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The division that made a lot of those 16-bit Disney games is the same one that made Resident Evil but the "RE runs on the Goof Troop engine!" thing came from Tim Rogers and is completely unsubstantiated, as far as I know.
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# ? Apr 5, 2017 14:47 |
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# ? Jun 5, 2024 10:30 |
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Mak0rz posted:People keep saying this and I can't tell if they're serious or not. Goof Troop is a very good game (with awesome coop) with lots of keys to find and areas broken up into single screen puzzle rooms that was directed by Shinji Mikami the same year he and Capcom began working on Resident Evil so it's hard to imagine that it didn't have some slight influence on the latter.
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# ? Apr 5, 2017 15:04 |
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PaletteSwappedNinja posted:The division that made a lot of those 16-bit Disney games is the same one that made Resident Evil but the "RE runs on the Goof Troop engine!" thing came from Tim Rogers and is completely unsubstantiated, as far as I know. Yeah, the engine claim is absurd at best. Neo Rasa posted:Goof Troop is a very good game (with awesome coop) with lots of keys to find and areas broken up into single screen puzzle rooms that was directed by Shinji Mikami the same year he and Capcom began working on Resident Evil so it's hard to imagine that it didn't have some slight influence on the latter. I know what Goof Troop is (it rules) and I'm not necessarily doubting that it had an influence, I just have doubts over how much. There's a difference between "some gameplay elements from Goof Troop inspired some elements in RE" and "Goof Troop was the precursor to Resident Evil"
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# ? Apr 5, 2017 15:29 |
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Is goof troop for ps1 or what
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# ? Apr 5, 2017 15:32 |
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Sweet Home is brilliant and like Earthbound it has a bunch of "why aren't people copying this???" design choices. Strangely the only other RPG I can think of that feels even remotely similar to Sweet Home is Tokyo Twilight Busters on PC98, which copies almost every gameplay conceit (limited inventory and resources, split party up to do things simultaneously, survival horror theme) and was made by Wolf Team before they turned into the Tales developers.cosmicjim posted:It's unplayable for me because of how much I hate the music:( You're insane. Who the gently caress dislikes Junko Tamiya?
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# ? Apr 5, 2017 15:34 |
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Empress Brosephine posted:Is goof troop for ps1 or what SNES. Play it with a friend. It's real good.
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# ? Apr 5, 2017 15:39 |
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Mak0rz posted:Yeah, the engine claim is absurd at best. Definitely. While Resident Evil 1's source code is not publicly available so we can't know for sure IIRC it runs on a very early version of the Quake 1 engine. People have speculated but I think that makes the most sense because of some shared file format names and some other observed things in the game. The timeline would also match since while both Resident Evil 1 and Quake 1 were released within a year of each other the engine itself had of course already been in development for a while and would have already been getting worked on/available to other devs. A slightly more modern instance of that is the Source engine, the first released game on the Source engine is Vampire the Masquerade: Bloodlines. But yeah it's crazy for me that someone would claim that Goof Troop shares any code with Resident Evil just based on Goof Troop's (pretty strong imo) structural similarities. Looking back at the article where Tim Rogers brings this up I'm surprised no one followed up on it at the time.
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# ? Apr 5, 2017 15:47 |
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Neo Rasa posted:Definitely. While Resident Evil 1's source code is not publicly available so we can't know for sure IIRC it runs on a very early version of the Quake 1 engine. https://www.youtube.com/watch?v=zRfmFdaBdyk
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# ? Apr 5, 2017 16:40 |
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Actually, if you squint at the ISO with a microscope very carefully I think you'll find that Resident Evil 1, and indeed every Capcom game from the last 21 years, has been built with a variant of Lithtech.
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# ? Apr 5, 2017 16:52 |
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Is there any real interest in rgb on the 2600? The only consoles I have left are the atari stuff, and I was considering doing the video mod since rf is kind of a pain in the dick. Composite is cheap and easily available for both the 2600s and 7800 i have, but viletim also has an rgb kit for the 2600 now.
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# ? Apr 5, 2017 17:45 |
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moron izzard posted:Is there any real interest in rgb on the 2600? The only consoles I have left are the atari stuff, and I was considering doing the video mod since rf is kind of a pain in the dick. Composite is cheap and easily available for both the 2600s and 7800 i have, but viletim also has an rgb kit for the 2600 now. The RGB mod for the Atari 2600 essentially involves replacing the video hardware entirely, while the composite mod is a lot less invasive. And frankly, the 2600 just doesn't put out a good picture regardless, so RGB modding it feels a bit pointless if you're just looking for better video. However, the 2600RGB kit does some really interesting stuff - it can allow you to have things like modifying a controller with an extra button, so that you can toggle the Reset and Select switches that are on the console itself from your controller, as well as implementing a pause function the system wouldn't normally have which also gets activated by the controller with the extra button. It also lets PAL games run on an NTSC console assuming your display scaler or whatever can handle 50 hz signals. So if you're interested in any of that other stuff, I'd say it's well worth a buy. The Reset and Select switches being controllable at the controller is particularly nice in a modern setup where you're not going to sit particularly close to the console.
