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/vr/ - Retro Games


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File: 138 KB, 800x718, gotta-protectors-amazon-01.jpg [View same] [iqdb] [saucenao] [google]
4584912 No.4584912 [Reply] [Original]

Are new games released for old hardware considered /vr/? Obviously they don't pass the release window, but they may still end up with a lot of the same feel and aesthetic as the actual old games.

>> No.4584924

>>4584912
They are.
I like Amazon's running diet too, OP

>> No.4584927

>>4584912
According to the rules, if it runs on old hardware, it's considered retro.

>> No.4585073

>>4584912
Just tried it out, and it's kinda neat. I guess because there's only one thing in the game that really needs to be animated, they can afford to spare a lot of effort for it.

>> No.4585089
File: 46 KB, 479x374, 61oqVwVXMaL_large.jpg [View same] [iqdb] [saucenao] [google]
4585089

>>4585073
Yeah, they used up nearly all the space/sprite resources on the Amazon. But it's cute.

Kira Kira Star Night is another recent Famicom release where they used up most of the resources on audiovisuals, while the core game is kind of...light. But it's pretty.

http://kirakira-star-night.riki2riki.com/en/index.html

>> No.4585110
File: 7 KB, 256x224, KKSN 20140407-0.png [View same] [iqdb] [saucenao] [google]
4585110

Any good place to get ROMs of these, especially C64 and MSX stuff?
It gets sold for a fortune for a limited time then goes poof just a few years later with no legit or illicit way to get it.

>> No.4585126

>>4584912
God I want her to sit on my face

>> No.4585148

>>4585110
I kinda see them as being like modern music releases on cassette, but those are usually accompanied by a digital version. I think it would be fair to sell a game like this in a physical edition and a pay-for-rom edition via something like Itch (to complete the Bandcamp analogy). But Japanese devs haven't done that yet, to my knowledge.

>> No.4585149
File: 24 KB, 1024x480, amazon_diet_EN_02.png [View same] [iqdb] [saucenao] [google]
4585149

>>4585126

>> No.4585158

>>4584912
>Yuzo Koshiro was fucking involved with this

I dunno what to think, really.

>> No.4585159

>>4584912
Is the game it's advertising any good?

>> No.4585163

>>4585159
Yeah

>> No.4585174
File: 299 KB, 1003x768, Battle Kid - Fortress of Peril-180212-200852.png [View same] [iqdb] [saucenao] [google]
4585174

>>4584912
Yes, homebrew game discussion has always been allowed.

>> No.4585175
File: 421 KB, 1024x540, 1454115588551.jpg [View same] [iqdb] [saucenao] [google]
4585175

>>4584912
this is how i would prefer "fake retro" games to be done now honestly.
it hurts to see what happened to pixel art and what indie devs think 8/16 bit was.

>> No.4585186

>>4585175
Shovel Knight did a good job of keeping it authentic looking, for the most part

>> No.4585198

>>4585186
Retro City Rampage, too. And Retro Game Challenge/GCCX for DS.

>> No.4585209

>>4584912
List of NES homebrew I like

Alter Ego
Blade Buster
Chase
D-Pad Hero II
MultiDude
Super Painter
Yun
Zooming Secretary

http://www.nesworld.com/article.php?system=nes&data=neshomebrew_bestof

>> No.4585219

>>4584912
Any of you guys fuck with homebrews / hacks? I'm a senior in CS but I really have no idea where to start with this shit besides learning some of whatever flavor assembly language SNES uses.

>> No.4585223

>>4585175


there is no end of garbage like Devil Daggers, Bit Trip, Sword and Sorcery, environment station alpha, momodora etc. etc.

>> No.4585224

>>4585219
Or should I just write a faggot "indie" game in unity? I can't even say that with a straight face

>> No.4585227

>>4584912

what are these garbo ''''''''retro''''''''''''' indie games and why should i play them

>> No.4585232

>>4585219
I'm writing a NES game in C. I'm using cc65 and neslib. The community and documentation for this stuff is really good - check nesdev.org.

>> No.4585238

>>4585232
Also, the repro idjits have made resources for producing NES/SNES/Genesis carts available easily enough that making physical releases of homebrew is feasible with a little know-how.

>> No.4585248
File: 212 KB, 1280x960, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4585248

CAVE STORY THREAD ANYONE

>> No.4585251

>>4585248
not /vr/

>> No.4585252

>>4585232
C seems less daunting. Are OG games written in that and then just compiled?

>> No.4585256

>>4585251
according to some of the posts in this thread, since the specific picture I posted is running on a genesis, it's /vr/ allowed

>> No.4585258

>>4585252
Most OG games were likely written in ASM. C is doable, but you have to write it with certain constraints in mind, and it will always be slower/use more cycles than ASM, which is especially important with NES' limits.

>> No.4585261

>>4585252
This is a good tutorial series to go through if you want to get started with C on NES: https://nesdoug.com/

>> No.4585270

>>4585256
LOOPHOLE'D

>> No.4585272

>>4585209
Dude, AlterEgo is legitimately a good game, it's pretty impressive.

>> No.4585275

Roms where

>> No.4585287

>>4585275
http://www.ancient.co.jp/~game/mamotte_knight2/
bottom of page
also google

>> No.4585289

>>4585272
It has a good soundtrack.

>> No.4585290

>>4585175
It's also a lot more interesting nowadays to develop for original hardware, now that "retro 2D platformer/RPG/shooter with pixel art" has been driven into the ground a million times over.

>> No.4585291

>>4585287
I guess the game it's based on itself is NOT RETRO (even though I enjoyed the shit out of it.)

>> No.4585292

>>4585261
Thanks dude.
>>4585258
I'm really not too fearful of ASM. Although I've literally only written one program in MIPS. I think the journey of learning it would be quite fun. I'm just not really sure where to start even after reading the beginners guides on romhacking and nesdev.
First, what is the easiest system for my first game? I've heard gameboy, and there seems to be a lot of resources. But personally my goal is an original SNES game so maybe I'll just jump into that.
Further, how do I open a rom to check out the code? Does it even work like that?

>> No.4585296

>>4585292
Some emulators have debuggers you can use to check code out. I think there are disassemblers floating around too.
NES and Game Boy are probably the easiest to get going with, considering the English-speaking communities each have. I know there's a toolchain out there for Genesis, but I have no idea about SNES.

>> No.4585316

>>4585223
What's wrong with devil daggers?

>> No.4585325

>>4585316
Faux retro that doesn't look the way 90s games actually looked.

>> No.4585407

>>4585148
Nah, I'm alright on that front, got the Riki trilogy and all.
I meant MSX and C64 stuff by western devs that really looks impressive yet isn't released outside of a limited run cartridge / floppy format then never again, not even digitally.

https://www.youtube.com/watch?v=xp-_18hT6tQ

>> No.4585573

>>4585175
Indie devs love big squares with crysis quality soft shadows and bloom.

>> No.4585575

>>4584912
It shouldn't. By that argument, a lot of GBA games that share the look and feel of the snes should be allowed. But well, we know mods are faggots.

>> No.4585578

>>4585290
man you have to check out the upcoming mega65 system, brush up on those 6502 skills because if it's ever released it'll be the most fun machine ever for asm.

>> No.4585603

>>4585223
Bit Trip isn't trying to "look retro" in the sense of trying to imitate old consoles. It just has a blocky, minimalist style and homages older games e.g. Pong.

>> No.4585613
File: 31 KB, 505x431, 1444205919471.jpg [View same] [iqdb] [saucenao] [google]
4585613

>>4585575
How the fuck saying "you're allowed to talk about games that were released on retro consoles" allows for talking about GBA games?

>> No.4585635

>>4585613
you're allowed to talk about remakes, and a lot of SNES games were remade for GBA
Like the Classic Final Fantasy's as an example
you can talk about and have entire threads dedicated to the IOS ports, especially III and IVs 3d versions

>> No.4585636

>>4585251
there's a genesis port

>> No.4585646
File: 9 KB, 768x672, goddessr-barepixels.png [View same] [iqdb] [saucenao] [google]
4585646

I like Cheril the Goddess, she doesn't wear any clothes.

>> No.4585648

>>4585635
First of all, that has nothing to with allowing to talk about new games on retro consoles, and second of all there no problem about talking those games. Not like anyone here wants to play shitty iOS ports anyway.

>> No.4585649

>>4585198
>Retro City Rampage
The developer originally actually tried to do it on actual Famicom hardware, but that turned out to be impossible. The graphics still look decently authentic though.

>> No.4585652

>>4585649
>but that turned out to be impossible.
AFAIK he just got bored with it, it seemed to be technically possible, in fact I think there's a demo of the rom somewhere, he just got bored with jumping though million technical hoops to do simple things.

>> No.4585653

>>4585316
No DRM-free version.

>> No.4585663

>>4584912
why isn't there pixel hentai

>> No.4585668

>>4585663

You are not looking very hard.

>> No.4585673

>>4585668
you're right, I misremembered. it was lowpoly hentai that I couldn't find but desperately wanted.

>> No.4585683

>>4585649
He did manage to make a MS-DOS port.

>> No.4585686
File: 77 KB, 1024x768, retro-city-rampage-486-02.jpg [View same] [iqdb] [saucenao] [google]
4585686

>>4585683
And a windows 3.1 port. Probably not too hard except you have to use GDI.

>> No.4585691

>>4585683
The Famicom is a very limited platform.

>> No.4585703

>>4585691
The worst limitation is ram... Not enough room to copy levels so you stream them from ROM, very little room for dynamic changes which means a lot of games lose changes the moment you scroll away. That leads to horrible unfair situations with enemy respawn and so on.

>> No.4585709

>>4585703
Plus you can't alter VRAM or the PPU registers except during the vertical retrace which is about 70 or so clock cycles.

>> No.4585710

>>4585325
you are right, it looks better

>> No.4585712

>>4585686
You could use WinG rather than the shit, limited GDI.

>> No.4585720

>>4585709
is that vblank or is vertical retrace something else?
vblank is way longer than that.

>> No.4585724

Any hardware was out in the 80s was horribly limited and trying to code games on them would make you want to bang your head on the table. PC, NES, Apple II, C64, all of them had hardware limitations that could be incredibly frustrating to deal with.

>> No.4585728

>>4585724
It's actually a fun and simple way to get into baremetal coding. Look at the datasheets for any intel GPU, it would take an industry to code a driver for something that complicated, by comparison any of the old 80's display controllers are pretty comprehensible even if they're limited.

>> No.4585729

>>4585703
It only has 2k of RAM and unless you use an MMC3 mapper, you can't do split screen scrolling unless you perform a hax programming trick that costs you a sprite.

>> No.4585730

>>4585712
WinG is buggy as hell

>> No.4585735

>>4585729
Lots of mappers expand the RAM by 8k and offer scanline interrupts.

>> No.4585736

>>4585730
Pretty much everything released for Windows 3.x in 1994 onward used it though, it was basically a way of providing DirectX lite on Windows 3.x.

>> No.4585739

>>4585724
Something like the Apple II or the ZX Spectrum would be the very worst of all because they have nothing but a bleeper and frame buffer graphics. You have to be an assembly language hero to get either of those systems to do anything.

>> No.4585741

>>4584912
honestly i dont think they should be but they are

and from a 4chan viewpoint it makes sense due to /v/ not giving a singular fuck about them unless the dev is retarded

>> No.4585742

>>4584912
also that game looks fucking gross what a waste of time

>> No.4585745

>>4585742
Why?

