Redkey
@Redkey@programming.dev
- Comment on Resident Evil fans, meet your Victorian cousin 1 week ago:
I played this on PS2 and I remember thinking at the time that it was extremely adequate. As you say, the reviews at the time were lukewarm but I think it’s worth a look for anyone trying scratch that itch who’s already finished the bigger names in the genre.
- Comment on Does Super Metroid get any better? 1 week ago:
I’ve never played the GBA games, and I still found Super Metroid bland.
I didn’t have an NES or SNES growing up, so I came to those games a little later on. However, Super Metroid was still the most recent game in the franchise when I played it. There were plenty of rave reviews even then, so I looked forward to playing it once I got my hands on a copy. I even bought a new controller for it.
Initially I actually found the game somewhat frustrating, but once I got used to Samus’ momentum and how the game had been designed to be played, I found it to be very well balanced. But I never felt like there was any real reason for me to go on other than to open new areas. Since it wasn’t referenced in any way (that I noticed) outside of the manual, “The Mission” didn’t seem important. And while the graphics were gorgeous for the time (and still are), that wasn’t enough for me. People often talk about the haunting and creepy feeling of the game’s world, but I didn’t get that. I felt that way about the Prime games, but Super Metroid just seemed empty and abandoned to me, not atmospheric.
A few years ago I was able to play AM2R and stuck to it all the way to the end, even 100-percenting it, and enjoying it thoroughly. But I don’t think I ever finished Super Metroid. I just put it down one day and never got back to it. And I don’t feel like it’s something I need to tick off some gaming bucket list. If you’re not really enjoying it, stop playing and don’t feel bad about it. There are already more good games in the world than anyone can complete before they die. You can’t play them all, so stick to the ones that resonate with you personally.
- Comment on Kool-Aid Man (1983) for the Atari 2600 1 week ago:
I’ve been trying to research the various glitches and variations between versions because I’m working on something that uses some undocumented features and precise timing. Unfortunately, I don’t have one good link that explains it well.
The issue stems from how player objects (the 2600 equivalent to sprites) are placed horizontally. For good and interesting reasons which are also technically involved and complicated, programmers can’t just send an X value to the graphics chip. Instead there’s a two-step process. First, the program sends a signal to the graphics chip when the TV raster is at approximately the desired horizontal position on the screen. Then, because it’s often not possible to nail the timing of that signal to the exact pixel position, the graphics chip has a facility to “jog” the various graphical objects left or right by a very small amount at a time.
According to the official programmers’ documentation, this final “jog” should only be done at one specific time during each video scanline. If we only do it this way, it works correctly on pretty much every version of the console. However, doing it “correctly” also introduces a short black line at the left side of that scanline. If we instead send the “jog” signal at certain other times, no black line appears. Additionally, the exact distances moved change depending on when we send the signal, which can be worked around or are sometimes even beneficial.
Kool-Aid Man uses these undocumented “jog” timings, as several games did. But it displays a score counter at the top of the screen by using the player objects placed very close together. It seems that the console versions in question (later 2600 Juniors and some 7800s) are more sensitive to the timing being used, as you can sometimes see the parts of the score flicking left or right by one pixel.
The Atari 2600 also has a hardware collision detection system, which reports when any two moving screen objects overlap with each other or the background. Once a collision occurs, the relevant flag will stay set until the program clears it. Kool-Aid Man uses this system to detect when the player character touches enemies. But the program only clears the collision flags once, at the bottom of each frame, and the same player objects are used to draw the score. So when the two parts of the score flicker into each other, it registers as a collision between player objects, which the game interprets as a collision between Kool-Aid Man and a Thirsty.
As you mentioned, I’ve read that setting the console switches a certain way can prevent this issue, but I’m not sure why. My guess is that setting some switches one way rather than another causes a conditional branch instruction that checks the switches to branch rather than fall through, which takes one extra instruction cycle (or vice versa), which is then enough to stabilize the score display and stop the parts from colliding.
