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/vr/ - Retro Games


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380397 No.380397[DELETED]  [Reply] [Original]

Just wondering what the best retro console is in terms of programming?

Not just the one with the best hardware etc., but the one with a good SDK, good libraries, toolsets, resources, documentation.

I don't want to program for a current-gen console because I either don't own a modded one or I just don't own one.

>> No.380410
File: 3 KB, 640x420, myfirstgame1.png [View same] [iqdb] [saucenao] [google]
380410

Atari 2600. There is a big home-brew scene and a nice community. There is a tool called Atari BB that works like Visual Basic. You can quickly click and drag your sprites and play-fields to make your own game. I may or may not be working on a /vr/ game.

>> No.380419

>>380410
Thanks but that's going too far in the opposite direction. I was hoping for at least 16-bit gen.

>> No.380501

sdk ? on 16 bits ? lel dev kit was just a console+manuals+assembler. everything was done from hand with machine code except a few games which was written with C (Doom)

>> No.380519

>>380501
Okay let me revise that, I'm not asking for a full-fledged SDK, just a toolset and documentation. I'm looking more for ease of programming rather than sheer power. I was thinking maybe PS1.
I should probably ask this in the AGDG because I have access to slightly newer consoles but I don't know if they'd be suited to amateur dev as much as the older consoles like the SNES or PS1.

>> No.380531

>>380519
amateur dev is a lot easier on xbox360 than on the psone (c#+xna provide a complete multimedia api for free, anyone can start programming on xbox360 without buying a special dev kit)

>> No.380534

>>380419
Genesis is easy enough with just some basic documentation and a 68k-targeted GCC.

>> No.380540
File: 24 KB, 300x225, DISGUSTING.jpg [View same] [iqdb] [saucenao] [google]
380540

>>380531
No one wants your bullshit proprietary JITshit.

This is a retro board.

>> No.380545

>>380531
>xbox360
No, I already said current-gens are a no-no. I don't want to make this into a sonynigger/micropenis war, but I'd never go with MS for development anyway, I've programmed on several non-vidya projects in the past and I hate them too much.

>> No.380549

>>380545
PS1 isn't as well-documented as the 16-bit consoles, it seems. Most of the sites with good info seem to have died in the past decade or so.

>> No.380557

>>380419
The Genesis is easier to work with than the SNES and tends to get a lot more homebrew titles.

>> No.381689
File: 62 KB, 1350x470, genesis_amemory_map.png [View same] [iqdb] [saucenao] [google]
381689

>>380419

To make games on Genesis you have to:

- Know how to code in M68k assembly.

- Have a M68k cross assembler (on PC) or a M68k based Microcomputer (Amiga, Atari ST).

- Know how to code in Z80 assembly (for sound).

- Know YM2612's registers. Having a DX7 compatible Synthesizer is helpful when you don't want to fuck up your sounds too.

- Know how to us the Gamepad's ports controller.

- Know where you can store various data in memory (pic related).

try to check this if you want: mrjester.hapisan.com/04_MC68/

>> No.381732

>>381689
indeed. Most 8-bit consoles are similar.

I've been out of the retro-programming thing for a long time and I'm surprised at how Atari 2600 used to be the hardest to program for -- now there's a shitload of tools for it, and generalized kernels that make drawing the screen easy. Someone wrote a pretty good SMB clone in Batari BASIC.

Next to that, the easiest machines to program for are the ones that are actually computers: the Atari 800XL, the Commodore 64, etc. You can go to http://www.atarimagazines.com/ and read all about how to write programs for them.

>> No.381736

It seems like most consoles (Atari, NES, etc.) require assembly knowledge. I'm currently learning how to make Atari 2600 games and the complex games require 6502 assembly (dasm) knowledge. I'm planning on making a rougelike. You would press fire for a list of commands. It would also have a very basic level up system. I need to learn before I can make a complex project like this.

>> No.381780

Search "SDK" on Underground-Gamer.
They have SDKs and official programming guides for the N64, Snes, PS1, Dreamcast, Genesis, NEC PC-FX etc.

>> No.381803

>>381780
Sometimes the homebrew tools are actually better than the official stuff though. I think that was the case with the Dreamcast.

>> No.381854

>>381732

I think the computers aren't meant to be locked down like the consoles, and in the case of Atari & Commodore 8 bit computers they even let you write your program without having to load anything by yourself.

>>381736

>Rogue on Atari VCS

It could be fun. Would you then make real cartridges and sell them online? If you do, I would buy one.

>> No.382006

>>381854

Maybe. I only know the basics of making a game because I watched a youtube video. I have a lot to learn before I can even begin, but if I do, then I'll release the game under the GNU GPL V3, but sell the cartridge for people who want to play on their Atari 2600's. The only reason I want to make one was because I saw some projects on Atari Age that looked interesting. I'll post some screenshots of their projects.

>> No.382021
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382021

1/?

>> No.382074
File: 33 KB, 640x420, 6059908573_1566ef9d.jpg [View same] [iqdb] [saucenao] [google]
382074

2/2

I'm thinking of having a randomly generated dungeon. Combat would be turnbased. Different characters would represent different objects and enemies, but some would have actual sprites. When you want to do something or interact with something you would press the fire button and it would bring up a command menu. You would be able to select your inventory, disarm traps, fire your bow, attack, etc. Certain objects would have extra options you can interact with. Example: NPC players.
It would have to be very minimal though because of limitations, but I will try to make it filled with content and things to.

>> No.382156

>>381780
Any chance you could point me in the direction of an invite please

>> No.382238
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382238

>>382074
Those sprites look great.

>> No.382291

>>382074

Wow! It look like some copper effects.

>> No.382576

Here the official SDKs for the retro console

http://www.emuparadise.me/sdk/index.php

>> No.382624

>>382576

Thanks for the link anon.

>> No.384148

>>382156
Underground Gamer doesn't require an invite.

>> No.384180

>>382156
>>384148
Invites only needed when they're at the max user limit.

>> No.384201

>>381854
I've got a C64 manual somewhere. Most of it was about programming. Drawing sprites, getting sound, this kind of thing. Pretty fun machine.