>> No.4585746 [DELETED] 

The NES color palette/attribute system also really sucks to deal with especially because it's based around NTSC values rather than RGB valules.

>> No.4585750

>>4585745
if you cant see it youre beyond salvation

>> No.4585752

There's no collision detection registers either, although those are pretty much worthless anyway even on systems like the C64 that do have them.

>> No.4585756
File: 83 KB, 608x420, my project.jpg [View same] [iqdb] [saucenao] [google]
4585756

>>4585175
>>4585223
>>4585290
>>4585573

Everytime I see you guys talk about indie devs I see you bash them to no end.
I've been pouring my blood and sweat into my indie game for like 5 years now.
Am I just wasting my time? I'm an artist first, a dev only by necessity.
I had to learn to code from scratch. I hope someone will appreciate my efforts.

>> No.4585758

>>4585750
I take it you've never worked out a day in your life.

>> No.4585764

>>4585758
excuse me what does that have to do witj a butch purple haired ugly midget with garish bright colors in the background

am i being memed

>> No.4585768

>>4585756
id me on kik lyftid4lyfe

id love to learn more about your game

and no dude its only autistic faggots that hate shit for no reason

if your games solid youll have fans

look at cuphead

my twitters KNGKLL i think if you dont have kik

>> No.4585770

>>4585724
I wouldn't think 90s stuff is much better--N64 programming was brutal.

>> No.4585775

>>4585756
>Am I just wasting my time?
It'll probably be trash like 99% of indie games, so yeah.

>> No.4585778

>>4585613
The argument is "a lot of the same feel and aesthetic as the actual old games." this is more true for videogames released on the GBA, since not only by technical limitations but also by the timeframe they were released and the direct influences of the snes (in contrast to a game released nowdays).

>> No.4585785

>>4585778
Indeed if you look at a SNES or Gameboy game, they're all very very 90s in terms of their designs and overall aesthetic. You could code a modern game for the SNES where you control Pepe and you run around scrolling levels beating up feminists with problem glasses, but that would still be a game based on 2010s culture and not 90s culture as something like Boogerman is.

>> No.4585786

>>4585746
Almost makes you want to ditch NES for turbografx.

>>4585756
Why pixel art specifically though?

I can appreciate it, like Konjak's work is good, and shovelknight, but there's some cool indie shit out there that doesn't rely on the trend. Remember Gish? Blob physics and teenage cutter art, looks GREAT and it sticks out.
Finish your thing though, most of us don't hate you, just the trends. There's games on iOS that are total shit and just plagiarize megaman sprites.

>> No.4585791

The NES color palette/attribute system also really sucks to deal with especially because it's based around NTSC values rather than RGB values. Plus each block of four tiles must share the same colors.

>> No.4585792

>>4585786
is it it inappropriate to ask what /vr/ thinks of BUTCHER? ps4/pc/switch

im talking about the pixel art specifically. and please only if youve played it since screenshots do no justice

>> No.4585794

>>4585251
umm, sweetie, it is /VR/. it looks old so it's retro.

>> No.4585795

>>4585792
and im only asking you cuz /v/ wouldnt know good pixel art if it raped and killed their mom

you guys actually play retro games

>> No.4585798
File: 2.75 MB, 376x376, 1494850321528.gif [View same] [iqdb] [saucenao] [google]
4585798

>>4585795
>>you guys actually play retro games

>> No.4585804

>>4585785
Like take a game like Maximum Carnage. That could only have come out in 1994.

>> No.4585807

>>4585804
https://www.youtube.com/watch?v=agmckeYH5NU

I must say, the Genesis version looks like shit compared to the SNES, but you do notice the faster CPU speed right off the bat which always benefits action games.

>> No.4585810

>>4585786
>Why pixel art specifically though?
Because I fell in love with pixel art since I was a little kid.
Plus, sprites can have a certain ambiguity and variety of interpretations thanks to the low resolution.
Which serves the story and concept of my game.
Also it's faster to produce compared to high res drawings.

>> No.4585818

I think a lot of 4th gen games have aged very badly, actually worse than NES or other 8-bit stuff in some cases simply because of what >>4585810 said. The 8-bit systems had limited enough graphics that stuff looked fairly abstract while the SNES and Genesis were at the point where you could have sprites and music that looked good enough that you could do things like the 90s skateboarder dudes in Maximum Carnage that horribly date the game.

>> No.4585825

>>4585652
>he just got bored with jumping though million technical hoops to do simple things.
How on earth game coders survived in 1987 we'll never know.

>> No.4585827
File: 11 KB, 312x252, 24203.gif [View same] [iqdb] [saucenao] [google]
4585827

>>4585818

>> No.4585836

>>4585825
They weren't spoiled by DirectX. It's hard to actually discipline yourself enough to code on an 80s system after having been exposed to modern conveniences. It was shit then as well, but you didn't know anything better.

>> No.4585845

>>4585836
Now try coding in 64k or less of memory with 2 or 4-bit graphics organized in some twisted planar setup instead of the nice neat linear video buffers on modern GPUs, and having only a few basic square or pulse waveforms for sound. Try having only a few sprites per scanline and working around very tight system timing for the VBLANK and IRQs. With that, you'll get an idea of 80s game coding.

>> No.4585847

>>4585845
Amiga isn't 8-bit but still a bitch to program for as it does have planar graphics and a bunch of memory pointers that have to be slowly updated when you scroll the screen.

>> No.4585853

>>4585798
to be fair you're far more likely to find people who actually enjoy and play video games on /vr/ than /v/

>> No.4585857

>>4585703
>>4585691
Imagine Satoshi and Koji sitting around one day in 1988 trying to program Mega Man and thinking "How the hell can we get a Famicom to do this?"

>> No.4585860

>>4585836
>>4585845
>>4585847
>when youve been gaming for 20+ years and suddenly feel like you know nothing

>> No.4585863

>>4585857
The advances in cartridge hardware/memory mappers over the years really extended the life of the system beyond its original limits, almost to the point of turning it into a new console several times over.

>> No.4585869

>>4585853
/v/ is the board where making a thread about video games gets you saged and flamed, but /pol/ or /r9k/ threads go to the bump limit.

>> No.4585870
File: 85 KB, 640x400, 801screenshot1.jpg [View same] [iqdb] [saucenao] [google]
4585870

>>4585845
Eh wasn't even that bad. Color dreams used that nindraw editor and then just copied the bytes over to chr-ram verbatim. It was probably harder dealing with untranslated japanese documentation that nintendo dumped on you.

>> No.4585878

>>4585870
In the very early days of the Famicom, they didn't have any tools at all and just had to plot graphics on paper and work out the bit values. But the early stuff like Popeye and Lode Runner had almost Atari-level graphics anyway so it wasn't that complicated. As games got more advanced, they started using proper graphics editors.

>> No.4585881

>>4585869
i wish you were joking

but its more like your legit vidya thread hits the archive with 6 replies (best case scenario)

yet ill never ever be free cause the discussion that does exist is solid. and lets be honest every other site is literally nazi germany

being able to cuss liberally/be racist and shit makes 4chan good. and theres typically only enough rules to prevent anarchy

its good. force yourself to use reddit for a week and youll run to /v/.

>> No.4585882

>>4585878
the format isn't that complicated though. a fucking bmp header is more complex.

>> No.4585884

>>4585870
Indeed that was a problem--NES programming manuals in Engrish.

The guy that coded the Tengen Ms. Pac-Man said he didn't find NES programming that difficult except for the translated manuals being hard to understand, but he was already familiar with 6502 asm from programming Apple II and C64 games.

>> No.4585889

>>4585881
>i wish you were joking

Post a picture of Anita Sarkeesian with no text and it will get easily 300+ replies.

>> No.4585890

>>4585881
>force yourself to use reddit for a week and youll run to /v/.

Christ I actually did that once.
That place is HORRIBLE. It's like being stuck in a room full of Monty Python fans that only quote one bit and think they're fucking hilarious.

>> No.4585891

>>4585884
Now you have the luxury of wiki.nesdev.com which is probably the best, most complete programming manual for any system.

>> No.4585897 [DELETED] 

>>4585881
>and lets be honest every other site is literally nazi germany
i would say 1984
nazi germany wasnt that bad, mostly allied propaganda

>> No.4585898

Programming a CGA/EGA PC will definitely twist your sanity.

>> No.4585901 [DELETED] 
File: 7 KB, 300x180, tmp_16035-4513796583889.jpg [View same] [iqdb] [saucenao] [google]
4585901

>>4585889
im unironically infatuated with her

i wish i was joking but fuck dude her lips and feminism bullshit aint nothing to fuck with

when a threads blatantly off topic and garbage i post her pic and do autistic roleplay situations where youre with her and resting your head on her lap while she reads and shit

and no im not a feminist. i couldnt if i tried

>>4585890
its the upvote system

i can handle no racism or homophobia but the upvote system is the most cancerous and nonsensical shit ive ever fucking seen

its the antithesis of free speech. you can write a convincing and well detailed post with nothing offensive and still get -5 and your post hidden due to sensitive clowns

and the hilarious part is that the downvote button is for the shit that doesnt contribute to the discussion. so the whole sites a literal fucking circlejerk

its only good for porn and true crime (true crime board when)

>> No.4585902

>>4585881
trying to actually discuss games on /v/ is similar to the feeling of being in a room with 25 clones of the same obnoxious 15-year-old constantly making the same references over and over and acting like being racist is edgy

>> No.4585903

>>4585175
Most modern retro games are what happens when devs are modern gamers (storyfags, aestheticsfags, progressfags...) but they don't have a budget, so they make a game with low res sprite and just claim they love old games. While in actuality they don't know shit about them, maybe only a couple of super popular ones. This is reflected in how they add progress systems and plot (to them avoiding ludonarrative dissonance is a higher priority than sound game mechanics) to make the games more appealing to them: they think they are "uptading" old games to new, better standards. As a result, their games feel cheap and more like modern games but in 2D.
One ridiculous example is an arcade style shoot 'em up released recently on Steam (which had a furry aesthetic btw) that boasted about having unlockables as a feature and being easy. They also said their game was inspired by "early 90's shooters" while it's clearly inspired by later, mid or late 90's ones. It's a fucking shitshow.
Look no further than this guy for what I mean: >>4585810
>Because I fell in love with pixel art
>Which serves the story
>Also it's faster to produce compared to high res drawings.
While not even a mention to old game mechanic design, which is the truly good point of old games.
>>4585724
What about arcade hardware? Late 80's arcades are more advanced than 16-bit games.
>>4585818
>aged
>only talks about muh graphics
You guys are always the same, aren't you.

>> No.4585906

man i came here to escape politics and regain my autism.
thinking too much about politics seriously derails me from focusing on hobbies and stuff.

seriously if you hate the sjw stop thinking about them, they're demons who eat your concentration.

>> No.4585907

I never figured out why, when memory was so limited on the NES, that they still thought it was a good idea to waste part of it with useless score counters.

>> No.4585908

>>4585906
nah dude all we did is mention anita. and not in a politically charged/argumentative way

youre safe

>> No.4585909

>>4585907
Mega Man stopped having score counters after the first game, they realized it was silly and it took up precious memory space.

>> No.4585919

>>4585909
No score -> no score-based extends -> you have to add 1up powerup items. If you're bothering with lives at all, anyway.