- Comment on Kool-Aid Man (1983) for the Atari 2600 1 week ago:
There’s a… not exactly a bug, but an unannounced change, in the graphics chip in some later versions of the Atari 2600, which has been named after this game by the fan/homebrew community. On most 2600 console versions, it’s possible for a game to perform a particular graphics operation at an unintended time and get an undocumented but consistent and useful result.
On the differing consoles, the result is slightly different, and because of the way this game is written, it often causes a chain of actions that end up making Kool-Aid Man bounce around continuously as if being hit by enemies, even though nothing is touching him.
- Comment on ChatGPT 'got absolutely wrecked' by Atari 2600 in beginner's chess match — OpenAI's newest model bamboozled by 1970s logic 2 weeks ago:
When all you have (or you try to convince others that all they need) is a hammer, everything looks like a nail. I guess this shows that it isn’t.
- Comment on [Batocera] Is there any way to enable multiplayer gaming on Game Boy Advance using two locally connected controllers? 2 weeks ago:
As a handheld console, the GBA hardware was explicitly designed to support exactly one player. To play multiplayer GBA games on real hardware, either the game must have some kind of “hotseat” mode, or you need to have multiple consoles connected via link cables.
A “hotseat” game should run just fine on an emulator without any tweaking, so I’m guessing that’s not what you want.
That means you’re wanting to emulate multiple GBAs at once. But RetroArch is designed to run only one instance of one emulator at a time. I’m somewhat surprised to learn (although I suppose I shouldn’t have been) that someone has created a RetroArch core that emulates two Gameboys/Gameboy Colors at once. But it doesn’t look like anyone’s done the same for the GBA. So AFAIK your only option is to have two separate Batocera devices (one for each GBA) connected over a network (if that’s possible with your Pi and the emulator supports it).
- Comment on There was a special magic to the 3D Renders of the N64 3 weeks ago:
Who else remembers seeing images like this – that would’ve taken a few seconds to a few minutes to render even on high-end graphics workstations of the time – presented in gaming rags as examples of what PS1/N64/Saturn and later PS2/GameCube/DreamCast/XBox were “going to be capable of producing”?
- Comment on Game Boy Advance: Incredible tech on just 2 AA Batteries 4 weeks ago:
Yep, I put an Afterburner mod in mine back in the day and got the best of both worlds: a screen you can see without standing outside at midday, and a comfortable, wide layout that doesn’t make your hands cramp up.
- Comment on How is nobody talking about the fact that The Simpsons Arcade Game got home ports to DOS and Commodore 64 but not NES, SNES or Genesis -- and didn't arrive on console until Xbox 360 and PlayStation 3? 1 month ago:
Even crazier, the C64 version was only distributed in North America, ignoring the majority of potential buyers. And it apparently runs OK on PAL machines without modification.
One of the big draws of the game was all the detail in the backgrounds, and the little touches of animation. The C64 version being disk-only allows it to retain a surprising amount of this. As a tape game, the already long inter-level load times would’ve blown out and ruined the game.
I don’t think that an NES or Master System port could’ve covered the game even as well as the C64 version. But I agree that it is strange that there was no Mega Drive or SNES version. The SNES in particular could’ve replicated a lot of the arcade’s scaling effects with a minimum of trickery.
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 1 month ago:
These “home pong” consoles were very common at the time. They don’t really do much, so their main value is historical interest, and this isn’t a particularly famous model. A quick eBay search seems to indicate it might go for GBP 80 at most, but probably more like GBP 20-40. So OP got a good deal, but they didn’t find a lost Vermeer. :)
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 1 month ago:
They probably did. It’s not exactly honest, but the system is technically outputting a colour signal, and it was released at a time when that wasn’t a given. They didn’t say “full colour” anywhere on the box, did they?
Let’s call it a mix of lower expectations for the time, and a bit of marketing deception.
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 1 month ago:
Found in an Edinburgh charity shop, so while it’s not impossible, it’s unlikely.
