for US and Japanese copies of the game, cheaper to just do one giant production run), and scratching my head as to why it didn't have quite the degree of crazy visuals I was expecting for that filesize, compared to the PC games at the time which were in the 16-megabyte range (disk versions of Day of the Tentacle, Sam & Max, King's Quest VI). Level layout data is actually really, really small because it uses a set of tiles for the graphics and then the level layout is just a map of the tiles. Additionally, graphics take up a lot less room on an SNES than they do on modern computers because a) there are fewer colors available, so each pixel requires less data to declare its color, and b) the resolution is much smaller.
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# ? Jan 10, 2013 17:16 |
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Miyamotos RGB NES posted:Also since you guys are getting your SD2SNES' finally, I can report that this thing is excellent: Awesome. I completely forgot that i linked that to you. Great to hear that it works right. I'm gonna hold off on buying it though, because as much as it bothers me that the SD card sticks out, it doesn't bother me enough yet to pay $20... $20 that could be spent on other stuff.
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# ? Jan 10, 2013 17:20 |
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SUPER HASSLER posted:One of the alleged golden rules of marketing is that putting a number on the box -- any number, doesn't matter how big or small -- attracts attention. Hence SMS games talking about their whopping two megabits. Yeah this is a thing on magazine covers too. Numbers = sales
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# ? Jan 10, 2013 17:21 |
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fatpat268 posted:Awesome. I completely forgot that i linked that to you. Great to hear that it works right. To be fair to the eBay seller, he's hand making them, and the Kickstarter variant is way more expensive. SUPER HASSLER posted:FF7's translation did not have these constraints but was instead simply incompetent (tho a lot was fixed in the PC version). Yeah but then you have to listen to MIDI files
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# ? Jan 10, 2013 17:25 |
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Miyamotos RGB NES posted:Yeah but then you have to listen to MIDI files
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# ? Jan 10, 2013 17:27 |
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Miyamotos RGB NES posted:Yeah but then you have to listen to MIDI files MIDI doesn't have to sound bad, though. If you get a wavetable-based sequencer (or an actual synthesizer) and some good samples, it can sound quite good.
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# ? Jan 10, 2013 17:30 |
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SUPER HASSLER posted:One of the alleged golden rules of marketing is that putting a number on the box -- any number, doesn't matter how big or small -- attracts attention. Hence SMS games talking about their whopping two megabits. Best example of this in action from the Batman Arkham City Harley Quinn DLC store page on Steam: "Over 2 hours of unique content"
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# ? Jan 10, 2013 17:31 |
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SUPER HASSLER posted:By comparison, FF7's translation did not have these constraints but was instead simply incompetent (tho a lot was fixed in the PC version). Just curious, is there any way to get a fixed translation of FF7 onto a PSP? I want to play the game again and PSP is my best bet to do it.
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# ? Jan 10, 2013 17:33 |
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# ? Jan 10, 2013 17:34 |
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Kreeblah posted:MIDI doesn't have to sound bad, though. If you get a wavetable-based sequencer (or an actual synthesizer) and some good samples, it can sound quite good. FF7 went really weird with its MIDI support, because the latin vocals in the final boss fight were only present if you had an AWE64 sound card that would load the game's custom sound banks, which still didn't sound right compared the PS1 version. No idea how this plays out on the recent re-release.
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# ? Jan 10, 2013 17:38 |
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SUPER HASSLER posted:One of the alleged golden rules of marketing is that putting a number on the box -- any number, doesn't matter how big or small -- attracts attention. Hence SMS games talking about their whopping two megabits. Games today still cannot match two mega-power.
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# ? Jan 10, 2013 17:41 |
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univbee posted:FF7 went really weird with its MIDI support, because the latin vocals in the final boss fight were only present if you had an AWE64 sound card that would load the game's custom sound banks, which still didn't sound right compared the PS1 version. No idea how this plays out on the recent re-release. I get the impression that the PS1 version has a combination of CD audio streamed off the disc and programmed MIDI. If I'm right (I'm probably not) then it's probably how they were able to get weirdly high quality voice samples and stuff going along with some pretty archaic sounding beeps and boops.
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# ? Jan 10, 2013 18:01 |
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Do those of you with SD2SNES carts and the like still keep or collect physical carts as well?
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# ? Jan 10, 2013 18:15 |
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kynikos posted:Do those of you with SD2SNES carts and the like still keep or collect physical carts as well? I personally do, even though I swore I wouldn't. I mainly use it for very expensive games (Earthbound, EVO) or hacks/translations/prototypes/betas/etc.
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# ? Jan 10, 2013 18:19 |
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Miyamotos RGB NES posted:Just making sure this is the post you mean: Yes, thank you. Sorry, I went to sleep. Trim it down however you want.
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# ? Jan 10, 2013 18:20 |
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univbee posted:
I like to think about RPGs like this, too. My first playthrough of FF6 was like 98 hours. The game is like 2-3 megabytes. That's a lot of entertainment in a small package.