>> No.4585920

>>4585903
As I said above, they can't actually make a SNES game that looks like something from 1994 because it isn't 1994.

>> No.4585928

>>4585903
>Late 80's arcades are more advanced than 16-bit games.
Not really, no. Most arcade games from that period used a 68000 CPU and often not even any 16-bit chip, a lot of them had 8-bit 6809s.

>> No.4585932

>>4585920
A lot of it is just GOOD ART. If you're an indie you're not going to have the luxury of working with world class Irem artists. Games in 1994 were made by studios with lots of resources.

>> No.4585941

>>4585932
But even then, the graphics in those games were based off of period design trends/aesthetics which you couldn't properly reproduce in a 2018 context.

It's like vaporware, which is basically a caricature of what people think the 80s looked like.

>> No.4585942

>>4585325
Why the fuck would they make their game worse intentionally by recreating flaws that technology has moved past, that's like those HDR cameras that artificially introduce lens dirt/obfuscation and chromatic aberration. Who cares if it doesn't look the way 90s games actually looked, do you really think Devil Daggers wants to be a throwback to 90s games

>> No.4585953

>>4585941
A lot of it is just timeless, good design too. If you have a competent cartoon illustrator they could come up with a character like Gimmick! or the bubble bobble dragon things.
Also, style varied a lot from studio to studio and so I don't agree that there was a consistent 90's style... Especially not in videogames, which were much more diverse than say, anime. Ironically, the pixel art of today is much more bland and conformist than the stuff it's throwing back to.

>> No.4585959

>>4585953
It depends a lot on the game, something like Link to the Past has held up while Maximum Carnage is horrendously dated.

>> No.4585964

>>4585941
Vaporware seems like it's trying to copy that mid-80s Miami Vice look but design trends changed pretty quickly, that wasn't what stuff looked like in 1981 or 89.

>> No.4585989

>>4585959
I think maximum carnage is just ugly because it's trying to look like a comic book with all its garish colors, black outlines, lack of shading. It doesn't work well for pixel art.
Earthworm jim was like that but didn't try to constrict itself to looking like a printed comic. When they translated Tennapel's drawings to pixel art they worked with the limitations of the medium instead of against them.

>> No.4586015

>>4585942
Literally from the steam page for the game:
>1990s software-style rendering with unfiltered textures and polygon jitter.
So they threw a shitty PS1-style shader on it and called it a day. But obviously they put some amount of effort into intentionally calling back to the 90s.

>> No.4586076

>>4585928
I'm pretty sure you're aware of how much trouble 16-bit systems had adapting even late 80's arcades (think Final Fight) and how 1:1 ports didn't really become a thing until later.

>> No.4586110

>>4585903
>While not even a mention to old game mechanic design
But that wasn't the question

>> No.4586165
File: 401 KB, 1280x960, 27042009_002.jpg [View same] [iqdb] [saucenao] [google]
4586165

>>4586076
It's because arcade hardware was loaded with more stuff. Look at this Final Fight PCB.

If consoles were this packed, they'd cost 3 times as much and be friggin' huge. Which is exactly what we got with the Neo Geo AES.

>> No.4586181

>>4586076
>I'm pretty sure you're aware of how much trouble 16-bit systems had adapting even late 80's arcades (think Final Fight)
That's more due to specific situation of SNES having a gimp CPU and RAM.

Genesis could handle the gameplay of a late 80s arcade game far more accurately because it was often loaded with the same CPU (on another note, it has a similar sound chip to late 80s arcade machines, just with the PCM channels paired down). But, alas, the colors would have to be annihilated to fit the Genesis graphic chip.

And then there's the issue of ROM space...

>> No.4586190

>>4585778
Dude, that's not the argument, OP's game is literally a famicom game, it's not a "look and feel" game, it's literally unironically a game released for the famicom that runs on the famicom.

Again, how is allowing games that run on retro hardware a sort of gateway argument to allow GBA games? That's fucking silly mate.

>> No.4586208

>>4585778
GBA games do not resemble SNES games in style or aesthetics any more than Amiga or Genesis it 2D DS games do. Even the SNES ports to GBA are unmistakably colored by the particular hardware and the aesthetics of the early 00s. As an example, Nintendo has a way of ruining their older games with aesthetic “upgrades” that are closer to marketing decisions.

>> No.4586243

>>4585795
>>4585792
Butcher got literally butchered artstyle because developers fucked up and selected 320x240 resolution when they started to make a game, then resized screen view to 16x9.
The problem is they ended up with 320x180 which is quite a tad lower than the resolution they were intending.
The people who actually knew what they were doing noticed this too late in development, and since the game used a really shitty UNITY 2D library, if they wanted to change the res back, they'd have to remake everything from scratch, including logic since it ran in internal units.

Thus they ended up with game that has much lower pixel density and lower resolution than the games they tried to imitate.

true story

>> No.4586286
File: 41 KB, 1200x720, AlwasAwakening09[1].png [View same] [iqdb] [saucenao] [google]
4586286

>>4585186
Alwa's Awakening too

>> No.4586304

>>4586181
>(on another note, it has a similar sound chip to late 80s arcade machines, just with the PCM channels paired down)
It has a cut-down version of the OPNA chip found on the PC-8801's soundboard 2 and PC-9801-86 board. It is better than the OPN and OPL chips used by some mid-late 80s arcade games, but even the OPNA was inferior to the OPM chip used by many arcade games (which didn't have PCM capabilities, but had better FM capabilities), while having worse PCM capabilities than the OPNB found in the neo geo or some taito games (like night striker).

>> No.4586313
File: 330 KB, 800x600, leonardo-geocities[1].png [View same] [iqdb] [saucenao] [google]
4586313

>>4585941
>>4585964
It's vaporwave not vaporware, and it extends into the 90s too. A lot of vaporwave takes nods from early internet culture - think GeoCities.

Also the neon/miami vice aesthetic is more synthwave.

>> No.4586352

>>4586243
>then resized screen view to 16x9
This shit is fucking cancer. Nuclear Throne and TowerFall had the right idea, even if TowerFall suffers from crap like lighting effects.

>> No.4586368

>>4586352
What's wrong with 16x9? Most people are playing them on a widescreen monitor.

>> No.4586372

>>4584912
To follow up, I’m really happy that homebrew and even commercial releases for old hardware is becoming more visible and common, especially considering that most of it that I’ve been aware of for the last decade has been shitty euroshmups for Dreamcast.

>> No.4586378

>>4586368
>Most people are playing them on a widescreen monitor.
That's the problem, widescreen was a mistake. Especially the designated shitting ratio known as 16:9.

>> No.4586386

>>4586378
Why was it a mistake? Because it's not 4:3 like you're used too?

>> No.4586389

>>4586378
You're a faggot.

>> No.4586396

>>4586386
Widescreen is a meme the film industry made up the 50s to differentiate themselves from television.

>> No.4586403
File: 556 KB, 2560x1978, HolyDiver.jpg [View same] [iqdb] [saucenao] [google]
4586403

So who else ordered a copy?

>> No.4586405

>>4586396
I was already aware of that. The question was how is it bad?

>> No.4586407

>>4586368
>>4586386
>>4586405
Not him, but while the 16:9 ratio was advertised as "the human sight ratio", 4:3 is closer to the area that we can concentrate on.

>> No.4586427

>>4586407
But why is it a negative to have that extra space in your peripheral vision?
For 2D games, for example, it can keep the HUD out of the game's main view but it's still easily visible.

>> No.4586530

>>4584912
Yes, this is specified in the sticky.

>> No.4586541

>>4586403
That isn't a new game, it's just the same Famicom game it's always been, but re-released. Also, it's intolerably hard, even by NES standards.

>> No.4586552

>>4586541
It's English translated though.

>> No.4586563

>>4585756
Pixel art in modern games in unacceptable unless
>you're intentionally making a game with 1987 hardware constraints to challenge yourself
>you're making something like Papers Please where graphics just outright don't matter
>you're just outright reusing art assets from a classic game
>your graphics would pass as a mid-tier Neo-Geo game

Anything else, and your game just has bad graphics. A game can still be good despite bad graphics, but the graphics will still be bad.

>> No.4586581

>>4585906
>sjw stop thinking about them, they're demons who eat your concentration.

SJWccubus. Honestly the way to not be fearful and have anxiety about bad shit on the news is just to not watch the news. You'll literally miss nothing of importance and have much less to be anxious about. If something super important happens, you'll hear other people talking about it anyway.

I'm all for new games that come out for retro systems. I had a lot of fun playing Rush Rush Rally Reloaded. It's just a pretty fun top down racer, similar to super sprint but with scrolling screen instead of fixed screen.

>> No.4586589
File: 51 KB, 600x595, 1517054392026 (1).jpg [View same] [iqdb] [saucenao] [google]
4586589

>>4585126
>tfw GF is same body type but with much bigger tits.

Plus she loves to toss my salad ;)

>> No.4586592
File: 86 KB, 811x1931, Dark Catacombs.png [View same] [iqdb] [saucenao] [google]
4586592

>>4584912
This guy releases a new C64 game (usually adventures) almost every year.
http://eway10.de/

And some more new C64 games that are currently in development:
https://www.protovision.games/development/development.php?language=en

>> No.4586597
File: 14 KB, 640x480, ch1.png [View same] [iqdb] [saucenao] [google]
4586597

Why are there so many retards who think pixel art games must imitate the limitations of an old system?

>> No.4586664

>>4586597
I don't think it does have to exactly imitate the limitations of an exact system, but you can't rotate shit without staying within a particular low resolution. Then it will look like some shitty flash animation from the early 00s where Mario fucks the princess or whatever, with a bunch of vector art drawn over the image.

>> No.4586693
File: 47 KB, 592x320, Dude.jpg [View same] [iqdb] [saucenao] [google]
4586693

>>4586563

>> No.4586818

>>4586597
because if it's not trying to emulate an old console's limitations, its just bad pixel art

>> No.4586837 [DELETED] 
File: 59 KB, 1920x1080, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
4586837

>>4585901

Can we not talk about Anita being wrong and instead talk about how hot she is?

Like that pillowy lower lip, Jesus christ I bet she can suck a dick like it was her job.

>> No.4586850

>>4586837
>how hot she is?
She's hot only if you're into hook-nosed goblins.

>> No.4586853

>>4586552
You mean this one that's been available since 2007? https://www.romhacking.net/translations/1110/

>> No.4586861 [DELETED] 
File: 86 KB, 600x800, ace.jpg [View same] [iqdb] [saucenao] [google]
4586861

>>4586850
>She's hot only if you're into hook-nosed goblins.

I am!

I want that hook nosed buried in my grown and she goes balls deep. I want to feel it press against the crack of my ass as she licks my asshole and milks my shaft. I want to feel it in the side of my cheek as we kiss and she slowly grinds my already inserted organ.

>> No.4586863

>>4584912
Did you not read the sticky?? Keep that shit outta here or go to /vg/ if you want a long-lasting thread.

>> No.4586907 [DELETED] 

>>4586837
No joke, I’d devour that shaved pussy and then fuck the shit out of her.

>> No.4586909

>>4586863
>mfw multiple people tell me to refer to the sticky but interpret it to mean different things

>> No.4586938 [DELETED] 
File: 725 KB, 2016x1512, 1471888156-Anita recording .jpg [View same] [iqdb] [saucenao] [google]
4586938

>>4586907
>shaved pussy
I hope she shaves nothing. I want a full bush slapping against my ball sack.

