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/vr/ - Retro Games


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8807804 No.8807804 [Reply] [Original]

http://www.indieretronews.com/2022/04/dracula-this-upcoming-colecovision-game.html#more

>> No.8807810 [DELETED] 

>>8807804
Not retro

>> No.8807831

>>8807810
>home brew game on archaic platform is not retro
Ask me how I know that you're friendless.

>> No.8807927

>>8807810
if the coleco is no longer retro we can just delete this entire board

>HIROSHIMOOT!!!!!

>> No.8807949

>>8807804
> Dracula is going to be the most ambitious ColecoVision game ever made, without using ANY special hardware
20 rooms with that level of detailed graphics. i suspect they're using more than 32kb for this, possibly a "megacart". that is special hardware.

>> No.8807978

>>8807949
Yeah, that claim is fishy.

>> No.8807984

>>8807978
indieretronews will post absolutely any claim without any proof. it's a one man show that relies on facebook and reddit posts.

>> No.8808024

>>8807949
as long as it doesn't require the retarded expander unit that give the system more ram than it ever would have originally came with
im fine

a special cart is one thing
tards "upgrading" the coleco = fake and gay

>> No.8808059

>>8807949
Not really, the technology to do that existed with the Coleco, but it would have been comically expensive and impractical. Now it's not, so why not?

>> No.8808085

>>8808059
Because it's not retro. A poor suffering husk of a retro console infested with raspberry pies and usb C and rechargeable batteries and wifis is not retro, it's an abomination.

>> No.8808114

>>8807810
>the colecovision is not retro
You okay, little fella? Everything alright at home?

>> No.8808183

>>8808085
That's not even remotely what we're talking about bro. We're talking about a stock colecovision, and a homebrew cart that has a large amount of ROM. Something feasible in the 80s.

>> No.8808198

inb4 he doubles down on the retardation

>> No.8808227

>>8808183
Having sex with a corpse was feasible in the 80s, does that mean you should do it? You zoomies need to learn to have some respect for the developers.

>> No.8808230

>>8808227
>i- was merely p-pretending!
called it

>> No.8808248
File: 8 KB, 256x192, FQPxuNVVUAMyRPJ.png [View same] [iqdb] [saucenao] [google]
8808248

Sure this might be fewer colors, but I don't think the NES is capable of rending colors this freely, let alone in an isometric perspective. I guess the attribute layout is a huge limiting factor of the NES.

>> No.8808262

>>8808230
the only one pretending here is you pretending to be an adult. quit embarassing yourself, sport.

>> No.8808268

>twas all an act! a jape done in jest to trick thine reader into whimsical folly! of this i swear to you!
called it

>> No.8808273

meds.

>> No.8808275

called it

>> No.8808287

>>8808248
The ZX Spectrum could do this easily; it has no such retarded limitations.

>> No.8808293

>>8807804
Shouldn't they be making their nonexistent game that has no evidence of being anything but a mock up for the Coleco Chameleon?

>>8807949
Well they only provided evidence of 4 rooms. But since they're likely done in photoshop they'd be well over 32k each.

>> No.8808294

>>8808287
But all along the diagonals you'd have jagged edges where the color blocks overlap. Other than that, though, yeah.

>> No.8808295
File: 184 KB, 928x1200, drac_proto.jpg [View same] [iqdb] [saucenao] [google]
8808295

>>8807804
Well, that's just confusing. "Dracula" was a planned (but ultimately unreleased) game from way back in the day. The proto ROM image is floating around the internet for anyone who's curious. Doesn't look at all like what's being presented here, though.

>> No.8808306

>>8808295
>Doesn't look at all like what's being presented here, though.
Well, yeah. That's the difference between vaporware and a hoax.

>> No.8808307

>>8808294
I'm pretty sure I thought the Spectrum had the same color limitations as the Colecovision (2 colors per each 8x8 block)

>> No.8808308

>>8808306
>That's the difference between vaporware and a hoax.
Oh, no doubt. There's literally no chance in hell those screenshots are of anything running on a ColecoVision. That's not in question. I'm more curious as to why they chose that specific name. Are they just unaware about any of the history surrounding the hardware they're supposedly writing software for?

>> No.8808328

>>8808307
I know the Spectrum does, but now you mention it, I'm pretty sure the CV does as well, which means those shots are absolutely fake. No amount of cart ram is going to allow it to display black, brown, and two shades of purple (as along the floor edges there) without some color blocking.
Somebody with time and/or autism could overlay an 8x8 grid in gimp or whatever and play "spot three colors" to prove it.

>> No.8808346
File: 109 KB, 797x1083, Screenshot 2022-04-13 at 22-41-46 ColecoVision.png [View same] [iqdb] [saucenao] [google]
8808346

Feel like this is a good place to drop this.