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# ? Apr 5, 2017 18:11 |
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The Kins posted:Actually, if you squint at the ISO with a microscope very carefully I think you'll find that Resident Evil 1, and indeed every Capcom game from the last 21 years, has been built with a variant of Lithtech. Taking survival-horror to the extreme
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# ? Apr 5, 2017 18:13 |
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al-azad posted:Sweet Home is brilliant and like Earthbound it has a bunch of "why aren't people copying this???" design choices. Strangely the only other RPG I can think of that feels even remotely similar to Sweet Home is Tokyo Twilight Busters on PC98, which copies almost every gameplay conceit (limited inventory and resources, split party up to do things simultaneously, survival horror theme) and was made by Wolf Team before they turned into the Tales developers. It's not all the music, I just remember one particular song that played a lot that was uncomfortable to my eyes.
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# ? Apr 5, 2017 18:16 |
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cosmicjim posted:It's not all the music, I just remember one particular song that played a lot that was uncomfortable to my eyes. Ears? Or is it newfangled visual music? (I kid.) The NES, like the Genesis, has both really high and really low points to its sound.
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# ? Apr 5, 2017 18:21 |
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Prism posted:Ears? Or is it newfangled visual music? (I kid.) To different degrees too. I feel like it's way easier to get something that sounds like poo poo (or squeaky farts, in this case) on the Genesis than on the NES. The trade-off is that the Genesis can really make some mind blowing stuff, but it takes effort. This is of course based on my experience listening to hundreds of tracks for either system. I have no composing/programming experience with them so I could be very wrong and probably am
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# ? Apr 5, 2017 18:39 |
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Mak0rz posted:To different degrees too. I feel like it's way easier to get something that sounds like poo poo (or squeaky farts, in this case) on the Genesis than on the NES. The trade-off is that the Genesis can really make some mind blowing stuff, but it takes effort. I would say the NES was similar to early computers so everyone designing music for it knew what they were getting into. It's pretty telling that the best Genesis tracks use the sample channel for percussion while the absolute worst ones use it for strings.
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# ? Apr 5, 2017 19:26 |
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al-azad posted:...the absolute worst [Genesis tracks] use [the sample channel] for strings.
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# ? Apr 5, 2017 19:37 |
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got my xbox stuff in to mod it, now to find a version of xplorer 360 which is stupid hard to track down im learnig
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# ? Apr 5, 2017 19:43 |
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Maybe I should finally mod mine so I can follow along.
Kramdar fucked around with this message at 21:30 on Apr 5, 2017 |
# ? Apr 5, 2017 19:59 |
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Shadow Hog posted:Okay, now you have me curious; this doesn't quite bring any games to mind. (Though admittedly, I tend to seek out good examples of Genesis music, since it's not too difficult to find bad examples of it.) I'll need to dredge up my "bad music" folder after work but the first thing that came to mind is Zombies Ate My Neighbors but I take pity on whoever had to port that lavishly composed and beautifully sampled soundtrack to the Genesis' FM synth.
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# ? Apr 5, 2017 20:04 |
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Stupid xbox keeps deleting the files on my SD card lol
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# ? Apr 5, 2017 20:14 |
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Mak0rz posted:Is that the one that eventually inspired Resident Evil? Yeah, and its real obvious. Things like item management that I always thought were invented around the time of RE were actually done years and years, loving decades earlier in Sweet Home. You're carrying tonics and keys and weapons and trying to decide which to leave behind to free up space. You have a party to manage, if party members die THEY ARE PERMANENTLY DEAD, like holy poo poo, on FAMICOM?!? You have to divide your team into groups of 3 and 2, and each person has their own inventory. Its crazy detailed for a Famicom game. The art is really really impressive.
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# ? Apr 5, 2017 21:02 |
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The only way I can see the Goof Troop source code claim being true is if they used the code as a starting point for a SNES remake of Sweet Home. Would make sense based on them both being top-down 2D games.