>> No.4586950 [DELETED] 

>>4586938
With those overplucked eyebrows and hoop earrings, she either shaves bare or keeps a landing strip.

>> No.4586956 [DELETED] 
File: 32 KB, 640x480, JerseyGirl2.jpg [View same] [iqdb] [saucenao] [google]
4586956

>>4586950
>overplucked eyebrows and hoop earrings

I want her to dress like hot rod Shego and let me put it in her ass as she belittle's my attempts at life.

>> No.4586958 [DELETED] 

>>4586861
that's so nineties BUG it's killing me.

>>4586938
I wonder if she was self-conscious about her eyebrows so she made them super rounded. They are the roundest eyebrows I have ever seen.

>> No.4586968 [DELETED] 

>>4586958
>I wonder if she was self-conscious

probably. A lot of feminism is projecting. A lot of this shit feminism bitch about isn't from men. Its shit from their mothers. Shit their mothers said about getting good men.

Their is no male gaze. Men will fuck a cute girl that hasn't shaved, covered in her own shit and piss. Men do not care nearly as much as women's mothers have told them.

>> No.4586971 [DELETED] 

>>4586958
And I feel bad even saying anything about them because of the holy war against her, but they've always looked… striking to me. I'm really trying to be nice.

They'd probably look really great if she grew them out.

>> No.4586973

>>4586968
You have nothing insightful to say, so do not speak.

>> No.4587006 [DELETED] 
File: 2.88 MB, 4267x2825, anita sarkeesian.jpg [View same] [iqdb] [saucenao] [google]
4587006

>>4586973
>You have nothing insightful to say, so do not speak.

>implying speech is only for insightful things.

>> No.4587010 [DELETED] 

>>4586938
Does she shave her forearms? Can't tell from that photo.

>> No.4587015

>>4586427
that's an idea. just snip off the side and use it for hud.

>> No.4587067

>>4587010

I couldn't find anything. So for whatever reason her forearms are probably not fuzzy.

>> No.4587071 [DELETED] 
File: 136 KB, 1280x720, maxresdefault (2).jpg [View same] [iqdb] [saucenao] [google]
4587071

We're being censored guys. VR mods, bad as radfems.

>> No.4587074

>>4586403

I love Holy Diver, but I would never in a million years spend a dime on one of these retrobit releases.

>> No.4587110

>>4584912
is it me or does this game rip off psycho soldier and megami tensei's music
https://www.youtube.com/watch?v=BtXUukJXmxs

>> No.4587117

>>4586909
Unless they're ESL I can't see how anyone would need to "interpret" what's written in plain english. I doubt anybody cares too much about the odd homebrew thread yet, but cap this post once a bunch of generals, indie trash, and chip-enhanced stuff starts flooding the place. Do you really want 50 threads of Mega Man 9 "not truNES"-tier arguments taking over?

>> No.4587197

>>4587117
If those hypothetical games you’re talking about run on old hardware (unlike Mega Man 9, then there is literally no problem whatsoever

I preferred the Anita conversation to this line of discussion desu

>> No.4587249

>>4585756
This is like the last place you would get motivational posts from. The metallic structures on your pic are all wrong.

What matters first and foremost, I think, is whether you're having fun doing it, or whether you think other people would have fun with it. The "plot", the "artistic value", the "profitability", if they are at odds with that, will undermine its worth.

Money is an afterthought, it really needs something unique,appealing, not be a game that's shilled as a "Zelda/Onimusha/DarkSouls-style indie game that does ($ripped_off_mecanic) from ($established_retro_series) but better" on siliconera and shitaku.

>> No.4587406

>>4585258
Assembly was used for about 90% of console games pre-5th gen, since then everything uses C++.

>> No.4587441

>>4586597
Hyperlight Drifter does not try to emulate anything, and it looks great.

>> No.4587597 [DELETED] 

>>4587406
>since then everything uses C++.
or the script languages used in unity/unrealengine

>> No.4587646
File: 332 KB, 483x677, hld.png [View same] [iqdb] [saucenao] [google]
4587646

>>4587441
agreed

>> No.4587712

>>4585691
>>4585703
I did not know it was that limited, I thought this would be more of a problem on stuff like the Atari 2600.

>> No.4587716
File: 58 KB, 1024x576, nes_maker.png [View same] [iqdb] [saucenao] [google]
4587716

Expect a huge influx of new NES games when this comes out.

>> No.4587729

>>4585881
>reddit
>/v/
Both are terrible thats why we are here, lets not pretend /v/ is prettier piece of turd than reddit.

>> No.4587734

>>4587712
It isn't THAT limited. But yes in some games, Metroid for example, you'll notice are very conservative with environment changes, reverting on a timer or when you scroll away. It's of course up to the programmer.

>> No.4587753

>>4587712
The NES's 2k of RAM is a problem although cartridges could have expansion RAM.

>> No.4587756

>Making game within Saturn hardware limitations
>Can't post it because developing for an actual Saturn is hell

>>4585175
This shit is the worst. People can't even be bothered to make the game run in low native resolutions anymore.

>> No.4587758

>>4587756
Saturn development isn't _too_ bad if you stick to 2D and only use one CPU. 3D stuff really sucks in part because it uses rectangular polygons and very few 3D design tools can do that.

>> No.4587762

>>4587758
>if you stick to 2D and only use one CPU
That's no fun at all though. Not much of a point deving for an old machine you can't squeeze 110% percent out of.

I'm faking quads and and all the fuckery the VDP2 does in software on modern hardware, so it should be a pretty good approximation without having to use real hardware and the game's in widescreen so I'm cheating either way .

>> No.4587770

I wonder if the source code for Sonic X-Treme is still around? It would be nice if if surfaced and someone could finally complete the game.

>> No.4587775

>>4585770
The Saturn and N64 both suffered from designs that were excessively complex, expensive, and difficult to implement with period manufacturing technology.

>> No.4587786

>>4587775
Ps1 would be fun to develop for but the anti-piracy is too good. You have to go straight to dreamcast.

>> No.4587787

>>4587770
theres been builds found and they've been converted to run on current hardware, but theres not enough to the game for people to start finishing it. just think as the whole project as tech demo for magazines

>> No.4587794

>>4587716
>your game would invariably be shit since it would lack any semblance of optimisation, hence you'd have to cut way more corners to make shit work

>> No.4587805

>>4587794
to me that takes all the appeal out of retro development. you might as well download construct2 if you aren't interested in the retrocoding aspect.

>> No.4587812

>>4587770
Didn't the programmers literally almost die trying to finish this thing?

>> No.4587816

>>4587812
It was a mess. Nobody could agree on anything and the target platform shifted from the Sega 32X to the Saturn over the course of development. You ended up with guys working 20 hour days trying to complete an impossible project in time to ship for the 1996 Christmas season and finally Sega pulled the plug late in the year.

All that the Sonic X-Treme project produced were a few demos but nothing close to a playable, finished game ever got done.

>> No.4587832

>>4587816
The dev team figured they could base the game off the NiGHTS Into Dreams engine and it would save them a lot of time and work. Bernie Stolar agreed to this plan and gave them the NiGHTS source code to work with, but then the original Japanese devs became butthurt and told them no, so they had to go back to designing an engine from scratch. The lead programmers became ill from overwork and exhaustion, and the dev team informed SoA management that the game could not be completed on time, so they called it off and instead shipped Sonic 3D, developed by a Japanese team, for Christmas 96.

>> No.4587845

>>4586563
Wait is that fact or just your shitty opinion?

>> No.4587852

>>4587832
NiGHTS had a fantastically well-designed game engine that did wonders with the Saturn's spaghetti architecture, the programming team were clearly top-notch people.

>> No.4587881

>>4587832
Christmas 1996 saw the high water mark of Saturn sales thanks to price cuts and aggressive promotion, but that was it and as 97 started, sales began to wane and Sega's confidence in the console faded. By year's end, it was decided to completely replace it with the Dreamcast.

>> No.4587921

>>4587881
Too bad Sega was pants on head retarded and couldn't manage to make a game with their flagship character.

>> No.4587939

>>4587921
They made Segata Sanshiro games.

>> No.4587940

>>4587921
It was mostly due to stupid infighting between the US and Japanese dev teams.

>> No.4588418

>>4587716
cool, I'm gonna use this

>> No.4588427

>>4587940
It's fun watching those stupid smug US Saturn ads with the knowledge that behind the scenes, Sega was literally falling apart internally. https://www.youtube.com/watch?v=LPDCor5WCns

>> No.4588594

@4585223
no (you) for you

>> No.4588637

>>4588427
why were the klan in the second bit

>> No.4588752

>>4588594
Meant to >>4585223

>> No.4588839

>>4588427

They should have just dubbed the Segata Sanshiro ads, threw in more game footage and called it a day. I still can't fathom what the hell they're going for in these.

>> No.4589163

>>4588427
>the third ad
Like I really needed to be reminded that nu metal was a thing. Not.

>> No.4589165

>>4588839
>I still can't fathom what the hell they're going for in these.

Most of them are actually pretty nightmare fuel.

>> No.4589167

>>4585174
JENNIFER DUMPED ME

>> No.4589332

>>4585186
Shovel Knight doesn't look authentic at all but that's fine because it looks fuckin good
The issue isn't not looking retro the issue is looking like shit

>> No.4589669

>>4589332
You shouldn't exactly replicate the Famicom, that platform is way too fucking limited.

>> No.4589680

>>4589669
Come on, it's 1983 hardware.

>> No.4589789

>>4589680
Exactly, and the mappers don't help much.

>> No.4592231
File: 91 KB, 1194x667, 1515259454122.png [View same] [iqdb] [saucenao] [google]
4592231

>>4584912
This chubby girl is so cute!

>> No.4592470

>>4589669
Limitations can be inspiring.

>> No.4592542
File: 939 KB, 1920x1080, ss_978607583bf147d520f488bb9acdb1c00ea3349b.1920x1080.jpg?t=1470599074.jpg [View same] [iqdb] [saucenao] [google]
4592542

>>4585175
Yeah Axiom Verge totally looks like that

>> No.4592587

>>4592542
Everything there looks like a mismatched mess, so yeah, it does. Only thing missing is the pretentious text, but I'm sure it shows up at some point in the game.

>> No.4592629

>>4592542
NES with a fantasy CD attachment/RAM expansion

>> No.4592632

>>4592629
You're a moron if you think that stuffing a whole bunch of additional RAM and storage memory into an NES would result in something like this.

>> No.4592660

>>4592542
Does seem pretty ugly. I can't even tell where the player is supposed to be there. Creature on the right is rather ugly too. I've seen more recognizable things with much less pixels.

>> No.4592672
File: 26 KB, 743x423, 324F87B3-0A58-491D-AC29-F5E65170CF8C.gif [View same] [iqdb] [saucenao] [google]
4592672

>>4592632
Tell me why it wouldn’t, then.

>> No.4592676

>>4587249
They're stolen from other games. Those door textures look like they're lifted from the GBA Jurassic Park game or the GBA Max Payne.

>> No.4592696

>>4592231
I agree so hard, just wish it was something a little more substantial than an infinite runner phone game.

>> No.4592717

>>4592542
It's pretty ugly, but frankly Axiom Verge is a great fame.

>> No.4592734

>>4587716
>Expect a huge influx of ultra-simple homebrew that all looks the same since everyone will use the same templates with as little modification as possible.
I'm willing to bet half the people who buy this don't have the patience or willingness to put the effort into making a NES game, since they didn't have the patience or willingness to learn 6502 ASM to begin with.

