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/vr/ - Retro Games


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File: 64 KB, 800x595, SegaDC_KatanaOn[1].jpg [View same] [iqdb] [saucenao] [google]
6881905 No.6881905 [Reply] [Original]

What's the easiest /vr/ console to develop games for?

>> No.6881912

I'm glad you asked

>> No.6881914

its probably the dreamcast based on my guessing

>> No.6881918
File: 94 KB, 576x768, JozSc1Q.jpg [View same] [iqdb] [saucenao] [google]
6881918

dunno i wiped the hard drive lol
updoots to the left for my custom rig xD

>> No.6881946

nes
maybe dreamcast

>> No.6881954

>>6881905
How long is a piece of string?

>> No.6881968

>>6881954
What did he mean by this?

>> No.6881990

>>6881968
Oh look, it's fake me again.

>> No.6882009 [DELETED] 
File: 564 KB, 640x837, sopa de japones uma delicia.png [View same] [iqdb] [saucenao] [google]
6882009

>>6881990
*sharts diarrhoea directly into your nostrils*

>> No.6882023

>>6882009
You are a weird little man.

>> No.6882053

>>6881905
For someone who's incapable of making even the simplest of games they're all equally easy if you're a glass half full person

>> No.6882061

>>6881905
PC-FX and Wondersawn

>> No.6882138
File: 102 KB, 563x563, 1363314622001.jpg [View same] [iqdb] [saucenao] [google]
6882138

>>6881905
>want to make the simplest game possible
>would like the option to develop the game on obscure or dated consoles because I like retro games and am a retard zoomer

Is there an archive site somewhere? I'm being genuine btw. I want to make something marginally autistic on a dated gaming console like the TurboGraphics, MegaDriver, MasterSystem, Commodore or even PC-FX like anon mentioned.

I just want something that highlights my shitty ass coding skills but on a dated hardware that I might be able to pass off. Purely for aesthetic reasons, of course.

>> No.6882242

>>6882138
What languages are you conversant in? What hardware do you have to run a game on? If you have no skills and no hardware, best just stick to Python apps until you change that.

>> No.6882246

I'm gonna post this again, since it keeps coming up.

If you can't A) figure out which console is easiest to program for by yourself with some google searches, or B) figure out what you need to write the code by yourself with some google searches, then you will NEVER make anything beyond slapping together some premade assets in RPG Maker. Period. Making even a simple and small game like Pong or Snake takes a lot of time and effort for someone new to programming the hardware. That's why the pros considered getting ANYTHING to display on the screen to be the first milestone when learning new hardware. Because it takes a while just to get to that point. If you don't have the self-motivation and drive to hunt down information, you won't have the willpower needed to make it far enough to reach the first milestone, much less make an entire game.

I don't say this to discourage, I say this because I see it happen thousands of times a week. Go to rhdn, smwcentral, or any other romhacking/gamedev type community. Look at the forums section for announcing new hacks/homebrew/games. Look at how many get started, then never go anywhere. Those are the people who decided they wanted to make a game, then got bored and gave up once they realized how much boring work it would be. Which you will do as well, since you can't be bothered to google "easiest retro console to program" and seek an answer, instead asking someone on 4chan to spoonfeed you the answer.

If you need to ask "what is the easiest /vr/ console to program" or "how do I get into retro game dev?" from someone else and can't google the answer up, you'll NEVER be able to fix bugs and errors in your code, since you'll need someone to hold your hand every step of the way, effectively making the game for you. And no one wants to do that for free.

>> No.6883319
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6883319

>>6881905
I only say this judging by the sheer around of homebrew and ports of other software made for it

>> No.6883475

I can tell you the worst are the SNES, Saturn, and N64. The Mega Drive is easy, so is the Gameboy and PS1.

>> No.6883496

>>6883475
>Saturn, and N64
They're not hard if you don't try to use their extended features. A 2D Saturn game with one CPU is pretty simple and a basic N64 game like SM64 with no microcodes is also easy.

>> No.6883815

>>6881905
Game Boy.
And i say that who coded on most of them.

>> No.6883847

You can't make an old game so not retro.

>> No.6884276

If you just want to produce anything at all, a couple of consoles have game-maker software that does the work for you. At least NES and Game Boy do. Of course they're limited in what they can produce.

>> No.6884313

>>6883847
you can't make old games but you can make retro games

>> No.6884585

Game Boy Advance. Advanced enough that you're not forced to use assembly language, primitive enough that it still uses sprites and tiles.

>> No.6885158

>>6884585
Is there any specific places that could help someone start their initial training to get their bearings with the programming languages to help them make their own game?
There are so many websites and videos to learn coding that I'm confused as to where to start. Maybe if it involved something more abstract it might easier to pick up on, since I enjoy drawing a lot.

>> No.6886147

>>6881905
Dreamcast or some older sega console because you can actually sell your games.
On the downside you're stuck with non official documentation and SDKs since the DC docs are a lost treasure.
Nintendo will probably sue your ass for making and selling anything on their consoles without their permission which is too bad since the NDS is really well documented.

>> No.6886158

>>6884585
You have no idea how convenient is to just be able to pop in some assembly and have the game run without any OS meddling bs, the last thing you could program baremetal is probably the DS.
Just write into registers and throw away the bloat that is C.

>> No.6886294

>>6886147
>Nintendo will probably sue your ass for making and selling anything on their consoles without their permission

And people actually want to develop games for that company..? Sounds like the kind of business practices Disney tries to and successfully gets away with..