>> No.8808354

>>8808346
Ah, so it's feasible with Graphics 2 mode, then? Alrighty.
I still smell fake

>> No.8808358

>>8808354
Feasible? Yes. But in this case you're right it's totally fucking fake.

>> No.8808363

>>8808295
It's like making a game called 'Yeah Yeah Beebiss' and not being aware of the supposed lost game, which may or may not have been a mistranslstion of a Japanese Power Pad game.

>> No.8808447

>>8808024
What's weird about upgrading the Colecovision? It was designed for exactly that. It didn't last long enough for expansion modules to take a lot of advantage of that but a base NES isn't that much more powerful than a Colecovision. It taps out around Super Mario Bros.

>> No.8808453

no special hardware, but how big is the ROM?

>> No.8808456 [DELETED] 

>>8807831
I know bro I was just trying to jump start conversation by baiting :)

>> No.8808467

the NES is better in most categories but the Colecovision has more controller buttons, a stronger CPU, and more memory as you can utilize some of the 16k VDU RAM for storage to compliment the 1k WRAM while the NES has just 2k RAM without a mapper. Gateway to Apshai is one particular game that would be difficult to do on the NES for those reasons.

>> No.8808468

>>8808248
even with scanline tricks, NES would be limited to 3 colors per 16 pixels plus the background color, rather than 2 colors per 8 pixels. I'm sure it could do some impressive stuff but memory would be the big limitation, colecovision has 2x the tile memory AND its graphics take up less space.

>> No.8808479

>>8808287
with scanline tricks and a vastly worse palette, yes.

>> No.8808494

Colecovision was truly the Dreamcast of its era

>> No.8808497

Why does the Colecovision keep getting lumped in with 2nd generation when it's clearly the same generation as the NES?

>> No.8808517

>>8808456
called it

>> No.8808518

>>8808497
Explain why you think they're the same gen.

>> No.8808528

>>8808497
because the games are as shitty as 2nd gen """games""".

>> No.8808535

>>8808497
NES’s graphics are twice as colorful, so that makes it a generation ahead. on the other hand, SMS’s graphics are twice as colorful as the NES so it should be its own mini-generation between NES and PCE.

>> No.8808537

>>8808535
it also has way better sound, can actually scroll, and the cartridge slot supports expansion stuff without hax tricks

>> No.8808563

>>8807949
what would be cooler is if they invented some kind of crazy compression routine to keep the ROM size down. I bet they could put a big dent in it without adding too much load time.

>> No.8808565

>>8808328
>>8808307
>>8808294
plenty of spectrum homebrews use scanline tricks to manage 8x1 or 8x2 color regions, and CV doesn't even need to do that as explained here >>8808346

>> No.8808650
File: 336 KB, 772x1024, 1.jpg [View same] [iqdb] [saucenao] [google]
8808650

>>8808518
Colecovision was touted as a third gen system during it's own era. Plus it's a direct competitor of the Atari 5200 and putting the 5200 in the same generation as the 2600 makes no sense at all.

>> No.8808652

I think the real issue here isn't one of technical limitations, or what a console can or can't theoretically do. I think this comes down to yet another group of amateur developers thinking that because they wrote some indie pixelshit game in Unity that was inspired by games written for old school consoles that they themselves can somehow translate this experience into writing their own old school console game. So far all they've got to show for it is a few "screenshots" that they're being careful to not actually call screenshots (the word 'screenshot' is being used by the author of the article, NOT the devs in their original tweet) nor are they suggesting that they're images captured from actual running hardware or an emulation equivalent.

So this eventually ends when they find out that programming for a Coleco console requires an entirely different skillset than writing a Unity game using modern programming languages and paradigms and/or they realize that their project is just too ambitious for what they've promised. Whatever the case, the project will be completely scrapped, and some lame excuse will be given, while the art gets recycled into yet another modern Unity game that may or may not suck.

>> No.8808708

>>8808456
>jump start conversation
The topic of the thread IS the conversation; a game seemingly not thought possible on a console guarantees replies. Your faggotry wasn't warranted. In fact, it was so mind numbingly pointless that it was deleted.

>> No.8808885

>>8808346
It's always a good time to "drop" an inaccurate blog post on the new and zoomed /vr/

>> No.8808998

>>8808885
Feel free to point out any details you feel are wrong.

>> No.8809020

>>8808998
>replying to the assembly language larper
shiggydiggy

>> No.8809201

>>8808998
Feel free to do your homework and google harder to find a source more reliable than a quickly tossed together summary on a blog. Doesn't have to be the data sheet or programmers guide. Anything done by someone who's actually use the thing should do.