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# ? Apr 5, 2017 21:14 |
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can't for the life of me get this micro sd and converter to work with my xbox ugh. this is the worst part
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# ? Apr 5, 2017 21:18 |
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Zaphod42 posted:You have a party to manage, if party members die THEY ARE PERMANENTLY DEAD, like holy poo poo, on FAMICOM?!? The rest, though, yeah, that's pretty involved for the console.
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# ? Apr 5, 2017 21:28 |
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Shadow Hog posted:I dunno that this one is that impressive; there are no less than two Fire Emblem games on Famicom, after all. Yeah, that's true, but I dunno.. for some reason that seems more natural to me in a tactical type game. Like, it wouldn't be crazy to have a chess game where your pieces get removed from play, and then remembering which pieces you had for the next game. But applying that to an RPG seems pretty fundamentally groundbreaking to me. Maybe less technically impressive and more impressive game design on that part.
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# ? Apr 5, 2017 21:37 |
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Everybody should watch the Sweet Home movie on Youtube: https://www.youtube.com/playlist?list=PL800833603CC3B8BC
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# ? Apr 5, 2017 21:39 |
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Dr. Dos posted:Everybody should watch the Sweet Home movie on Youtube: Its basically the same story as the game but the game is amazing and the movie is just a meh b-movie horror film, so I'd say hold off and play the game first if you can. There's English translations for it.
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# ? Apr 5, 2017 21:42 |
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Prism posted:Ears? Or is it newfangled visual music? (I kid.) Yes ears. No idea why I typed eyes. Anyways, here is the particular song that made me stop playing.... https://www.youtube.com/watch?v=Em-IFvYspjc
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# ? Apr 5, 2017 21:55 |
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Got it yay thanks again guys
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# ? Apr 5, 2017 22:32 |
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the transfer speeds over FTP any other way to transfer over to the xbox?
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# ? Apr 5, 2017 23:11 |
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Did sweet home ever get an English translation ?
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# ? Apr 5, 2017 23:15 |
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Jim Silly-Balls posted:Did sweet home ever get an English translation ? Official no, unofficial yeah. https://www.romhacking.net/translations/222/
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# ? Apr 5, 2017 23:18 |
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Empress Brosephine posted:the transfer speeds over FTP Nothing that's faster than the ethernet port, nah. There is an alternate FTP application for the Xbox which will handle transfers a bit faster though, the UnleashX dashboard, which can be run as a regular application from whatever normal dashboard you use. It transfers stuff up to 4 times faster than normal because it makes more efficient use of the network port.
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# ? Apr 5, 2017 23:32 |
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Hmm the one I installed automatically was the UnleashX and I'm using some Qwix program? But I'm going wired to wireless do that might be my problem. It just kind of times out. What FTP do you guys use to transfer games?
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# ? Apr 5, 2017 23:41 |
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Use WinSCP if you're using a Windows machine.
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# ? Apr 5, 2017 23:48 |
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Cindy Shitbird posted:The only way I can see the Goof Troop source code claim being true is if they used the code as a starting point for a SNES remake of Sweet Home. Would make sense based on them both being top-down 2D games. There's little to no chance they actually tried to just port the source code of Goof Troop over to the playstation, but there's a few quirks to how the game works that make it pretty clear they used the same techniques for faking 3D on a 2D plane.
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# ? Apr 5, 2017 23:50 |
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univbee posted:Use WinSCP if you're using a Windows machine. Do I need a special program or do I just move the Backup folder / ISO over?
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# ? Apr 6, 2017 00:01 |
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Tendales posted:There's little to no chance they actually tried to just port the source code of Goof Troop over to the playstation, but there's a few quirks to how the game works that make it pretty clear they used the same techniques for faking 3D on a 2D plane. The backgrounds are static images but Resident Evil's objects still exist in full 3D space.
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# ? Apr 6, 2017 00:20 |
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# ? Jun 5, 2024 10:30 |
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Tendales posted:There's little to no chance they actually tried to just port the source code of Goof Troop over to the playstation, but there's a few quirks to how the game works that make it pretty clear they used the same techniques for faking 3D on a 2D plane. What fake 3D does Goof Troop have? I only played a little of it and don't remember anything. (Not that I'm doubting you) Mak0rz posted:The backgrounds are static images but Resident Evil's objects still exist in full 3D space. Yeah, Resident Evil is done the same way Final Fantasy 7 and 8 are. Pre-rendered flat backgrounds (made in 3D using movie technology and then rendered to 2D textures) with simple polygonal characters rendered on top, placed in the scene where they should be based on the camera position in the pre-rendered background.
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# ? Apr 6, 2017 00:24 |