>> No.4592741
File: 10 KB, 198x133, Popful.gif [View same] [iqdb] [saucenao] [google]
4592741

>>4592542
unfortunately that's exactly what we're talking about. uneven pixels sizes and widescreen are the dead giveaways for a fake retro game.
consistency is huge when making sprite-based games. with the pixel size chosen there should be a lot more detail, and i wouldn't be surprised if it uses unnatural sprite scaling/rotating.

>ost is chiptunes for the sake of having chiptunes, but also uses normal sounds
oh god

>> No.4592748

>>4592734
6502 asm is actually pretty easy to learn, it's certainly easier than Z80 or x86 asm. The hardware limitations of 8-bit systems are what really will drive you nuts.

>> No.4592757

>>4592741
>ost is chiptunes for the sake of having chiptunes, but also uses normal sounds
This is so fucking grating

Anyway, original La-Mulana is an example of a faithful and good modern retro game (inspired by Knightmare 2)

>> No.4592764

>>4592734
>>4592748
6502 asm is great. what's not so great is setting up a cross development environment for the NES.

>> No.4592773

>>4592764
Or, you know, trying to write games on a system with 2k of RAM and numerous hardware limitations/quirks to have to work around.

>> No.4592776
File: 16 KB, 955x543, 89767890.png [View same] [iqdb] [saucenao] [google]
4592776

>>4592773
Or to say this much space to fit all game variables.

>> No.4592779

>>4592773
just use mappers then

but that brings me back to the whole cross development thing. generating an iNES header sucks.

>> No.4592803
File: 30 KB, 480x477, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1516777139323.jpg [View same] [iqdb] [saucenao] [google]
4592803

>>4585860
20 years ago was 1998 anon.

>> No.4593045

>>4592734
cc65 is fine. Picking an audio library is a little tricky. Understanding background tile updates is a little arcane. Sprite limits are straightforward. The 2K RAM limit is... interesting. The fact that most of the available tools are Windows-only sort of sucks. 4 palettes each for background and foreground takes creative thinking. Optimizing code is fun.

But hey, it’s all a closed system where nothing changes and there’s a good support community and you don’t have to worry about multiple deployments or environment variables or API secrets or breaking updates to libraries.

>> No.4593689
File: 107 KB, 718x733, scroll project.png [View same] [iqdb] [saucenao] [google]
4593689

>>4592779
> generating an iNES header sucks.
Use macros. For me it's as simple as filing out a form. Then I have standardized interfaces for bank switching which allows me to swap mappers as I please to try out different features, like the extra ram provided by FME7. I just change a setting in the makefile and it assembles with a different mapper configuration.

>> No.4593703

>>4585825
are you serious? you must be 12 or something.

>>4585724
only people banging their heads on tables were people that couldn't code to save their own lives.

>all of them had hardware limitations that could be incredibly frustrating to deal with

see my reply above

>>4585770
>I wouldn't think 90s stuff is much better
it was far better. proper devkits started being sold from OEMs and not third party like what happened on the nes, genesis, snes, mastersystem.. best you got were a few manuals. after that you were on your own.

>> No.4593710

>>4593703
>it was far better. proper devkits started being sold from OEMs and not third party like what happened on the nes, genesis, snes, mastersystem.. best you got were a few manuals. after that you were on your own.

Oh yeah dude. Especially on PC, Visual Studio was in full force. Even on windows 3.1 Visual C++ was a damn good piece of software with excellent debugging features. Check out that winworldpc site, you'll find development tools were pretty sophisticated even in 1992.

>> No.4593727

>>4585825
Mainly because they were being paid to do it by wealthy companies because it was their job.

>> No.4593740

>>4592757
Developers ought to just borrow code from an emulator to help them generate authentic sounds.

>> No.4593868
File: 145 KB, 960x540, file.png [View same] [iqdb] [saucenao] [google]
4593868

>>4592741

This guy >>4592542
is a faggot who posted a worst possible pic out of the game in the middle of transition between regular and zoomed out mode.
It has a proper internal res, all pixels align to it, and if you run it at integer scales, it will have properly sized pixels and clean art. It exceedes NES limitations though.

>> No.4593874

>>4593868
It looks like a shitty metroid clone that just spams edgy blood dripping tiles everywhere to the point of repetition and never having a single memorable room.

>> No.4593960

>>4593874
you havent played it have you

>> No.4593976

>>4593960
I own it and I don't play it.

>> No.4593986

>>4593976
what a sucker

>> No.4593993

>>4593045
NES scrolling is super easy though, you just set up the tile data and adjust the X/Y scroll registers. When you reach the end of the tile data, it automatically wraps back around to the beginning. A lot of computers like the Amiga have painfully tedious scrolling.

>> No.4594010

>>4593993
If I'm right the MSX hardware only supported vertical smooth scrolling. Kind of a bummer because it's a cool platform otherwise.
I think a lot of those 80's display controllers were designed mainly for scrolling text. In that regard the NES PPU was pretty good for its time.

>> No.4594016

>>4594010
MSX is based on the TMS 9918 which only supports a crude block scroll without the fine 1-pixel increments on the Famicom.

>> No.4594017

>>4594010
>If I'm right the MSX hardware only supported vertical smooth scrolling.
You're wrong. It all depends on the model.
MSX1? No hardware scrolling.
MSX2? Vertical hardware scrolling only.
MSX2+ and later? Both horizontal and vertical hardware scrolling.

>> No.4594157

>>4593868
>regular and zoomed out mode
What the fuck is that shit?

>> No.4594180

>>4587845
Confession: I actually like the indie pixel art fake retro look, but the games themselves are almost always lousy

"Well I bet they couldn't program for A REAL NES" is an invalid argument that nobody cares about, though

>> No.4594183

>>4594180
They could program on a real NES alright, they'd just end up making something akin to a shitty unlicensed Taiwanese game.

>> No.4594184

>>4594157
zoomed out mode is a mode where screen view is zoomed out

>> No.4594264
File: 3.00 MB, 480x272, Life of Pixel.webm [View same] [iqdb] [saucenao] [google]
4594264

>>4592741
IMO the devs of Life of Pixel for the most part did a great job trying to replicate the limits of old consoles. Well, that was the whole point of the game anyway, since every level was designed in the style of the various 8- and 16-bit consoles and computers (Atari 2600, ZX81, ZX Spectrum, C64, Amstrad CPC, BBC Model B, Nintendo Gameboy, NES and Master System etc.).

But what urged me the most indeed was the sound, because in contrast of the mostly authentic graphics (even when when using a higher resolution than the originals) they opted for generic Chip-Tune music without regard to the system the level you were playing was based on.

At least it was like that with their original version that I played on the VITA (back than they used the Playstation Mobile Framework so it also run on compatible smartphones). I'm not sure if they fixed this with the many ports.

>> No.4594270

>>4594264
>not writing each game for each system and including an emulator for each one

Low effort IMO.

>> No.4594375

>>4592672
The processor would not be able to handle it.

>> No.4594443

>>4594264
>doesn't include Apple II, CGA PC, Atari 8-bit as options

>> No.4594476

>>4594443
It's a British dev that made the thing.

>> No.4594496
File: 87 KB, 960x544, Life of Pixel.jpg [View same] [iqdb] [saucenao] [google]
4594496

>>4594443
According to
http://www.lifeofpixel.co.uk/
ZX81
Atari 2600
ZX Spectrum
BBC Micro
Amstrad CPC
C64
Gameboy
NES
Master System

Apple II
Amiga
Mega Drive
SNES

But AFAIK when I played it on the Vita the last four weren't included (and Master System was a unlockable bonus stage)

>> No.4594529

>>4594264
>loads up Game Boy
>1 bit black and white and widescreen

Stopped watching there, this is fucking garbage.

>> No.4594547
File: 419 KB, 1920x1080, Life of Pixel gboy.jpg [View same] [iqdb] [saucenao] [google]
4594547

>>4594529
Complain to the guy that made this youtube video. He edit the video like that. The B/W section actually is one of the ZX81 levels.

But you could complain about the HUD that didn't get the retro treatment throughout the levels.

>> No.4594768

>>4592741
Why does it have to be faithful to retro games unless it's trying to be? Most people just use pixel graphics because they like it and it's much cheaper to do than spending a shitload of money on artists.

>> No.4594818

>>4594768
>>4594180
And then they claim their game is "retro inspired" even when they're only using low res sprites for the ease, as I explained here >>4585903

>> No.4594827
File: 186 KB, 800x1140, box-front.jpg [View same] [iqdb] [saucenao] [google]
4594827

>cool multiplayer game
>only available on nes cartridge, no famicom release
>uses a custom mapper so i can't rip it and play it on my everdrive
>the only way to play it is using one of those adapters which would add length to the already oversized cartridge

>> No.4595191

>>4594818
Like I said, no one's going to do anything about the occasional """retro""" thread, as long as it stays occasional. (It won't). The endless general rec threads and /v/-tier shitposting is a much bigger fish.

>> No.4595293

>>4593874
This isn't blood, it's bubbly fungus that is destructible. Also you're a moron.

>> No.4595303

>>4593740
That's called "stealing' or 'infringing on intellectual property', anon.

>> No.4595309

>>4595303
Some faggot stole all the assets from Cocoron and nobody complained. Probably because the bastards are too naive to know about it.

>> No.4595312

>>4594157
Zoomed out mode is only used for bosses to make them look more impressive, and it simply increases resolution 2x.
Regular gameplay is at consistent uniform resolution.

>> No.4595319

>>4585175
>privilege counter
Is this like a meta joke about people who complain about indie games but don't actually play them? What fucking indie games are you playing?

>> No.4595331

>>4592542
this looks like shit to be honest

>> No.4595345

>>4595309
I've never heard of the case you're describing -
but still, Cocoron's publisher is a dead company so there's noone left to sue you.

Emulator developers are very much still alive - in fact wasn't there a shitstorm when Bubsy rerelease on Steam used emulator for commercial purposes without permission?

TLDR just because you don't get caught while shoplifting booze from a store doesn't make it legal or right.

>> No.4595352

>>4595331
Read >>4593868
this is the worst possible screenshot to take.

>> No.4595371

>>4595352
Well the original isn't abysmal but the palette choice could've been much better. At least the pixel size remains constant I guess

>> No.4595426

>>4595345
There was some meme game where you play as a star and the levels get progressively darker until you die at the end or some shit. The whole indieverse and half of 4chan was losing it's shit about how """subversive""" it is. He even straight up copied the music and tried to say it was his own work to try and get a job.

>> No.4595526

>>4594818
>And then they claim their game is "retro inspired"

How many are actually doing that?

>> No.4595579

>>4595526
Like, most of them? That's how they are marketed.

>> No.4595658

>>4595303
No it's called "MIT License".
And even if it's GPL, just structure it as a library and release any changes, your content will be as infringing as an MP3.
I dunno though, maybe people who build their games in Allegro and Love2D are also "stealing".

Imagine being the author of a fucking VM who wants to own anything that runs on it.

>> No.4595671

>>4595426
Eversion

>> No.4595674

>>4595671
lol that name. What's next, a game called Stu&Brave?

>> No.4595725 [DELETED] 

>>4587716
Anyone who wanted to make a NES game would just make a NES game. There's more than enough documentation and tooling out there to make it trivial these days. Something like that will lead to a bunch of "check out my awesome splash screen" garbage before users quit because of console limitations.