>> No.6886334

>>6886294
I mean you ***could*** but you would have to be licensed by them or ELSE.
Basically their logo is in the bootcode of every game so they sue you that way.
Which is why you can actually publish Dreamcast games since it can boot mil-cds which are plain old cd-roms

>> No.6886339

>>6886334
>You can publish Dreamcast games

I think I remember hearing something about that. How does that work? Business wise and game development wise? Does the team have to upload the game to a ROM site for it to be playable, and do they get revenue in any way?

>> No.6886346

>>6886339
You publish them as mil-cds which dont include the LICENSED BY SEGA bit thus making it a valid aftermarket game but you're restricted to cd-rom size disks since the gd-rom is proprietary.

>> No.6886350

>>6886346
The licensed part meaning you used their katana SDK, so if you did it baremetal or using something like kallistiOS its good to go.

>> No.6886358
File: 73 KB, 541x582, SSB Lank.png [View same] [iqdb] [saucenao] [google]
6886358

>>6881905
>>6883475
Since we're on the topic of retro games development, does anyone know if Blender will work with changing N64 models?

>> No.6886362

>>6886350
>>6886346

interesting.
so if I wanted to start developing a game for the Dreamcast, I would have to make it on kallistiOS to help publish it on this mil-cd you speak of?
would it also be a good learning environment for a newbie to learn code and programming skills as well?

>> No.6886373

>>6886346
On a somewhat related topic, were dual layer GDROM a possibility?

>> No.6886407

>>6886362
KallistiOS graphics API is similar to legacy opengl but you still need to know the hardware quirks in order to produce something that is high performance, thats why most aftermarket DC games are 2d since 3d takes delving into the actual assembly.
I'd say that KOS is good for beginners console programming but you're going to be limited if you want something high quality, dont go expecting your C code to just werk cause it wont in most cases.
There's a dude on youtube that has a few streams on DC programming which are a good starting point, just search for dreamcast opengl.

>>6886373
Who knows really

>> No.6886789

>>6886334
>t. 12to armchair lawyer
18+

>> No.6886827

>>6883319
Yeah kinda this. If you can port DOOM 3 and have it not run nor look like ass. Its a pretty solid machine to program for.

>> No.6886854

>>6881905
Commodore 64 hands down. Just download the manual for basic and your off. Easy as hell to make a simple game

>> No.6887074

>>6886854
>doesn't know the difference between a console and a computer
>take my advice on programming
lololol

>> No.6887085

>>6882242
English, but also speak a bit of Spanish. Why? And the hardware doesn't matter, as long as it's retro. Will be emulating my game.

>> No.6887229
File: 116 KB, 1444x860, NESblast_9_16_20.png [View same] [iqdb] [saucenao] [google]
6887229

>>6881905
None of them are easy, but, this is about to change. yw

>> No.6887257

>>6881968
>>6881990
This is why I hate trips

>> No.6887263

PS1 should be pretty damn easy since devkits were actually released publicly and it relies on C libraries; documentation should be pretty complete for the console.

>> No.6887271

>>6881905
IBM PC

>> No.6887293

>>6887085
How would speaking Spanish help you code a game? I meant programming languages. And if the hardware doesn't matter and you are just going to emulate, why the fuck are you even talking about consoles? Install Unity, learn C# and make retro style games the same way every other retard makes them.

>>6882246
This guy was right, you're a fucking idiot.

>> No.6887296

>>6887229
>BRA
>IPL
>IMI
What's with the inexplicably changed 6502 opcodes?

>> No.6887298

>>6881918
Someone didn't actually do this right?
This is a joke...
RIGHT?

>> No.6887348

>>6881905
Probably the Wonderswan, Bandai themselves sold the Wonder Witch, which was basically a flash cart and a piece of software that let you develop games for it and put them on to the flash cart.

>> No.6887368
File: 265 KB, 1920x1953, NESblast_ext_inst.png [View same] [iqdb] [saucenao] [google]
6887368

>>6887296
> What's with the inexplicably changed 6502 opcodes?
To show intention. Easier to read. Gives it an almost C like appearance.

>> No.6889178

>>6887229
lol
>>6887368
lolol

>> No.6889306

>>6887298
it isn't, a redditor so stupid even fucking reddit itself wanted to choke him to death is responsible for it

>> No.6889543

The original Xbox. You can use relatively modern C++ and things like SDL are available that abstract all the console specific stuff. It's dead simple as far as homebrew development goes. On top of that everything can run on Windows XP, with no ancient Win95/98 shit needed at all, so you can bundle all of your development stuff up in a WinXP virtual machine.

Even a newcomer could write a simple game or port a well documented existing game (like Doom) in a short while as you learned.

>> No.6889578

>>6881905
>easy
Xbox
PSP
Dreamcast
NES
Atari 2600
>not that hard
Commodore 64
DOS
Turbografx-16
Genesis
>A little tricky
SNES
Gamecube
3DO
Sega CD
>Challenging
PS2
Jaguar
Sega 32X
>Good fucking luck lol
Saturn
N64

>> No.6889639

>>6889578
PCFX and X68000 is easy too.

>> No.6889658

>>6889639
how the hell do you develop for the X68000? I can barely get a game to run in an emulator from a floppy. It's all moon runes

>> No.6890603

>>6887298
Anon...

>> No.6891209

>>6889578
I'd argue the Jaguar, and 32X + Sega CD are worse than the Saturn. Saturn may be tricky, but it at least does what it says it does. Jaguar is a buggy broken mess.