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# ? Jan 10, 2013 18:25 |
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cat doter posted:I get the impression that the PS1 version has a combination of CD audio streamed off the disc and programmed MIDI. If I'm right (I'm probably not) then it's probably how they were able to get weirdly high quality voice samples and stuff going along with some pretty archaic sounding beeps and boops. I think what they did was use a custom sound bank; on the PC side, the Gravis Ultrasound was one of the pioneer sound cards for this technology; unlike the Sound Blasters of the day, drivers were required, as well as the installation of about 6 floppy disks containing recordings of all the sound samples the card would use, which would be uploaded into the RAM that was built onto the GUS card (which was a colossal card, basically the length of the high-end graphics cards of today minus the giant fans). Because this card allowed easy software MIDI remapping via a game-specific INI file, a few games exploited this, like the DOOM games, Duke Nukem 3D and Xcom: UFO Defense. The sound card also hardware-accelerated special types of files that were basically MIDI + the sound samples; popular formats included MOD, S3M and XM files, and in the early days of the internet a lot of Final Fantasy music was distributed in this format. You could play these files using just your CPU with the right software but I think this provided too much overhead for gaming use in those days, so I'm not familiar with any games specifically using this technology for PC. The game industry skipped straight from MIDI using whatever samples your sound card could handle, to CD Audio or some other equivalent. Final Fantasy VII's original PC release loaded a custom sound back if you had a Sound Blaster AWE64, which had on-board RAM allowing for sample swapping in the same way the Gravis Ultrasound did back in the day. It uploaded new "instruments" which were the latin vocals for the final boss fight.
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# ? Jan 10, 2013 18:41 |
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Code Jockey posted:I like to think about RPGs like this, too. My first playthrough of FF6 was like 98 hours. The game is like 2-3 megabytes. That's a lot of entertainment in a small package. When a friend and I both first got into emulation, the first thing we said was how sad it is that the entirety of Atari's game collection; millions of dollars and unimaginable man-hours, can all be crammed into a zip file and put on two floppy disks.
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# ? Jan 10, 2013 18:46 |
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I just want to time travel to when I was a kid, and hand my younger self a PSP with emulators filled with ROMs
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# ? Jan 10, 2013 18:49 |
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Miyamotos RGB NES posted:Yeah but then you have to listen to MIDI files Hey watch how you talk about the self-proclaimed 'greatest role-playing adventure on the PC'!
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# ? Jan 10, 2013 18:51 |
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triplexpac posted:I just want to time travel to when I was a kid, and hand my younger self a PSP with emulators filled with ROMs I first got into SNES emulators in the mid 90's, while SNES games were still (kind of) being sold, and when sound wasn't even a thing in emulators. Not to bootleg stuff of course, but just because the idea of playing SNES on my PC sounded so awesome. I think what you suggested would have been the final nail in the coffin in not graduating high school. But Rocks Hurt Head posted:Hey watch how you talk about the self-proclaimed 'greatest role-playing adventure on the PC'! I still have mine! PLUS the huge player's guide made for it!
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# ? Jan 10, 2013 18:53 |
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But Rocks Hurt Head posted:Hey watch how you talk about the self-proclaimed 'greatest role-playing adventure on the PC'! I had an ATI Rage Pro Turbo 2X. I hated it.
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# ? Jan 10, 2013 18:55 |
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Miyamotos RGB NES posted:I still have mine! PLUS the huge player's guide made for it! Got mine still too, plus the French version (which came in a regular 4-CD Jewel case inside the giant PC box).
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# ? Jan 10, 2013 18:59 |
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triplexpac posted:I just want to time travel to when I was a kid, and hand my younger self a PSP with emulators filled with ROMs I want to time travel to when I was a kid and tell myself BUY ALL OF THE EARTHBOUNDS
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# ? Jan 10, 2013 19:00 |
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FF7 made me buy my first dedicated graphics card (a Voodoo3).
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# ? Jan 10, 2013 19:13 |
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FF7 and FF8 for the PC were superior due to that aforementioned MIDI. Is there a way to play the awesome MIDI files without having to use a virtual machine?
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# ? Jan 10, 2013 19:19 |
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kynikos posted:Do those of you with SD2SNES carts and the like still keep or collect physical carts as well? It depends. I tend to still collect the carts worth keeping, like RPGs and the other staple snes games. But for other stuff, I keep it on the flash cart. And of course, it's great for hacks and translations.
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# ? Jan 10, 2013 20:17 |
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# ? Jun 2, 2024 13:14 |
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Miyamotos RGB NES posted:The Everdrive and SD2SNES are both done by Krikzz. There is literally no way those games (like StarFox etc) will ever work in an Everdrive, but they are actively working on updates (mere files you throw on your SD card) that will allow you to play games with special chips. I am pretty positive they will get SuperFX games working. Even if they don't, there's not really any games (other than Starfox 2) that are expensive or something that use a SuperFX chip. Only one off the top of my head is Virtual racing. Wasper fucked around with this message at 20:31 on Jan 10, 2013 |
# ? Jan 10, 2013 20:28 |