>> No.4595776

>>4595725
I expect a lot of gamers coming to it without any sense of what kind of scope they should aim for will try to make NES Dark Souls or whatever and come away disappointed.

>> No.4595819

>>4595776
As with all the old consoles, you have to learn its limitations before you think up a game.

>> No.4595927

>>4592776
Oh come on, how many fucking variables do you need? Rare could pull off gravity-based physics along with multiple enemies, bullets, two different life counters, 6 digit money counter, and health and fuel counters, and they didn't have to use the MMC chips to pull it off either.

>>4594827
Sup amitari?

>> No.4596016

>>4592776
A lot of variables are like a single bit. DID YOU GET THE BOOMERANG? %00100000
There's plenty of room for complexity. We're talking about computer code, not big fat raw text data.

>> No.4596039 [DELETED] 
File: 2.43 MB, 2064x1548, nintendo_power.jpg [View same] [iqdb] [saucenao] [google]
4596039

>>4595725
check out my awesome splash screen ;^)

>> No.4596060 [DELETED] 

I never really got how emulators handle saves for old cartridge based games like the NES. Saving is basically just writing to cartridge RAM which is battery backed up. But plenty of games use cartridge RAM just for normal work and it's not battery backed up, there's no way for an emulator to know what the intent is. Do emulators just assume that anything written to the cartridge memory address space is backed up and save an image of the entire thing?

>> No.4596069

>>4596039
so you're making a nazi nintendo game
cool man you're the new counter culture

>> No.4596073 [DELETED] 
File: 32 KB, 770x510, 1500669914174.png [View same] [iqdb] [saucenao] [google]
4596073

>>4596069

>> No.4596075

>>4596060
There is a 16 byte header at the beginning of the iNes rom format which details the specifications of the cartridge, such as the mapper used, the quantity of ROM, and whether or not RAM is battery backed.

>> No.4596080

>>4596073
man i have no horse in this race, but it is a funny race

>> No.4596083 [DELETED] 

>>4596075
>whether or not RAM is battery backed

It's not unusual to have only a fraction of cartridge RAM battery backed up and the rest just used as work RAM, though.

>> No.4596086 [DELETED] 

>>4596080
>he says, as he gets visibly angry at an ancient image that's been posted here dozens of times

>> No.4596096

>>4596060
>there's no way for an emulator to know what the intent is.
https://wiki.nesdev.com/w/index.php/INES
Rom headers dude. They were added to NES games since you would need a complete database of all ROMs and how to handle them otherwise. The SMS, Genesis, and SNES roms all have internal headers used by the consoles themselves, which work just fine for identification in emulators.

Not sure what the score is on Atari consoles though.

>> No.4596108 [DELETED] 

>>4596096
I know what headers, friendo. There's nothing in the header which says "anything written to memory address $XXXX-$XXXX while bank X is active is battery backed up". A cartridge can have many RAM chips (or none), and have only one of those chips backed up. The only way to know that is by knowing the hardware layout of the cartridge, which the developers would know but the NES itself or the emulator would not. A NES wouldn't need to know anything about that anyways, but an emulator obviously would.

>> No.4596109

>>4596096
>The SMS, Genesis, and SNES roms all have internal headers used by the consoles themselves
Add gameboy to that list.

>> No.4596115 [DELETED] 

>>4596073
just because they're powerful doesn't mean they're the status quo. the true status quo are the ignorant masses, the counterculture are those who embrace reason and thus become successful in business and politics. It's up to the counterculture, people like steve jobs and barrack obama, to use their power to rebel against and change the culture for the better.

>> No.4596118

>>4596108
I thought that was flag 6's job?

>> No.4596123

>>4596109
To make matters even more fun, SNES roms can have another header ontop of the internal header added by copiers, which is why we have the unheader'd/header'd dance when patching.

>> No.4596124

>>4596060
>Do emulators just assume that anything written to the cartridge memory address space is backed up and save an image of the entire thing?
If you have the flag set, I'm pretty sure emulators just save all of $6000-$7FFF to a file.

>> No.4596127 [DELETED] 

>>4596118
That's just a hint to the emulator that the cartridge contains battery backed up RAM. Nothing about address range which is backed up. Like I said, not everything in that range is necessarily battery backed up in a real game.

>>4596124
That's what I figured, but it seems like it'd be a lot of useless writes on games that make use of cartridge memory. Guess they probably just write to disk once every few seconds or something to minimize that.

>> No.4596129 [DELETED] 
File: 12 KB, 251x242, 1489165844635.jpg [View same] [iqdb] [saucenao] [google]
4596129

>>4596115
>people like steve jobs and barrack obama

>> No.4596134

>>4596127
That would cause frame drops on a lot of computers.
They usually save when you quit or change the game, which means you pray the program doesn't crash.

>> No.4596279 [DELETED] 

>>4596115
> It's up to the counterculture, people like steve jobs and barrack obama, to use their power to rebel against and change the culture for the better.

>> No.4596297
File: 2.98 MB, 1500x2186, RIKI RGB 201601.png [View same] [iqdb] [saucenao] [google]
4596297

Anyone have roms or mp3s of kira kira star night or any of the other 8 bit music power games? Trying to upload all songs to youtube

>> No.4596305

>>4596297
nvm i found links

>> No.4596328

>>4595819
>>4595776
The Atari 2600 has the biggest homebrew scene of any retro console and it's far, far more limited than the Famicom.

>> No.4596331

I currently just want a ROM of Commie Killer and Cornball Cocksuckers for GoodSet.

>> No.4596332

>>4596328
That's because its games are so small (4k of ROM space) that they can be written very quickly and easily.

>> No.4596352
File: 202 KB, 1086x1020, Racing the Beam.png [View same] [iqdb] [saucenao] [google]
4596352

>>4596328
The 2600 maybe is even the most limited console to program for. And I have the highest respect for anyone who can to something closely resembling a game on that hardware.

You don't even have a frame buffer to work with and need to do draw the screen scanline per scanline all by yourself. But this and also it's other exploitable quirks made the 2600 more flexible than other machines despite its very narrow limits. Not to mention the RAM of only 128 Bytes.

Recommended read:
http://www.politicalavenue.com/108642/GAME-DESIGN-BOOK-COLLECTION/Racing%20the%20Beam,%20The%20Atari%20Video%20Game%20System,%20Ian%20Bogost%20and%20Nick%20Montfort.pdf

>> No.4596495

>>4595927
>Sup amitari?
Got me.

>> No.4596502 [DELETED] 
File: 28 KB, 480x302, leftists.jpg [View same] [iqdb] [saucenao] [google]
4596502

>>4596115

>> No.4596531
File: 55 KB, 293x500, 4894.jpg [View same] [iqdb] [saucenao] [google]
4596531

>>4596115
How euphoric

>> No.4596536

>>4596328
I would guess that 2600 homebrew devs have a good sense of the limitations of the system and how to work within them. Newbies coming to a NES game construction kit for the first time might not.

>> No.4597089

>>4585219
I wish /vr/ could have a homebrew/hacks general that would last more then 6 posts, without 4 of them being /agdg/-tier shitposts.

>> No.4597228

>>4586589
>tfw no chubby pear gf

>> No.4597919

>>4597089
>>4482167
More hacks than homebrew, but homebrew is accepted in the scope of the thread.

>> No.4598020

>>4585825
A lot of the hoops have actually gotten worse than they used to be. You have to either code in raw assembly or somehow convince C to cross-compile to an NES.

Back in the day you'd have access to assemblers with decent macro systems.

>> No.4598048

>>4598020
What's your take on WLA DX?

>> No.4598062

Damn I preordered Paprium and they still haven't given a concrete release date despite pushing release back repeatedly and claiming Paypal locked their funds away from them last year. I mean I was stupid enough to buy a new 16 bit game two decades too late but it sounded neat at the time.

>> No.4598078

>>4598048
First I've heard of it. Sounds nice but when I tried to read the docs it made me want to throttle someone.

>> No.4598513

>>4595579
they really aren't but okay

>> No.4598519

>>4598020
ca65 has a decent macro system

>> No.4598558

>>4598513
from Steam
Hollow Knight: "all in a classic, hand-drawn 2D style."
Darkest Dungeon: "Classic CRPG and roguelike features"
Axiom Verge: "in this intense retro side-scrolling action/adventure."
Cuphead: "is a classic run and gun action game "

Yeaaaah, these games aren't marketed as featuring stuff like "in the old days" at all! Or do you want to tell me these aren't enough and too obscure to be representative?

>> No.4599286

>>4598048
having to compile it yourself is kinda gay, especially if you use windows

>> No.4599331

>>4599286
It honestly looks like one of the more easier systems to compile, since it doesn't rely on any additional dependencies. Hell, they're even using CMake.

>> No.4599336

>>4595927
Battletoads just used a TTL chip to bank the ROMs, it was also one of those games without a separate CHR ROM, instead the tile data was all in the main PRG ROM and would be copied into the video RAM as needed.

>> No.4599414

>>4585175

There's a nugget of truth in this pic. I fucking hate it when indie game devs use some made-up sub-Atari-2600 resolutions that never existed on an actual console. If you want to have nice retro pixelization, use 240p. That's a close approximation of almost every device from the 80's. Don't use 24p or some retarded shit like that.

>> No.4599607

>>4587716
This makes me so fucking happy to be honest, I know there will be a lot of programmer art shovelware, but there probably will be a couple of 10/10 jewels too. It will be a like a NES renaissance

>> No.4600465
File: 3 KB, 256x224, bloodlust.png [View same] [iqdb] [saucenao] [google]
4600465

>>4599607
There's some really great pixel artists these days.

>> No.4600510

>>4584912
Do any such (good) games exist for SNES? My library is looking a little skimpy righ tnow.

>> No.4602028

>>4600465
Castlevania 2 remake?

>> No.4602262

>>4602028
it was an unreleased hack called bloodlust

>> No.4604141

>>4602262
Thanks.

>> No.4604595

>>4587716
>tfw SNES Game Maker will never be done
>tfw eventually lost the downloads for that thing

>> No.4604772
File: 766 KB, 1536x2048, 2AD6EA33-5BE3-4F4F-97B4-2639A4A1EF63.jpg [View same] [iqdb] [saucenao] [google]
4604772

>tfw the homebrew game you’re developing runs on real famicom hardware

>> No.4604810

>>4604772
expansion audio makes famicom worth it

>> No.4604814

>>4604810
audio expansions are a pain to actually put in a cart, though, unless I were to develop some kind of custom solution

I plan on making PCBs and this is a simple NROM game. NES too

>> No.4604818

>>4600510
despite the massive amount of snes fan translations, the homebrew scene is limited

Collectorvision is making 3 snes platformers, none of which have come out or have had any updates in months

http://collectorvision.com/product-category/snes/

the site doesn't even include Tiny Knight


Some former SNK developers made a fighting game called "Unholy Night"

>> No.4604903

>>4584912
will these run on nt mini?

>> No.4605047

>>4604814
they sell fme7 boards at infiniteneslives

>> No.4605276

>>4605047
That’s true, but they don’t seem to do any Famicom, and Sunsoft 5B boards are more than double the price of NROM

>> No.4605851

Nice thread you have here anons.
Im just passing by to ask, how do I start to learn pixel art?

I grabbed some random tutos online back in the day but I didnt found anything I'm detail, just some "do a pixel box" stuff.