>> No.8809374 [DELETED] 
File: 1.39 MB, 325x173, dems the rules.gif [View same] [iqdb] [saucenao] [google]
8809374

>>8807810
>>8807831
>>8807927
>>8808114
>CollectorVision Games
A commercial developer and publisher.
They are going to sell it, thus it's no longer homebrew but retail = official game title released after the year 2007 = not allowed.
Read the sticky: >>6775606
The fact that the platform itself is retro according to the rules is irrelevant.

>> No.8809378

>>8808650
I think that generation of consoles gets lumped together and dismissed because they were all purported """failures""", while the 2600 just kept limping along until the NES launched. For a while it seemed like home computers might become the dominant platform like in the UK and Europe, but really the Intellivision and Colecovision both were fairly popular. It's no secret that the Famicom designers looked at the Coleco for inspiration because its graphics were so far ahead of everything else on the American market at the time.

>> No.8809382

>>8809374
Oh please

>> No.8809619

>>8809374
>selling a game make it official
Your troll-fu is not strong

>> No.8809654

>>8809374
Shut the fuck up pedant, you aren't even technically right. Homebrew is the way the game was made, with one, or a small team of enthusiasts. And it's on an old system that isn't supported in any official capacity.

>> No.8809865

>>8809378
It's still dumb though. We don't lump the Dreamcast with the Saturn because it failed early. We don't lump the Jaguar with the Super Nintendo either. That's all that happened to the Atari 5200, Colecovision and Vectrex. They failed early but were clearly the generational followups to the Atari VCS.

>> No.8809871

>>8808652
>So this eventually ends when they find out that programming for a Coleco console requires an entirely different skillset than
can they handle coding in Z80 assembly language with a couple kb of RAM?

>> No.8810194

>>8809871
it's not possible to learn assembly language. only a zoomer larper would claim otherwise.

>> No.8810715 [DELETED] 

>>8808563
>what would be cooler is if they invented some kind of crazy compression routine to keep the ROM size down. I bet they could put a big dent in it without adding too much load time.
that would explain a lot. you could pack a fair amount of data into 32kb. z80 is a bit of a slouch when it comes to performance (3x clock speed of 6502, 2-4x amount of clock cycles at executing instructions), makes me wonder what performance would be like (pauses between rooms for system to depack data etc.). very curios to see how this game will pan out.

>> No.8810721

>>8808563
>what would be cooler is if they invented some kind of crazy compression routine to keep the ROM size down. I bet they could put a big dent in it without adding too much load time.
that would explain a lot. you could pack a fair amount of data into 32kb. z80 is a bit of a slouch when it comes to performance (3x clock speed of 6502, 2-4x amount of clock cycles at executing instructions), makes me wonder what performance would be like (pauses between rooms for system to depack data etc.). i'm very curious to see how this game will pan out.

>> No.8810786

>>8809378
>while the 2600 just kept limping along until the NES launched
2600 was still being manufactured and sold until 1992. it sure as fuck didn't "limp along" throughout the 1980s. atari was still able to sell games and machines long after the nes was released, and that's despite how good the nes was compared to the 2600. people loved the 2600 to death.

>> No.8810797

>>8810786
To be fair, that's largely because the 2600 had no licensing scheme in place. Any random person could make and sell 2600 games, which is why the library is so big and has many rare mail order games that were sold in one small area out of a garage. It was a homebrew magnet.

>> No.8810808

>>8810797
>To be fair, that's largely because the 2600 had no licensing scheme in place
nintendo had the same problems. their CIC protection was continually broken/bypassed since its release, and its mappers were cloned, allowing a flood of titles to be produced in countries like china, hong kong and taiwan. the only difference was that atari's problems benefited nintendo even though nintendo were suffering from the same level of problems. (bootleg carts, cloned machines, cloned chips etc.)

>> No.8810825

>>8808708
Seethe

>> No.8810847

>>8810721
Z80 code however is also smaller and needs less memory than 6502 code.

>> No.8810863 [DELETED] 

>>8810847
can run on tiny amount of memory because it has a bunch of extra registers to juggle data around. it's just a shame it takes a near eternity to do any calculations with it.

>> No.8810868

>>8810808
some Famiclones improved on the original with features like turbo buttons on the controller and the Dendy PPU didn't have the problem with sprites fading if you didn't continually refresh the OAM table.

>> No.8810869

>>8810847
can run on tiny amount of memory because it has a bunch of extra registers to juggle data around. it's just a shame it takes a near eternity to do any calculations with it. but if you look at the atari 2600 (for example) that has 128 bytes of ram, you can clearly see that your claim is complete bullshit.

>> No.8810873

>>8810868
yeah. those clones were pretty cool.

>> No.8810876

>>8808248
Sure, you get to be more precise with colour use but from a much smaller palette.

>> No.8810882

>>8810869
The main thing with the Z80 is that it can do 16-bit arithmetic much easier while 6502 requires loads of zero page writes for that and thus your code ends up being about 20% larger. Z80 also has block copy instructions for memory transfers which is very convenient.

