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    Posted on 19-07-16, 01:31
    Custom title here

    Post: #571 of 1164
    Since: 10-30-18

    Last post: 83 days
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    Posted by wareya
    Posted by sureanem

    Posted by creaothceann
    Well there's Angrylion RDP Plus.

    Sure, although it's way too slow for practical use.

    "n64 emulation is reclining"
    "<links accurate n64 eumlation thing>"
    "it's really slow so it doesn't count"
    Emulating things accurately hurts performance. Who knew?
    ZSKnight knew.

    --- In UTF-16, where available. ---
    Posted on 19-07-16, 12:20
    Stirrer of Shit
    Post: #508 of 717
    Since: 01-26-19

    Last post: 1783 days
    Last view: 1781 days
    Well, I said as much in my post, didn't I? I said it was a shame there aren't any good ones and that it's now in a sense too late, not that there aren't any accurate ones. But to my knowledge, no emulator can emulate Perfect Dark accurately yet (with perfect timings), which is why there aren't any serious TASes of it.

    Go on Google Trends for instance and see how many people are searching for Project64. And this is simple mathematics: if you were 10 in 1997, you'd be around 32 now. Whereas, in 2007-2009, they'd have been 22-24.

    I'm not going to say that no 32-year-olds play video games, nor that all 22-year olds do, but there certainly is a general trend in that direction. And shouldn't emulator development for platform X be a function of how many programming-proficient people who are interested in platform X in general?

    Granted, you might have some younger people who never touched the original console and still want to make emulators for them, just like you've got young people still listening to The Beatles. But the amount of people who are in shape to start a band and who like The Beatles is constantly declining over time, until it reaches some floor when the people born before 1970 will be dead (~2050).

    There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this.
    Posted on 19-07-20, 13:04
    Full mod

    Post: #307 of 443
    Since: 10-30-18

    Last post: 1121 days
    Last view: 192 days
    Today I got back into Bloodstained a little bit. Last time I played, I got the double-jump (well, more like jump-and-a-half) from a boss, so today I spent scouring over the map looking for places to use it. I had fun exploring, and found a few more secrets and upgrades, but I have not yet actually figured out what I'm supposed to do next.



    The ending of the words is ALMSIVI.
    Posted on 19-07-20, 13:58

    Post: #153 of 210
    Since: 10-29-18

    Last post: 1896 days
    Last view: 1868 days
    I've beaten the first boss and have done upgrades at the stores (yes, I've barely done anything). I'm still playing Fallout 3 for the second time, have started Desolate again (with 3 players, this time) and have played the new Borderlands 2 DLC 4 times.
    Posted on 19-07-20, 14:12
    Post: #31 of 60
    Since: 10-29-18

    Last post: 1662 days
    Last view: 1583 days
    >this raises some questions about how demon castle bureaucracy works

    I'd be up for a Papers, Please-style game set in the Castlevania universe where you play a low-level demon bureaucrat tasked with preventing vampire hunters et al from sneaking into the castle's inner sanctum via forged documents while not impeding "legitimate" castle ... business.
    Posted on 19-07-20, 16:28 (revision 1)
    Post: #59 of 202
    Since: 11-01-18

    Last post: 680 days
    Last view: 35 days
    that sounds like a Papers Please TC, which might be fun, but I would explicitly re frame the game play so the PC is serving two masters. Fully leverage the bureaucratic nightmare security theatre really is
    Posted on 19-07-21, 00:14 (revision 1)

    Post: #106 of 175
    Since: 10-30-18

    Last post: 1470 days
    Last view: 1470 days
    **edit**
    Summary: Screwtape: I'm lost.
    **/edit**

    Mild spoiler as to its location:


    You can semi-sequence break with some dive-kicks. You can *really* sequence-break with flying jump-kick cancels. I had some fun with that on my fresh nightmare run. But you might also break it to the point of preventing progress.
    Posted on 19-07-21, 02:13 (revision 1)

    Post: #154 of 210
    Since: 10-29-18

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    Posted on 19-07-21, 02:59
    Custom title here

    Post: #582 of 1164
    Since: 10-30-18

    Last post: 83 days
    Last view: 7 hours
    I know where it is and how to get to it, but I'm not going into any detail without confirmation he wants more clues.