- Comment on Atari 2600: The Atlantis of Game Consoles 1 month ago:
Yes, they’ve changed the Pitfall image. Originally they were using the first image from CrayonRosary’s post.
- Comment on Apparently it was in the manual, but I'm just learning it now. 1 month ago:
Gamer sites on the early Internet were full of these “Easter eggs” that were really just non-obvious things with clear explanations in the manual.
One that I found particularly irrimusing (and seems to keep popping up forever) was that holding some combination of buttons on the Gameboy Advance when you turn it on “plays a secret, alternative start-up sound, then it just sits at the Gameboy logo until you press a button. That’s all it does.”
Except if you read the manual you’d know that holding that button combo overrides the normal start-up and forces the GBA into multi-play download mode, so you can play those games without having to take the cartridge out of the console. Pressing a button in that mode cancels it and resumes normal start-up, loading a game from cartridge if one is inserted.
I’ve seen some people insist that their manual didn’t say anything about this, but I have trouble believing them given that it was written in the manual for the GBA which I bought on launch day.
- Comment on Apparently it was in the manual, but I'm just learning it now. 1 month ago:
Because in the English version of MGS that’s not “hidden” in the manual (or on the back of the box). You get the Major calling on the radio every ten seconds during that fight, virtually screaming at you “Hey you dumb kid, switch to the second controller port already!”
- Comment on You never forget your first 1 month ago:
In some places, the ZX Spectrum vs Commodore 64 war was epic. Likewise for Amiga vs Atari ST. Magazines for one fanbase would regularly mock the other. And I don’t know what the TRS-80 was going up against, but I’ve seen it called the “Trash-80” more than a couple of times.
What can help proof someone against this excessive dedication to one platform isn’t which platform you start them on; it’s starting them on multiple platforms as soon as possible. Getting them interested in the individual games rather than the fan club nonsense.
As human beings we naturally oversimplify things. So when our entire experience has been A, and the people around us frame the world as a choice between A and B, we’re naturally going to defend A with our life. That’s because without really thinking about it, we’ve bought into the idea that A is either right or wrong, with no middle-ground, and we hate to be wrong.
- Comment on You never forget your first 1 month ago:
That is just inviting people to start throwing out names of lesser-known systems. Can we narrow it down to Western (including South America), Eastern European, or South-east Asian before we start?
- Comment on Here's a very good reason to emulate J2ME (pre-smartphone Java games) 1 month ago:
Yeah, you got it basically correct. I bought a few of these games back in the day, and while I think you could do most of it by texting codes to premium SMS numbers, I did it by setting up accounts on the distributors’ websites. I paid by credit card (my phone plan didn’t fully support premium SMS billing), and they sent a special MMS with the game package attached (not as a link; this was in virtually pre-phone-Internet days). I had to make sure that my phone had enough MMS space free to receive the message including the bundled game, or I wouldn’t get it.
One advantage of getting the games through a website account was that I could have the game resent to the same number as many times as I wanted. Since I didn’t know any easy way to back up the game locally from my phone at the time (or how to reinstall it even if I could), this let me free up precious space by deleting the MMSs and uninstalling games without losing my purchase.
I played some games on a lower-mid-range Motorola flip-phone, but mostly on an nGage. It was like chalk and cheese. The experience on the flip-phone was stuttery and the controls were almost always painful to use. But Nokia was the biggest phone manufacturer at the time, and they even published guidelines for how to make games for their various categories of phone. So a lot of developers supported those specific requirements because they were common and well-documented. The nGage could run S60-targeted games flawlessly, and often the controls were pretty usable (obviously). The only real negative was that since even S60 phones usually didn’t have multi-press keypads, a lot of developers didn’t write their games to support them. So if a game needed diagonal movement or the like, I still had to use the keypad.