Can you recommend some books, pages, lectures or vids to check out?

>> No.4605958

>>4604772
If it doesn't run on actual hardware, there's no point.

>> No.4605965

>>4605851
Go to the spriter's resource and analyze sprites from games with good sprites. They have some tutorials on the forums too, I think.

I had a pixel artist friend once and that's pretty much what he said he did.

>> No.4606056

>>4605958
No shit, wiseass.

>> No.4606620

>>4584912
this game's some spec ops: the line shit because you don't want the delicious thicc girl to lose weight but that's the point of the game. 0/10

>> No.4608345

>>4594547
Good pixel art.

>> No.4609541

>>4600465
Totally agree. I feel that people like these could make amazing games (or at least beautiful looking ones) if they had a tool like NESmaker.

>> No.4609552

>>4605851
A good advice is to start using gameboy(like) restrictions: Small sized sprites and a 3-4 color palette, a dark color, a light color, and one or two shades in between. This will force you to make clever use of proportions, and shading, plus learning to use simplify details to make them readable in a couple of pixels.

>> No.4609668

>>4585756
>artist first
>no control over perspective, shitty flooded palette

>> No.4609937

>>4585756
>nonsensical pillars
>bad perspective
>bad shading
>ugly palette
>building? style doesn't match environment or characters
>copypasta trees
>perfectly square grass
>square grass with unkempt everything else
>haven't even gotten to the characters yet
No one's giving you kudos for not hiring a competent programmer, let alone artist. I can't even imagine what the animations look like. Just give up now and take a paycheck to work for someone else, or give up the artEEST schtick and be honest about your lack of ability.

>> No.4611470
File: 145 KB, 848x1200, 1515264990836.jpg [View same] [iqdb] [saucenao] [google]
4611470

>>4584912

>> No.4611631

>>4585219
I code NES games in ASM. It's not too hard to learn, I'd suggest NintendoAge's Nerdy Nighty tutorials to get started. The NESdev wiki has a ton of useful info as well

>> No.4611805

>>4585756
>Generic copypasta props
>Different styles and perspectives
>Is that a stolen and recolored Super Nintendo character sprite?

Go back to de drawing board. Go play Earthbound if you want some decent examples about how to make isometric bacgrounds as well.

>> No.4612523
File: 27 KB, 600x467, Dinosaur-Jr-Vs-the-60s.png [View same] [iqdb] [saucenao] [google]
4612523

>>4595319
Some people just view all indie games as being the worst of the lot, with shitty faux-retro graphics and shitty gameplay focusing instead of narrative. The "privilege" shit is based on crazy people who create their own custom genders and rant about identity politics and who make indie games, i.e. Gone Home, Depression Quest, Night in the Woods (none of those are pixelshit but I'm just giving examples).
Obviously a lot of indie games aren't like that, but the ones that do exist have tainted indie as a whole for some people.

>> No.4612532 [DELETED] 

>>4612523
>gone home
>adventure game about white suburban american kids
>indie game about idpol by crazy people
gamergate, ladies and gentlemen

>> No.4612549

>>4612532
I said "made by crazy people who rave about idpol," not the game itself being about that.

>> No.4612591

>>4612523
if these indie devs were /pol/yps, i guarantee that /v/ would either be patting them on the backs or insisting that it's irrelevant to their games. not like it hasn't happened before. why is it suddenly a different story when idpol liberals do it?

>> No.4612596

>>4612591
The only difference is that in the latter case, those games get positive media attention and people shouting them as GOTY because they were made by people who belong to a journalism clique (i.e. Gone Home). Media either doesn't care or sprays negative press in the direction they think is right-wing /pol/ shit, like the recent controversy with that Kingdom Come game where everyone's bashing it just because the creator didn't put a lot of blacks in the game citing historical accuracy as a reason. If the media shilled KC, then I'm sure /v/ would hate it too.

>> No.4612608

>>4612596
..ok? the relevance that has to the dev's political beliefs is still a leap you don't see otherwise.
and don't bullshit, /v/ would celebrate KC's hypothetical popularity as a victory for the white idpol culture war or whatever.

>> No.4612694

>>4605958
I'm conflicted about the current developments of the Pokémon GBC hacking scene for this reason. The devs who made the fantastic Prism hack are working on a new mapper that can greatly expand ROM and RAM size (I think the maximum possible size is going to be something ridiculous like 1GB ROM and 16MB RAM), and even though this is something that could work on hardware it feels like it goes against the spirit of things, especially when there's no flashcart that will ever support it unless they begged the Everdrive maker to make a new version with said suppot.

>> No.4612709

>>4612591
>i guarantee that /v/ would either be patting them on the backs
Wanna know how I can tell you're a newfag?

>> No.4612718

>>4612694
Yeah, sounds like that will be an emulator only thing, once an emulator supports it. It might be usable for a flashcart, as long as people don't try pushing beyond the limit of the flashcart. Then again, anyone who wants more than 8MBytes of storage are probably devving for GBA and won't waste time on GB(C) anyways.

>> No.4612725

>>4612718
The main reason the project started I think is so that people can have 4MB/8MB ROMs with RTC and the devs just went crazy with upper limits. Supposedly BizHawk and a private beta of bgb already supports the mapper in its current state. The same devs are also working on disassembling some GBA games, so there's definitely mixed interest between the two handhelds.

>> No.4612729

>>4612709
no, but i do avoid /v/ most of the time because i'm not insane

>> No.4612739

>>4612729
Then let me make this real short and sweet into two points for you.

1: https://medium.com/@limitedsoftware/google-banned-our-game-satirizing-blacklivesmatter-for-hate-speech-except-all-the-speech-is-from-81e927a417e5
Here's an indie game that was made by /pol/. /v/ fucking hated it. It's a shitty game and it got bogged down by a shitty agenda that nobody playing vidya should care about.

2: Why in the fuck should /vr/ care about what /v/ thinks? Why do YOU care what /v/ thinks, especially if you don't even go to the board?

>> No.4613248

>>4605965
Did your friend told you what software he was using? I get told like 5 different programs to use, including old Ms paint

>>4609552
That's actually a good advice, thanks

>> No.4613283

How much longer will I need to stare at that fat ass each time I open /vr/?

>> No.4613286

>>4613283
Until you like it.

>> No.4613487

>>4585148
>I kinda see them as being like modern music releases on cassette
there are music labels doing that? fucking hipsters

>> No.4613491

>>4585251
genny says

>> No.4613504

>>4613487
you're old and out of touch

>> No.4613795

>>4613487
What's your opinion on the vinyl revival?

>> No.4613843

>>4613283
1. hide thread
or
2. stop pretending you don't like it

>> No.4615662

>>4613283
ya i'm gonna miss this thread

>> No.4615668
File: 95 KB, 500x375, tape_storage_prototype.jpg [View same] [iqdb] [saucenao] [google]
4615668

>>4613487
Homebrew games on cassettes would be perfect. NES could have a controller port cassette adapter to load your game in under 1 hour.

>> No.4615775

>>4587762
iirc 2D on the saturn is actually really easy, it's 3D that's a bitch

>> No.4615796

>>4587716
Don't forget it's Kickstarter shit, so It will never happen.

>> No.4615806

>>4594264
I'm still wishing for a DLC or something to add more systems/levels.

>> No.4615816

>>4605047
>>4605276
>>4604814
Better ask Bunny from Retro-USB.

>> No.4617414
File: 217 KB, 580x750, 1515264783571.png [View same] [iqdb] [saucenao] [google]
4617414

>>4584912

>> No.4618045

>>4615668
If I recall correctly there are some webpages providing famicom game's saves in mp3 format.

>> No.4618471
File: 41 KB, 625x369, vinyl.jpg [View same] [iqdb] [saucenao] [google]
4618471

>>4618045
vinyl game discs with rewritable cassette memory cards running on a 1930's electro-mechanical calculator?

>> No.4619632
File: 164 KB, 1076x1522, 1515264852127.jpg [View same] [iqdb] [saucenao] [google]
4619632

>>4584912

>> No.4619725

>>4585256
Well ok then. I would willingly talk about the genesis port of Cave Story.

>> No.4619728

>>4598558
Only one of these uses the word retro and it's the only one that uses pixels. Or did you not notice it seeing as your head is so far up your own ass?

>> No.4619734

>>4585964
>vaporwave is mid-80's
It's mid-80's to early 00's m80
https://www.youtube.com/watch?v=4L1WigqAljg

>> No.4619804

>>4587441
It looks like shit

>> No.4619995

>>4619728
>making a smarmy, pedantic, lawyerly post like this as if you’re defending your favorite politician

>> No.4620006

>>4619728
>it's the only one that uses pixels
What do the others use? Do they just project the image straight into your brain?

>> No.4620191

>>4588427
the voice guy sounds like the guy from MJ's Thriller

>> No.4620195

>>4620191
>You will immediately cease and not continue to access the site if you are under the age of 18.

>> No.4620197

>>4620195
huwat

>> No.4620386

>>4596297
>>4596305
jesus fucking christ why didn't you post them? I was looking for this

>> No.4620425
File: 4 KB, 256x240, tj1.png [View same] [iqdb] [saucenao] [google]
4620425

This was so promising, why did they have to cock tease this so bad??

>> No.4621685
File: 12 KB, 652x438, 1515215760048.png [View same] [iqdb] [saucenao] [google]
4621685

>>4584912
This game is fun!

>> No.4621887

Does /vr/ have a recommended homebrew games list?

>> No.4621975

>>4615796
got funded my dude

>> No.4621992

>>4621975
Doesn't mean a damn thing.

>> No.4621994

>>4621992
not an argument

>> No.4621996

>>4621994
Neither is yours.

>> No.4621997

>>4611470
>>4617414
>>4619632
>>4621685
FFFFFFFFFFFFFAAAAAAAAAAT
FATFATFATFATFATFATFATFATFAT
FATTIEEEEEEEEEE

>> No.4622000

>>4621996
i accept your concession

>> No.4622097

>>4585881
Go to Baddesthacks.net. It's everything you want.

inb4 mods delete this.

>> No.4622105

>>4618471
>running on a 1930's electro-mechanical calculator
But the real question is: Can it run Doom?

>> No.4622142

>>4618045
Those are for the Family Basic + Cassete Deck for the Famicom. Nothing special there.

>> No.4622464

>>4621887
Check out Cheril the Goddess. The main character is a stark naked girl.

>> No.4622519

>>4622464
This nigga knows.

https://www.youtube.com/watch?v=Dp1CSHVe970

>> No.4622670

>>4622519
wow, it's like somebody unearthed an awful unreleased Amiga game and decided to release it for some reason

>> No.4622854
File: 1.73 MB, 5255x3516, 1516547707422.png [View same] [iqdb] [saucenao] [google]
4622854

>>4622464
Is she naked? I thought she was just wearing a really small bikini. Anyway I already tried it, seems promising.

I was looking for more of a big list of recommended homebrew like pic related.

>> No.4622859
File: 3 KB, 256x240, ending.png [View same] [iqdb] [saucenao] [google]
4622859

>>4622854
She's nude alright. Here's the ending for the Famicom game.

>> No.4622885 [DELETED] 

>hee-hee pixelated boobies!!

Did you guys get lost on your way to /v/?

>> No.4622898

>>4622885

Nothing wrong with liking breasts, anon.

>> No.4622909

>>4622885
Did you get lost on your way to Kotaku?