    --- In UTF-16, where available. ---
    Posted on 19-07-21, 20:02 (revision 1)

    Post: #107 of 175
    Since: 10-30-18

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    Posted by Kakashi

    Sorry, fixed.

    *edit*
    Screwtape: I assume this is the PC version being used and you've been up-to-date at version 1.05 from the start? If not, that particular thing is what causes an infamous progression block on update. If you started on the old version and upgraded, you won't be able to get it.
    Posted on 19-07-24, 04:57 (revision 1)

    Post: #111 of 166
    Since: 10-29-18

    Last post: 1581 days
    Last view: 1257 days
    Finally, Gradius III on the SNES without slowdowns. No, but seriously this is pretty neat:

    SNES Gradius III SA-1.
    Many gamers of a certain age (this author included) remember the early '90s disappointment of buying the SNES version of hit arcade shmup Gradius III. In magazine screenshots, the game's huge, colorful sprites were a sight to behold, comparable to the 1989 arcade original. In action, though, any scene with more than a handful of enemies would slow to a nearly unplayable crawl on the underpowered SNES hardware.

    Now, Brazilian ROM hacker Vitor Vilela has righted this nearly three-decade-old wrong with a ROM patch that creates a new, slowdown-free version of the game for play on SNES emulators and standard hardware.


    Even the Bubbles stage doesn't have much, if any, slowdowns.
    Posted on 19-07-24, 06:28
    Custom title here

    Post: #586 of 1164
    Since: 10-30-18

    Last post: 83 days
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    Pretty cool. Too bad it's still Gradius.

    Also, it takes away one of the biggest improvements made in the port from arcade to Super Nintendo. The arcade version was considered insanely and unfairly hard, even by people that think Gradius is not a misanthropic ball of hatred.

    --- In UTF-16, where available. ---
    Posted on 19-07-24, 07:44 (revision 1)

    Post: #112 of 166
    Since: 10-29-18

    Last post: 1581 days
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    Yeah. Gradius games have never been a favorite shmup series of mine.

    Just played the hack. It does play a lot smoother (and is much harder as a result) but at the end of the day, it's still Gradius III and doesn't suddenly turn the game in a great SHMUP or anything. I do quite like the soundtrack of III though.

    Maybe more games in the future will be SA-1-ed. It should be mentioned however that, from what the article said, it's not a simple matter of slapping an SA-1 chip on top of a regular SNES game either and there's quite a bit more work involved.

    Making a REAL Gradius III SA-1 Cartridge!
    Posted on 19-07-24, 09:15
    Custom title here

    Post: #587 of 1164
    Since: 10-30-18

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    Posted by Broseph
    Yeah. Gradius games have never been a favorite shmup series of mine.

    Just played the hack. It does play a lot smoother (and is much harder as a result) but at the end of the day, it's still Gradius III and doesn't suddenly turn the game in a great SHMUP or anything. I do quite like the soundtrack of III though.

    It's kind of a shame. Konami has, at times, touched upon the changes that would be needed to make Gradius a great shooter. But they always stumble and then back off for more comfortable terrain.


    Maybe more games in the future will be SA-1-ed. It should be mentioned however that, from what the article said, it's not a simple matter of slapping an SA-1 chip on top of a regular SNES game either and there's quite a bit more work involved.
    Well, obviously. But the point is that the hack is proven possible.

    --- In UTF-16, where available. ---
    Posted on 19-07-24, 10:28

    Post: #174 of 456
    Since: 10-29-18

    Last post: 64 days
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    Posted by CaptainJistuce
    Also, it takes away one of the biggest improvements made in the port from arcade to Super Nintendo. The arcade version was considered insanely and unfairly hard, even by people that think Gradius is not a misanthropic ball of hatred.

    Just use an emulator that has a slowdown function...

    My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
    Posted on 19-07-24, 22:51

    Post: #113 of 166
    Since: 10-29-18

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    Posted by CaptainJistuce

    It's kind of a shame. Konami has, at times, touched upon the changes that would be needed to make Gradius a great shooter. But they always stumble and then back off for more comfortable terrain.