>but if you look at the atari 2600 (for example) that has 128 bytes of ram, you can clearly see that your claim is complete bullshit.
Wouldn't matter because the code is running from ROM not RAM.

>> No.8810889

>>8810882
> makes claim about ram
> gets btfo
> QUICK! CHANGE THE SUBJECT! IT'S ABOUT 16-BIT CALCULATIONS
now that's coping.
>Wouldn't matter because the code is running from ROM not RAM.
wow. really? you are so smart. thanks for pointing out the obvious. z80 will always be a trash CPU. you can change the subject as much as you like, there is nothing better about the z80 in any way.

>> No.8810890

the 6809 was even better; your code could be more compact still except not much stuff used it--just a few unimportant computers nobody really used, some arcade machines, and one console (the Vectrex)

>> No.8810898

>>8810890
6809 was a very good CPU
> some arcade machines
and a shitload of pinball machines.

>> No.8810917

>>8810889
>there is nothing better about the z80 in any way.
yes there is. you can clock it twice as fast, which negates the 6502's advantage in cycle efficiency. that's why it was more expensive, and was preferred in coin-ops over the 6502 because they didn't care about cost.

>> No.8810941

>>8810917
Z80 was better at brute force calculations and it had onboard DRAM refresh which saved on additional components.

>> No.8810948

>>8809374
>They are going to sell it, thus it's no longer homebrew but retail = official game
I'm jut here to laugh at your stupid ass.

>> No.8810959

>>8810868
>and the Dendy PPU didn't have the problem with sprites fading if you didn't continually refresh the OAM table
This means however that games designed deliberately for Famiclones won't work on a real one if they utilize features specific to the Famiclone like no OAM refresh required. There are some Taiwanese games that reportedly do things like this.

>> No.8810979

>>8810808
Coleco reverse engineered the TIA for their 2600 game adaptor but deliberately changed the pinout to circumvent Atari's patents.

>> No.8810998

Nintendo's decision to go with the 6502 in the Famicom was controversial and some engineers objected as they wanted a Z80 to make arcade ports easier. In addition to that Japan had very few experienced 6502 coders; Nintendo had to keep repeatedly going back to Iwata and HAL for help as they were some of the only 6502 coding experts around. the 6502 was chosen because it was cheap and the smaller die meant they could also include onboard APU hardware which saved an additional chip.

>> No.8811019

>>8810998
>and the smaller die meant they could also include onboard APU hardware which saved an additional chip.
yup, pretty sure this is also why NEC went with it for the PC Engine. I think even the SNES had some extra stuff on the 65816 die.

>> No.8811021

>>8811019
the SNES CPU had a DMA controller and hardware multiplier/divider which the 65816 normally lacked

>> No.8811034

>>8811021
yeah, it had the DMA controller but I thought the multiplier/divider was actually on the PPU.

>> No.8811052

>>8809201
So, nothing's wrong with it. Got it.

>> No.8811064

>>8809871
>can they handle coding in Z80 assembly language with a couple kb of RAM?
Probably not, no. That's going to require time to learn and time to code. They're already churning out stuff in unity. At some point fairly early on they're going to realize this isn't worth the effort, especially when they're already shipping stuff in a fraction of the time.

>> No.8811084 [DELETED] 

Is there any use now for programmers who still can write 68k asm in their sleep? Was the first language I had to learn (C second) and I never forgot how to use it.

>> No.8811087

>>8811084
Write shit for the Vampire Amigas?

>> No.8811091

>>8811084
So you allegedly have a skill and don't know what the current job market looks like for it? That seems weird.

>> No.8811095

>>8807804
Looks like this could be achieved by doing black & white mono dithered to start then adding the color afterwards

>> No.8811107

>>8808248
to do this type of image the NES would have to do midscreen bankswitches because it only has 256 bg tiles. the master system would also struggle.

>> No.8811130

>>8810998
HAL Laboratory has one of the most interesting histories of the various Nintendo subsidiaries. In the NES era they done Atari ports, contract work, programming assistance (alongside the somewhat obscure SRD, who may have been the real programmers behind many of Nintendo's games), publishing, and made two of the largest NES games in the library - Metal Slader Glory (1024kb, MMC5) and Kirby's Adventure (768kb, MMC3). Their original software was varied and quite creative as well. And then, in due time, they just became 'the Kirby developer' and have rarely moved past that. It was a miracle that Nintendo even greenlit Smash Bros. at all, let alone it becoming a mainstay franchise. It makes you wonder what they could've come up with if they weren't stuck making Kirby games for the rest of time.

>> No.8811313

>>8811130
This tends to happen with every studio. Once they land a hit the publisher rides it forever. It's actually pretty surprising that Rare was given the freedom that it had, jumping around not only IP to IP but genre to genre.