- Comment on Use same SD Card between devices? 1 month ago:
I have an RP2+ so I don’t know if it’s exactly the same, but with most Android devices, if you’ve configured the SD as an extension of internal memory, then no, it won’t work (and might screw some things up on the old device if you remove it). But if you’re just using it as external storage, I don’t think there should be any problem.
- Comment on Atari 2600: The Atlantis of Game Consoles 2 months ago:
Not bad overall, although I don’t know where they got that “Atari 2600 Pitfall” screenshot. Not only is that not what the game looks like, the 2600 couldn’t display that image. It looks like someone who mostly remembered the game drew it from memory in MS Paint.
- Comment on The History of 120 Star's Early Era 2 months ago:
If you might be interested but don’t want to click a random link without knowing what it’s for, this is a video about the history of a Mario 64 speedrun category, 120 stars, which involves collecting every star in the game.
- Comment on Most under-utilized consoles? 2 months ago:
Ha! I was a Mega Drive fan as a teen, and I got really angered by this… until I realized that you were speaking about the Mega CD and 32x specifically. Yep, there really weren’t many good games for either of them.
- Comment on Most under-utilized consoles? 2 months ago:
I think the DC had the technical strength to go up against the PS2, not just early on, but for quite a while. The PS2 is incredibly flexible in theory, but looking at its library it seems like most developers just used Sony’s default rendering setups. If you ignore the quickie PS1-to-DC ports and only compare titles which got equal effort from developers, it can be hard to tell the difference, and in some cases I’d even say the DC version looks a little nicer.
In this alternate universe where the DC didn’t get killed off prematurely, what might’ve eventually turned the tide for the PS2 would be having between 1.5 and 2 times as much RAM (depending on how you account for different distribution), although that advantage may not have existed if it weren’t for the large gap between their release dates.
But Sony could afford to delay for two years; consumers waited for them. Sega couldn’t sustain launch-pitch marketing for that long, especially with an actual console on store shelves that people could experience firsthand, as opposed to teaser videos of what the console “might” be capable of. Few publishers or consumers wanted to invest in a console before the clear winner of the previous generation had entered the market.
All that being said, I don’t know that the DC was really under-utilized, in technical terms. I feel like a good proportion of the games in its library are using almost all of the power it had under the hood. Perhaps Sega’s management and engineers had learned their lesson from the Saturn, because the DC seems very straightforward from a programming perspective. It’s almost ironic that it lost to the PS2, which took flexibility and parallelism to heart at least as much as the Saturn did, if not more.
- Comment on Most under-utilized consoles? 2 months ago:
Also, the battery life was hideously short. It would suck down a set of 6 AAs in less than 3 hours. I suspect that the CCFL backlight on the LCD screen was the culprit. And the console was huge. I have the official belt pouch and as a teen it reached most of the way down to my knee. The redesign was a bit smaller, but not much.
A lot of the games sucked, but there were some pretty good ones too. Just not enough games overall, I think.
- Comment on My Advanced Retro Simulation Environment brings all the boys to the yard 2 months ago:
How do you think your A.R.S.E. compares to Microsoft’s planned Binary Universal Technology Translation System, and Sony’s upcoming Original Software Heuristic Inter-platform Real-time Interpreter?
I like the big offering from MS, I cannot lie. Sony’s outline looks well-rounded, too. I searched online, but I haven’t seen any real details about your system. Even after I put down my phone and got on my desktop to type on a proper keyboard, I couldn’t find A.R.S.E. with both hands.
- Comment on The NGage Has A New Boxed Game For The First Time In 20 Years 2 months ago:
I had an OG nGage when they were still (as close as they would ever be to) relevant; I won it as a prize in a competition. And while I really liked it, I wouldn’t have bought one with my own money unless the price had dropped by at least 50%, and even that’s only given my personal positive experience with using one. As a regular consumer paying full price, it would certainly have been a hard pass for me.