    Haven't really had time to actually play it but from what I saw Gradius Gaiden(PS1 -Japan exclusive) looks pretty good, as far as Gradius games goes.
    Posted on 19-07-25, 01:44
    Post: #33 of 60
    Since: 10-29-18

    Last post: 1662 days
    Last view: 1583 days
    Posted by Broseph
    Maybe more games in the future will be SA-1-ed. It should be mentioned however that, from what the article said, it's not a simple matter of slapping an SA-1 chip on top of a regular SNES game either and there's quite a bit more work involved.
    There was some crowd-powered thing where anyone can play through a game to help map out all of the stuff that needs to be hooked up to the chip, which the author suggested makes SA1 conversions into a couple-of-weeks task instead of a couple-of-months one.

    Someone in the thread suggested running a bunch of 100% TASes to easily and automatically map the games, but I doubt anything ever came of that (or the mapping project, in general).
    Posted on 19-07-25, 06:15 (revision 3)

    Post: #114 of 166
    Since: 10-29-18

    Last post: 1581 days
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    Posted by hunterk
    There was some crowd-powered thing where anyone can play through a game to help map out all of the stuff that needs to be hooked up to the chip, which the author suggested makes SA1 conversions into a couple-of-weeks task instead of a couple-of-months one.

    Someone in the thread suggested running a bunch of 100% TASes to easily and automatically map the games, but I doubt anything ever came of that (or the mapping project, in general).


    I've been reading on it a bit. The author goes into more details here. Don't know if anything will come out of this but it's very interesting still. Personally I think Super Ghouls ‘N Ghosts would be a good candidate as the game has some performance issues (though nothing even approaching Gradius III).

    He also mentions games like Super Metroid as a possible game but I don't think it would benefit from the whole process all that much as the game runs pretty smoothly as it is (unless of course someone were to make a complete overhaul hack of the game that could take advantage of the SA1 like having more enemies on-screen and things like that, which would be pretty cool but that's way beyond the scope of the project).
    Posted on 19-07-25, 07:11
    Full mod

    Post: #309 of 443
    Since: 10-30-18

    Last post: 1121 days
    Last view: 192 days
    In the Mesen-S thread on NESdev, Sour experimented with overclocking the SNES in the same way Mesen overclocks the NES: not changing the overall clockspeed (since that would destroy sync and make most games crash immediately) but pausing the rest of the system and executing a few hundred extra scan lines during vblank Apparently it works pretty well, and fixes slowdown in
    Gradius III, Super Ghouls 'n Ghosts, and Super R-Type.


    Getting back to my last post, I got some help from Jistuce on IRC. It turns out that Bloodstained's platforming physics on clockwork cogs is just as weird and glitchy as any sprite-based Castlevania, and the route I thought was blocked until I gained some kind of spike-immunity power-up was actually the way forward. I just had to jostle Miriam around until the game decided the invisible hitboxes would not intersect.

    The ending of the words is ALMSIVI.
    Posted on 19-07-25, 13:05
    Stirrer of Shit
    Post: #538 of 717
    Since: 01-26-19

    Last post: 1783 days
    Last view: 1781 days
    Posted by hunterk
    There was some crowd-powered thing where anyone can play through a game to help map out all of the stuff that needs to be hooked up to the chip, which the author suggested makes SA1 conversions into a couple-of-weeks task instead of a couple-of-months one.

    Someone in the thread suggested running a bunch of 100% TASes to easily and automatically map the games, but I doubt anything ever came of that (or the mapping project, in general).

    What about running a fuzzer? You're not really looking for 100% completion, you're looking for 100% code coverage. You would need to patch the emulator and the fuzzer, but in return you get utterly obscene code coverage, including deeply obscure paths no sane human being would take. You could also do it for games no sane person would play but which still should be emulated.

    This would also be helpful for regression testing emulators. Take the hash of each output frame given a particular input movie, then hash the frame hash list, optionally with Merkle hashing. Then you can do this a few times over and get however many test vectors you want. Even if it doesn't find all the edge cases it should find most of them, considering it would react to differences humans wouldn't necessarily spot. Doubly so for audio I'd reckon, which is a bit hard to eyeball.

    There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this.
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