>> No.8811330

>>8809374
NEVER @ ME AGAIN U BITCH

>> No.8811410

there is an FPGA replacement for the VDU you can get which outputs RGB and eliminates the 4 sprite per line limit. though a bit silly idea especially since the VDU is a reliable chip that doesn't fail that much unlike, say, Commodore's ICs so you don't generally need to worry about replacing dead ones. the most common component failure in Colecovisions is the RAM since it's ancient triple rail DRAM that gets easily fucked from PSU malfunctions.

>> No.8811435

>>8808295
what's up with dracula games getting cancelled

>> No.8811448

>>8811410
>especially since the VDU is a reliable chip that doesn't fail that much unlike
One reason for that may be that Texas Instruments were explicit about heat sinking the chip; the data sheet for the VDU mentioned that it was necessary and most computers/consoles that used it followed suit aside from the notorious Dina.

>> No.8811457
File: 2.07 MB, 3920x2400, Telegames-Personal-Arcade-Dina-2-in-1-02.jpg [View same] [iqdb] [saucenao] [google]
8811457

The Dina for those who don't know was a Taiwanese SG-1000 clone that could also play Colecovision carts. Unfortunately it had Soviet bloc build quality--the VDU wasn't heat sinked like it was supposed to be and the PSU was a literal fire hazard.

>> No.8811491

Coleco's entry into video games was largely opportunistic and unlike Nintendo they didn't have a real long term plan. As soon as sales diminished with the video game crash they packed up and went home.

>> No.8811506
File: 35 KB, 600x600, CARLOSSSSSS.jpg [View same] [iqdb] [saucenao] [google]
8811506

>>8811435
They just really suck

>> No.8811520

>>8811506
that got a chuckle from me

>> No.8811532

>>8811052
>But mommy. Surely if you knew how to do my homework you would simply do it for me.
That works with your moms? No wonder you ended up an ignorant fool.

>> No.8811572

>>8811532
>i'm the assembly language larper
Obviously. This isn't your first shitpost in the thread.

>> No.8811624

>>8811572
So it's this obsessed psycho who takes blogs as cannon and official documentation as apocrypha. Color me surprised.

>> No.8811636

>>8811624
Did you have any specific objection to anything in the blog post? Also, how do you feel about this Dracula project? In your opinion, is what they're claiming to do feasible on CV/Adam hardware? What's your opinion on the screenshots? How about the claim that they'll be doing this with "no special hardware" whatsoever? That implies a stock ColecoVision with no memory expansions, no fuckery done to the VDU or any other components, and a maximum ROM cart size of 32K. Their project, as it's been announced, seems unlikely to work within these parameters for myriad reasons. What's your take on that?

>> No.8811715

If the Colecovision max game capacity is 32kb, how did those games compare to NROM titles?

>> No.8811739

>>8811715
The NES has more colors, hardware scrolling, better sound, and more sprites. Some NROM games particularly SMB would not be possible on the Colecovision at all. Ice Climber would be doable.

>> No.8811747

>>8811715
>If the Colecovision max game capacity is 32kb
And it is. Although using mappers and/or the SGM would have obviously pushed this further, no retail releases were ever larger than 32K and only a handful of titles actually hit that limit.

>> No.8811754

>>8811747
The cartridge slot didn't have write lines so you'd have to do the same trick they did on the Atari 2600 by including a separate read and write register to switch ROM banks.

>> No.8811756
File: 88 KB, 380x400, nuts.png [View same] [iqdb] [saucenao] [google]
8811756

i like how simply asking them to demonstrate some working knowledge of the subject at hand, or even just asking them to contribute to the discussion, makes them scurry away like roaches
the /vr/ equivalent of /shmupg/'s "wot u play?" makes the shitposter crawl back under its rock
lel

>> No.8811761

>>8811715
you can always do memory bank swapping using on-cartridge hardware completely independent of the console

>> No.8811770

>>8811739
theoretically more ROM space as the NES has the separate CHR ROM to put graphics data in while the Colecovision had to fit everything in that 32k space, although this is partially compensated by how Z80 code is smaller than 6502 code.

>> No.8811778

I mean, the SG-1000 was the same hardware and it got immediately left in the dust by the Famicom so you tell me.

>> No.8811889

>>8811778
Had the SG-1000 been released (way) earlier than the Famicom, it would've at least had a foothold, enough for the true competitor (SMS) to have a chance. Unfortunately it came out at the exact same time, and probably the only time in Nintendo's history when they had the strongest console on the market.

>> No.8811971

>>8810825
At what? You're quite the peculiar little faggot.

>> No.8811989

>>8811778
no it didn't, it led the famicom at first because of the latter's production issues but it obviously had a pretty short time horizon. famicom was more of a sleeper hit and especially blew up with SMB.

also nobody remembers the fucking super cassette vision.