The design seems to have been created by a group of mobile phone designers who once saw some pictures of a Gameboy Advance. I presume that the astounding decision to put the single game/SD card slot under the removable battery came from thinking that it would still be a phone first, and users would either install an SD card as a semi-permanent upgrade, or keep one game in the device until they finished it. I’ve only played one nGage game on mine (Tomb Raider), and the performance wasn’t awful but it definitely left something to be desired. They were probably leaning hard on realtime 3D as a way to differentiate it from the GBA, but I don’t think the CPU had quite enough power to make it responsive enough.
That being said, I used it happily for years as my main phone, and it generally outperformed all of my friends’ phones by a wide margin. The only problem I ever had with “side talking” was having occasional random idiots on the street pointing and laughing. Now we all hold big, flat slices of bread up to our heads, but everyone does it so it’s OK I guess. The phone call quality itself was crystal clear both ways. The speaker call mode was also miles ahead of any other mobile phone I saw at the time (or even any phone I’ve had since). I did get used to using it from my pocket with a microphone headset, though.
The nGage was a high-end Symbian Series 60 device with features much closer to modern smartphones than the more traditional, dedicated mobile phones that formed most of its competition. When it came out, BlackBerry was only just starting to expand beyond the enterprise space into the regular consumer market, and Apple’s original iPhone (which don’t forget was nowhere near as smooth and polished as they are now) was still 4 years away. Using the nGage with a headset actually worked out well since I often used it to listen to mp3s, a feature that many mobile phones still lacked at the time.
I could (and frequently did) surf regular, unfiltered, uncompressed websites on my nGage at a time when very few portable devices had that capability. And while I didn’t play nGage games with it, it was fantastic for playing J2ME and Symbian games, many of which offered a GBA-like experience (albeit on a smaller screen) thanks to the relatively powerful CPU. That’s not hyperbole; I was often also carrying a (frontlight modded) GBA around during that period, and switched my on-the-go gaming between them depending on my mood and what games I’d got recently. It also had surprisingly good battery life, although this may have been shortened when playing nGage games.
The nGage gets a lot of flak as a handheld gaming system going up against the GBA, and that definitely wasn’t any kind of fight at all. But it was an extremely capable phone for the time, and even as “just” a phone, it still had useful gaming leanings. I think that there was a lot of knee-jerk reaction about “side talking” at the time, and despite there also being some legitimate complaints (like the card slot placement), I feel that it’s doing a disservice to Nokia’s engineers to have it go down in history as a total, unmitigated disaster.
- Comment on PC gamers spend 92% of their time on older games, oh and there are apparently 908 million of us now 3 months ago:
I wouldn’t be surprised if book readers spend 92% of their time on older books. Or if music listeners spend 92% of their time on older pieces.
- Comment on Playing Lupin III Treasure Of The Sorcerer King for PS2 3 months ago:
A great stealth/adventure game. It’s a pity that only one of the three was localized into English.
- Comment on The PS2 turns 25 years old today. Crazy, right? Perfect day for revisiting some classics. What are some of your favourite PS2 games? 3 months ago:
Some of my favourite slow-burn adventures that no one’s mentioned yet:
- Project Zero/Fatal Frame (1, 2, and 3)
- Shadow of Memories/Shadow of Destiny
- Echo Night: Beyond
- Zettai Zetsumei Toshi 1 and 2 (a.k.a. S.O.S. The Final Escape/Disaster Report, and Raw Danger)
- Killer7
And some action-adventure-RPGs that have a place in my heart but aren’t generally considered to be anything special:
- EverGrace (there’s also a sequel which I haven’t played yet)
- Eternal Ring
- Comment on The MSXBOOK Is A New Laptop Based On The Japanese Home Computer Standard | Time Extension 3 months ago:
Very similar variants of the same CPU and VDU were used in the Colecovision, the MSX, and Sega’s early systems, among others.
I’ve also read that there were several ports from the ZX Spectrum to the MSX, due to them sharing essentially the same CPU at the same clock speed, and the MSX VDU having a video mode that could operate similarly to the Spectrum’s display.