>> No.4622910

>>4622898

But there are better and more accessible mediums for viewing them than half-censored, low-grade pixel art occasionally cropping up in your vidya.

Did your mommy install Net Nanny on the family computer to keep you from accessing naughty sites?

>> No.4622914

>>4622910
>But there are better and more accessible mediums for viewing them than half-censored, low-grade pixel art occasionally cropping up in your vidya.

Yeah, and so what? Do you think people are only allowed to like breasts in one single place? Lmao

>> No.4622919

>>4622910
>reaching for this low-grade bait like it’s 2005
wew lad

>> No.4622934 [DELETED] 

>>4622914
>Yeah, and so what?
>So what if I fap to anatomically incorrect pixels? GO BACK TO KOTAKU!!!

/vr/'s demographics are primarily 30+. If you're not an underage /v/ crossboarder contrary to what your language would suggest, then you most definitely have the 'tism. Either way, there are more appropriate spaces on this site for you to circlejerk to pixelated boobies. The fact that /vr/ is a blue board should be your first hint.

>> No.4622949

>>4622934
>>>4535536
now fuck off

>> No.4622959 [DELETED] 

>>4622949
>whattabout

Two wrongs don't make a right. I don't want any waifu posters infesting my homeboard. There are half-a-dozen boards designated for this shit, and you guys choose to bring it here instead.

Go back to your own boards and stop killing quality threads on /vr/.

>> No.4622964

>>4622959
I repeat: fuck off
this thread has been going for weeks, it's not killing anything
lurk moar

>> No.4623138

>>4622854
so which one was number 1

>> No.4623367

>>4622910
Pixel art nudity is fucking hot though you fucking pleb.

>> No.4624163

>>4622859
L-Lewd.

>> No.4624167
File: 4 KB, 256x240, ending_usa.png [View same] [iqdb] [saucenao] [google]
4624167

>>4624163
She's wearing some kinda dress in the NESdev compo version due to competition rules, not that it looks that different in the ending.

>> No.4624453 [DELETED] 

>you can talk about games made in 2018 as long as they're on Dreamcast
>but you can't talk about games made in 2001 on the PS2

Anybody want to try justifying this nonsense?

>> No.4624481

>>4624167
>nekid with brown socks
lul

>> No.4624573

What does /vr/ think of the latest nesdev compo entries?

http://www.retrones.net/noticias/nesdev-competition-2017-estos-son-los-juegos-presentados-concurso

>> No.4624626

>>4624573

I think the only one of those I've played is Jammin honey, which seems fun, the customization of your girl seems like a cheap meaningless add on though.

How many of these entries are even complete experiences?

>> No.4624798

>>4624573
>Miedow - Cheril's Nightmares
I hope a non-NESdev-compliant version where she's nude will be released.

>> No.4625902

>>4623138
Action 52.

>> No.4626330

>>4619995
>only thing that could mean retro is graphics of pre-6 gen consoles

>> No.4627842
File: 651 KB, 1600x1900, 1515229898575.jpg [View same] [iqdb] [saucenao] [google]
4627842

>>4584912

>> No.4629392

>>4619632
where do they get this idea that just because ur not healthy or attractive that men won't fuck you, it's ridiculous and unfounded.

>> No.4629413

>>4629392
At least Asians put in some effort. The real question is why are western women so fucking pampered.

>> No.4629606
File: 20 KB, 540x540, 1486221354085[2].jpg [View same] [iqdb] [saucenao] [google]
4629606

>>4585756
I'm going to be kind and strongly recommend you don't waste another minute making this game. It's genuinely one of the worst looking games I've ever seen. Why do you mix different perspectives?

It's one thing calling yourself an 'artist', but videogame graphics are not art. You can't just make up your own rules - there has to be logic and thought behind it.

I've been a videogame developer since the early 90's, and have produced some bad titles - but I would have been embarrassed to show something like that to a publisher back in the day.

I feel sick to my stomach having witnessed that screenshot; not because you're bad at drawing, but for your display of complete lack of understanding about what a game even is, and I'm not sure if you were dropped as a baby, but I can't imagine you ever grasping the concept of aesthetic charm if it smacked your face like I would have done if I were your father.

>> No.4630261
File: 495 KB, 500x375, 66 - TBLYjau.gif [View same] [iqdb] [saucenao] [google]
4630261

>>4629606
>I've been a videogame developer since the early 90's
name one

>> No.4630606

>40+ year old man shitposting in a thread just to put down some kid having fun with a hobby

>> No.4630613

>>4630261
Actually to be fair the only game I made that hit the store shelves was so unpopular, to name it would identify me IRL. The publisher went bust after that but I still see my game in the £1 basket sometimes buried under a copy of Barbie Goes Fishing or some shit.

Point is, I've had my ups and downs in the ass-end of the industry and now I self publish because internet.

Also the intent of my post was to be overly cruel as a joke but now I feel kinda bad for posting it.

>> No.4630729

>>4586597
Does anyone have a copy of this game? The author's site is down and I can't find any reliable place to get it.

>> No.4630757

>>4630613
>Also the intent of my post was to be overly cruel as a joke but now I feel kinda bad for posting it.
I wish people would feel this way more often on this terrible website

>> No.4631017

>>4592748
To me, it's literally frustrating to learn 6502 with very limited sources and information regarding to make NES games the way I wanted.

Years ago, I tried to ask people in NESDev about writing a starter information for 6502, and they always gave me some stupid-ass "Learn it by yourself" instead of tutors and Work-Together-types, the way I learn the best. And the personalities they gave out in spitting information [stern and rude-like mafias] discourages me to keep going on, and risk certain scorns or banning for "spamming" when wished to ask so many questions regarding to learn tutorials.

I know not all people there is like what I said, but the way I'm looking for informations to learn is infuriating, and always gave me the same sources that is [possiblty] not best way for me to learn, i.e. BunnyBoy.

>> No.4631048

>>4631017
I bet if I get what I wanted in the past, I'd make the learning code more fun and more user-friendly. I'd record every single tutorials-interviews and study to make it easily learnable. I'd make Japanese NES stuff jealous, and willing to work with me to spread a new coding lessons to everyone, soon to make a website that's solely to share homebrew ROMS to everyone from JP and US and EU.

Sadly, I didn't get any, nor single, of those kinds since it's basically [for me] impossible to get interactive-together-tutorials for me.

My rant aside, I'm kind of glad for NESMaker, but at the same time, feel iffy about it.

>> No.4631051

>>4631017
I was excited to get into the nesdev community, but more and more it seems to me to be populated by bitter old men who want to protect their treehouse club and insist on a particular way to do things. There are definitely welcoming members of the community (Nesdoug and Shiru are great people) but also too many literal trolls.

I’ll carry on learning and developing, but I’m not going to engage anymore.

>> No.4631206

>>4631051
Every "retro" community is becoming a mix of ultra EssJayDubs & prudish turds. Ask yourself how much Rule 34 there is of Touhou, and then ask yourself if you've ever seen a nude mod/hack of any of them. This should help people understand the 'freedom' level of game development & modding.

>> No.4631231

>>4631206
>ask yourself if you've ever seen a nude mod/hack of any of them
Holy shit we need nude hacks.

>> No.4631287

>>4631048
>I'm kind of glad for NESMaker, but at the same time, feel iffy about it.
So far my biggest dissapointment about it is the lack of sound effects and DPCM support. I know someone will make their own sound engine at some point, though.

>> No.4631292

>>4631287
Same.

But considering the prices, as long as they do NOT do the same thing as one dumass did with Aseprite, and if the sound engine is shareable with everyone, especially 4Chan, I'm be somewhat okay with it. Just hope it doesn't affect productiveness against NESMaker.

>> No.4631298

>>4631292
Yeah, totally agree with you.

>> No.4631308

>>4631298
I'm a little considering making a Discord chat solely based on NES, WarioWare DIY and SmileBASIC game-sharing which heavily encourages socialization between US and JP atm.

But yeah. It's as best contributions of NES I could do.

>> No.4631319

>>4631308
I'd be interested in this.
Later on I'd like to get into stuff like Pico-8, though I don't know how much Japanese community fantasy consoles have.

>> No.4631320

>>4631308
Sounds like a great idea to me. I have nothing to share yet, but I'm interested on learning soon.

>> No.4631337

>>4631319
>>4631320
I'm honestly scared to take huge responsibility, especially 4Chan.

https://discord.gg/pwBZDy5

I got so much planned even down to the Websites, but I get stressed thinking about it.

For now, I don't know how to edit Discord to make it MIO-CIO. It's what I want

-To encourages socially with English / Japanese

-To share NES/BASIC/WWDIY Microgames / ??? homebrews, and encourages

-etc.

I even want to make a mascot based off it.

>> No.4631339

>>4631292
>as long as they do NOT do the same thing as one dumass did with Aseprite
What happened?

>> No.4631343

>>4631337
MIO-CIO is supposed to be a "Japanese-like name", where MIO name comes from .mio files used for Warioware DIY, the game that got me establishly desires to program NES, which I struggles so much.

>>4631339

Aseprite was open-sources, until it's closed by the creators, which means it's no longer open-source

>> No.4631348

>>4631343

Crap. I forgot about spoiler.

Aseprite was open source until the creator removes the free-rights movement.

>> No.4631350

>>4631206
Touhou is pretty much the worst possible example you could have chosen, given how many highly sexualized or outright pornographic fan games it has. Why bother with nude mods when you can play a dozen original games about you're favorite 2hu being raped by faceless men?

>> No.4631354

>>4631337
>I even want to make a mascot based off it.
I'm an artfag so I can help with that.

>> No.4631365

>>4631354
I'm also artfag, lol.

It's a bee-wisp hybrid of color pink/green/brown majority. I don't remember if I have the files with me, but I want it look exactly Japanese, but also has American vibes in it. Something Japanese would be interested in it, but US would also know what it is.

>> No.4631507
File: 344 KB, 1777x1777, MIOCIO_1.png [View same] [iqdb] [saucenao] [google]
4631507

>>4631354
This is the mascot of the JP-US hybrid union.

>> No.4631510
File: 503 KB, 2480x3508, MIOCIO_2.png [View same] [iqdb] [saucenao] [google]
4631510

>>4631354
This is a scrap on how it works, even to the name.

MIO-CIO / Miocio is her name because of the .mio file from WarioWare DIY, the game that inspired me to try to learn 6502. This is her theme song. https://www.youtube.com/watch?v=wdXpKs4zRWM

The operation of the discord is to unite US/JP on NES-Famicom programmers and stuff, and other programs not mention here.

>> No.4631812

>>4592542
It looks a bit messy and has way too much detail for a game like that. Also I like how everyone praises this game as a clone of Metroid where what it takes from metroid is that there's some alien shit, the visuals "kinda" look like it and there's a map and exploration. The character controls more like you're playing Contra and you get more weapons than you would need.

>> No.4631883

>>4631350
If you go to 'preservation' sites like redump.org or ROMShepherd, no one helps preserve any Windows pr0n game for the long term.
http://redump.org/discs/system/pc/letter/b/
You see Baldr Force or any of that on there?
No. they only care about the non-pr0n PS2 version. At least if you did a nude hack of PC-98 2hu, the faggots would give a shit about it.

>> No.4632104

>>4631350
also I get why that particular community doesn't do nude hacks etc. the games are their own thing and the porn is its own thing and each has its separate appeal. there isn't really a reason to mix them t b h