>> No.8812006

>>8811989
the first Famicoms had hardware bugs that necessitated a product recall and the SG-1000 had cheaper games as its cartridges used only one ROM chip instead of two.

>> No.8812009

Looks badass, Dracula is cool

>> No.8812016

Sega however didn't want to license third parties and Konami et al were uninterested in working with an arcade rival while Nintendo were a minor player in arcades so didn't threaten their bottom line.

>> No.8812131

>>8811636
>Did you have any specific objection to anything in the blog post
Yes
>Also, how do you feel about this Dracula project
A little constipated. But might be because I didn't drink my prune juice this morning.
>In your opinion, is what they're claiming to do feasible on CV/Adam hardware
Feasible, not. Possible, probably
>What's your opinion on the screenshots
It's a shoop
>How about the claim that they'll be doing this with "no special hardware" whatsoever. That implies a stock ColecoVision with no memory expansions, no fuckery done to the VDU or any other components, and a maximum ROM cart size of 32K. Their project, as it's been announced, seems unlikely to work within these parameters for myriad reasons. What's your take on that
implying. lol

>> No.8812157

>>8812131
>Yes
Other than the fact that it's a blog post, what?

>> No.8812175

Today I will remind them of a young boy who had a dream of playing pretend with other children on the internet years ago, only to have that dream shattered by a grumpy boomer. Today I will remind them of that heartbroken young child who now pretends to be the grumpy boomer in the hopes of making someone else feel the anger and embarrassment he felt all those years ago when his innocent session of make-believe was shattered by a monster.

>>/vr/thread/S4458748

>> No.8812197

>>8812175
I'm confused. Five years ago some guy said something dumb in a thread one time, and now his ghost haunts you?

>> No.8812203
File: 760 KB, 1895x1275, Baby-Parrot.jpg [View same] [iqdb] [saucenao] [google]
8812203

>>8810721
>>8810847

>> No.8812204

>>8812197
The word "ghost" implies that you're dead or gone, and you're neither. But I do like to occasionally remind you that your supervillain origin story has been archived for future generations.

>> No.8812207

>>8812204
Does Elvis talk to you?

>> No.8812209

>>8812207
>i'm not the assembly language larper
But you are, and it's hilarious to still find you in threads doing this tired act after like five years.

>> No.8812224
File: 30 KB, 462x456, I Don't Know What I Expected.jpg [View same] [iqdb] [saucenao] [google]
8812224

>>8812209
Yeah, you're a fucking schizo.

>> No.8812229

>>8812224
Did you want to pretend that you actually know anything about Z80 assembly or Adam programming, or are you just here for your usual shitposting? Are you ever going to attempt explaining your problem with that blog post you've been asked about repeatedly?

>> No.8812232

>>8812229
I literally don't know what the fuck you're talking about. Is everyone on /vr/ this guy you're obsessed with?

>> No.8812237

>>8812232
>no, i'm not going to bother trying to fake my way through any ontopic discussion, just here for my usual shitposting
Cool. Enjoy yourself, but try not to overdo it.

>> No.8812242
File: 1.73 MB, 1280x779, hohoho.png [View same] [iqdb] [saucenao] [google]
8812242

>>8812237
Every board has a resident nutcase, but I have to say at least you're an interesting one.

>> No.8812250 [DELETED] 

>>8812242
>n-no u!
kek

>> No.8812259

>>8812242
fucking lol
>>/vr/thread/S8792403#p8793575

>> No.8812267

Which 1980's console would be for me?
>i hate nintendo
>i hate pokemon
>i hate sega
>i hate Zelda
>I hate RPG games

>> No.8812269

>>8812259
So I'm hearing is there's two schizos, this larper guy, and the guy in this thread who thinks everyone is this larper guy?

>> No.8812272

>>8812267
Mattel Electronics Football
https://www.handheldmuseum.com/Mattel/FB.htm
>>8812269
You are the larper guy.
_________________________lol

>> No.8812276

>>8812272
>Mattel Electronics Football
>1977
>Which 1980's console
The kiddos are going to go apeshit.

>> No.8812282

>>8812272
That's what I'd expect the larper guy to say!

>> No.8812286

>>8812282
>>/vr/thread/S8792403#p8793575

>> No.8812293

>>8812267
Tiger Electronics Castlevania handheld

>> No.8812297

>>8812282
You're totally him, though. And you've been at this for the better part of 5 years, brah. You're like that Babbage's Gramps dude used to be, only without a tripcode or any semblance of wit.

>> No.8812312

>>8812232
>s everyone on /vr/ this guy you're obsessed with?
Yes

>> No.8812315

The amount of samefagging in this thread is too damn high.

>> No.8812419 [DELETED] 

>post a thread about something that I though would pique a little interest
>come to the thread and everyone is at each other's throats
>leave
>return
>still at it
I am an agent of chaos.

>> No.8812424

>>8809654
So now the choice of SDK is deciding if a game is /vr/etro or not? Is that what you are trying to say?

>>8811330

>> No.8812426
File: 12 KB, 300x294, no.jpg [View same] [iqdb] [saucenao] [google]
8812426

>>8812157
>Other than the fact that I want to be spoon fed?
no

>> No.8812429

>post a thread about something that I though would pique a little interest
>first reply is an ass hole
>leave
>come back to the thread and everyone is at each other's throats
>leave
>return
>still at it
I am an agent of chaos.

>> No.8812441

>>8812426
Right, so there's nothing wrong with any of it. Thanks for clearing that up.

>> No.8812450

>>8812429
>I am an agent of chaos.
Not really, unless you're the assembly language larper and this is yet another one of your samefag shitposts. But in that case you'd still only be an agent of lulz.

>> No.8812484

>>8812450
No, I'm the OP. And I really think I am an agent of chaos; off-topic, but do you remember the Miiverse social network thing? I'm partly to blame for that place going to the dogs. I ruined the experience for a lot of people, and I did it through good intentions. Won't bore anyone here with how. Just wanna say sorry.

>> No.8812604

>>8812267
PC engine, Atari and intellivision.

>> No.8812650

>>8812157
The part where it's wrong
>pls spoonn feed me
No such cases

>> No.8813126

>>8812650
There isn't anything wrong on it. Also, how many times are you going to reply to the same post?

>> No.8813665

bump

>> No.8813751

>>8813126
>There isn't anything wrong on it.
So you didn't do your homework
.>how many times are you going to reply to the same post?
i don't even do zoomers actually

>> No.8814058

>>8808024
The original expander was just made to give the coleco what the company had planned to do but the bottom fell out.

>> No.8814725

>>8813751
There wasn't any "homework" to do. There's nothing wrong with the blogpost. You're a weird troll, man. I see why you get called a LARPer constantly.

>> No.8814793

>>8814725
>There wasn't any "homework" to do.
Of course there was. I even gave you a list of original documentation you could read. But you couldn't. Because you're just a sniveling little shitposting little shit.

>> No.8814857

>>8814793
You could have saved his time, yours, and everybody else's if you'd just said what the mistake is. Do you even know?

>> No.8814932

>>8814793
I feel like you need to be on medication. You've been doing this for at least five years now.

>> No.8814936

>>8814793
>Because you're just a sniveling little shitposting little shit.
>shitposting
He's not the one who's spent half a decade of his life dedicated to derailing any topic on /vr/ that deals with old school programming/assembly just because he got his feelings hurt in a thread he didn't have any business posting in to begin with.

>> No.8814943

>>8811971
>still seething
lay off the hrt

>> No.8814948
File: 6 KB, 299x168, he mad.jpg [View same] [iqdb] [saucenao] [google]
8814948

>>8814857
>>8814932
>>8814936

>> No.8814951

>>8814948
Five years, man. Is there anyone you can talk to about this? Have you tried to reach out to people for help?

>> No.8814960

>>8814936
why can't jannies ban this guy? granted people ITT shouldn't have engaged with him but yeah he's obviously trolling and you don't even need to have the relevant background knowledge to be able to tell.

>> No.8814965

>>8814857
>Do you even know?
You've apparently never run into this kid before.
>>8814960
Chances are he is a janny, that's the problem. Notorious shitposters and derailers aren't usually allowed to spend this many years consistently fucking up a board unless they're in some position of power. Normally this level of antics over this long a period of time would have resulted in a range ban by now.

>> No.8815176

>>8814960
>why can't jannies ban this guy?
Seeing as how I'm not this guy and have been accused of being him twice since I started browsing /vr/ in the past week, I'd say odds are pretty good "this guy" is currently a succession of random people chosen to be the boogeyman for the period.

>> No.8815190

>>8808528
reblogged

>> No.8815210 [DELETED] 

>>8815176
Or it isn't multiple people and it's just you. Doing this exactly same song and dance, with the exact same posts, for five years now.

>> No.8815227
File: 776 KB, 514x667, 1636829789016.gif [View same] [iqdb] [saucenao] [google]
8815227

>>8815176
I can believe it. It's highly likely that you, in less than a week of being on this board, decided to target a thread dedicated to this specific subject and started to shitpost in the exact same writing style (and using the exact same parroted lines and baits) as a well-established troll that's been doing it for years now.

Totally plausible.

>> No.8815253

>>8814951
>I've been obsessed with some imaginary bogeyman for 5 years
>I'm not the problem

>>8815176
That's exactly the kind of thing some imaginary bogeyman would say

>> No.8815589

>>8815227
So the assembler language laper guy is no longer a guy. Color me surprised.

>> No.8815593

>>8815589
I'm not even sure what you're trying to say here? Do you think they transitioned or something?

>> No.8815712

>>8815593
Don't know, or care, what you kids call it. But a sick in the head fool is often broken in many ways.

>> No.8815717

>>8815712
You really are one fucked up kid. Well, here's to another five years of watching you mentally unravel.

>> No.8815854

>>8815717
>n-n-no ur fucked up kid
But of course I am sweaty

>> No.8815959

>>8815854
I have no doubt you're sweaty.

>> No.8816217

>>8814943
>muh weightless ad hominems
You're going to die alone, obvious projecting tranny.

>> No.8816841

Holy God, what happened to this thread?

>> No.8816867

>>8815959
>n-n-no ur sweaty
Just embarrassing

>> No.8817114
File: 3.98 MB, 520x293, Intervention_Matthew_is_Addicted_to_Duster_Season_14_Episode (2).gif [View same] [iqdb] [saucenao] [google]
8817114

OK, this thread makes me want to hit the duster.

This looks ambitious but I think the developer(s) has/have previous ColecoVision experience. Don't get me wrong, the ColecoVision homebrew scene has some pretty good releases but if and when this is released, this will be the main problem:

>Released in limited quantities without /vr/ knowing for the price of a modern day AAA game
> Sells out
>Appears on ebay marked up by resellers upwards of 727%

Every time

>> No.8817342
File: 2.46 MB, 212x187, 1649135473407.gif [View same] [iqdb] [saucenao] [google]
8817342

>175/49
As a newfag lurker, I gotta say this thread has been a wild ride.

>> No.8818356

>>8817342
He's been on this crusade to get revenge on the grumpy boomer who embarrassed him for five years now. If a thread exists, and it's even tangentially related to assembly programming, he'll be there to do exactly what happened here. Five years.

>> No.8818410

>spectrum tier graphics
looks horrible. get some taste

>> No.8818423

>>8818410
speccy games look like that but monochrome, this is loads better though not quite EGA tier.

>> No.8818516

>>8807949
They could do this with a banked 64K cartridge or maybe even less. The Coleco has 16K of RAM which makes data decompression possible. We don't know the algorithm they use.

>> No.8818735

>>8818410
>my subjective opinion is objective reality
Also:
>omigod. That looks HORRIBLE. Like, get some taste
Shut the fuck up, you early 90's valley girl faggot.

>> No.8819002

Possible as a Coleco to SG-1000 hack?

>> No.8819102

>>8818735
just embarrassing

>> No.8819442

>>8819102
Hey, early 90's valley girl faggot. Going the mall? Heard you and Stevie hooked up last night. Girrrrlll, he did WHAT with his fingers? ALL of them? THERE? And then he made you eat your own WHAT? Ewwww! Early 90's valley girl faggot, that's so, like, grody.

>> No.8819707

>>8811506
You know what they say, the tooth hurts

>> No.8819708

>>8812016
>minor player in arcades

Was Donkey Kong widely overlooked or something? Or was it just that they didn't develop for arcade nearly as much?

>> No.8819757

>>8808497
What does the original generation of sega home console rank ? Same as colecohardware

>> No.8820418

>>8808535
But by that logic the ColecoVision shouldn't be in the same generation as the Intellivision and the VCS

>>8808518
Maybe because the ColecoVision and the *Famicom hardware* are more contemporaries than not. The Famicom came out just a year later. Maybe we see Nintendo expansion into North America sooner if Coleco doesn't mess up the negotiations to distribute the Famicom between Atari and Nintendo in 1983. The Nintendo VS. System appeared in North America in 1984. The NES was shown off at the June '85 CES. The earliest NY Times published report I could find of Coleco discontinuing the ColecoVision is October 19, 1985. The New York NES test launch was on, you guessed it, October 18, 1985.

>> No.8820435

>>8820418
The problem is while the Colecovision came out only a year before the Famicom, it was based on a chipset from 1979. This was good enough to out-compete the Atari 2600 and Intellivision but not enough to compete with newer hardware.

>> No.8820929

>>8819708
>Or was it just that they didn't develop for arcade nearly as much?
After Donkey Kong, they released a grand total of nine games to the arcades, which is not a lot.
Three of them were flops. Popeye was a huge hit. DK Jr did well, DK3 not so much. Mario Bros was a modest success, and Punch-Out and Super-Punch-Out did well, but are basically the same game.
This led to an industry perception of Nintendo as kind of an secondary player in the arcades. When they got it right, they were excellent, but their library was small and Donkey Kong and Popeye were their only major hits; they were also seen as trying to endlessly mine DK for more material due to a lack of new ideas.