It was based on a GIF that now seems hard to find. It might have been made by Cyriak, but I'm not sure. Basically someone said it was impossible and I didn't agree and thought it would be a fun little project.
I wonder if this would work with all light gun games or just Duck Hunt because even though Duck Hunt is a great game but actually my 2 favourite light gun games (in no particular order) are Wild Gunman and Hogan’s Ally
This seems to work better than the original hatari core, thanks for the updates. I can't get a ZIP file to work with M3U+STX files, that will not swap to the next disc, but it does work if I don't use a ZIP file, and I pass the m3u file to RA and keep the STX disc files in the same directory as the m3u.
RetroArch is a bit funny about ZIP files, it may try to load one file inside it instead of the whole archive. If you can't load the archive instead of a file, you can also rename it from ZIP to ZST and then it should do that automatically.
@@Sakanakao thanks I will try that. Is the menu interface used by the original hatari removed from the B version? update- tried renaming zip to stx, the behavior is that it reports the primary passed stx file as a disk failure
@@gassie62 The ZIP should be renamed to ZST. If it's called STX it will try to load it as a single STX disk. The Hatari menu is removed, yes, but all supported features can be accessed through the core options, in the case of disk swapping, the quick menu's disc control.
@@Sakanakao ha ok sorry I missed that, I will try zst; OK I tried ZST extension, same error. Disk Failure referencing the name of the ZST file passed to RA. Do you know if there is a linux-armhf build of this core?
Hey, can I ask, with this demo and the images based on Mark Ferrari's work, is the speed to you skip through the images, which seems to be almost instantaneous, actually how fast this would be on a real SNES? Or is the emulator doing part of the heavy lifting there and that's what's allowing the rapid skipping through of the images, and if so, how quickly could you realistically skip through them on an actual SNES?
The emulator's not doing anything special. You can try the ROM on your SNES to verify. Uncompressed images don't take much time to copy out of the ROM. If the data was compressed it might take a second or two instead.
Oddly, I think the pendant improves the game in its current state, because with the pendant I find the early game harder and the late game easier. I wouldn't want to just flip it and make the early game even harder, and the late game even easier. Whether or not they knew it was backwards, I dunno, but I do think they tuned the game around what it was doing in the end.
Faxanadu content will never die. Someday I might make a video on how easy it is to abuse the password system. Just level up a few times, and get a password each level up at the same location with the same equipment. A pattern emerges…
the little moments where a game tells you what's up & expectations shift. if you didn't go to the left, would you find out the mattock is a one time prize at that spot? it's so easy to call things bugs or oversights but the game is also definitively telling you what's up in other places, in ways not taken any special note of
The RetroTink 5x Pro and the 4K shouldn't have a problem with it, and if you're playing on something like an Analogue Super Nt the resolution is all internal so it also should be okay on the switch of resolutions
I was aware of the first problem you mentioned as a kid, but I thought it was like that on purposes. As for the second, I think it is a bit of a happy accident for me. I always felt like there was something different about that ending track. Without the bass, it feels a lot more empty, and that kind of matched with my feelings of finally beating the game and having this empty feeling that there is no more game past this point. It was one of the first fames I beat, and it took me quite some time that first time through.
It was pixellated and the colours were quantized. I figured it should be transformed in some way, but I didn't really work too hard on the visuals here.
So, given the examples above, I presume that unlike with the sprites on SNES, you're actually able to use basically as much of the VRAM as you like for background tiles [minus any space needed for tile maps and such], which is how you're able to get a full screen of potentially unique 8bpp tiles here, yes?
The sprites have access to only 512 unique tiles at a time, but with a raster split in the middle, you could still cover the whole screen in unique sprite tiles if you wanted.
Thanks for pointing out why this happens! I've noticed these types of musical oddities in other games too and thought it was intended, but maybe it isn't. One of the songs in Ninja Gaiden for NES has this same type of thing happen in the song's bass, as well as Pokémon RBY's Pokémon Mansion theme and GSC's Ilex Forest theme.
Billie Peach is not my plumber Shes just a princess who rules the Mushroom Kingdom But the Toads will annoy me Woo! When I beat a castle But World 8 has the princess
Brad, by FAR your video is the absolute best on this topic!! Obviously you take an engineer approach and that's why. I am one too and so it's to the point, clear and informative. I was wasting so much time on the web trying to get my zapper to work and you're the only person to point out that the original NES zapper will NEVER work because of a physical restriction. (You found out directly the hard way and did francis bacon trial/discovery) SO thank you for that!! Once I realized I was wasting my time I have everything set up (The nes mod page is not really clear on the source rom required but thankfully he did provide a checksum so EVENTUALLY I found the proper rom to patch) So I am asking this favor, do you have any info or links. etc. to a workbook to upgrade the LED on the original NES zapper? I figure I could get what I need from Greybar but I am not going to "Guess" at the A-Z (Basically convert a NES to a Tomee diode wise) for example is it just a matter of the diode or do I need to get a board or modify the in-series board ? etc. I could take the guts out of a tomee and put it into my old shells but that's a bit of an expensive way when I have the tools and iron to do the upgrade to the existing NES branded hardware. BTW Props on the home-made gunverter!! Obviously that is really the best solution (if he does a port for all consoles) as it's a physical bridge so it would work with every game without mod and every console without mod of the game itself. If we can present a large enough presence or get a crowdfund going maybe start a project to do full turn-key kits. Basically a gun that has the "Wii" hardware inside of it, a box/adapter that plugs into the console and sits in front of the TV (like the Wii sensor) and boom. We just mass market them, maybe even sharktank it. but anyone who would fund production would need to know it's going to sell.. I am content with crowdfunding, getting a hopefully large list of buyers and then just make-to-order ship them. I have two zappers, so I will take one, gut it, gut my Wii remote and get the parts for a sensor. Check out the source at that openNES page and make my own just to have it (a Wii embedded zapper) and then if it is easy enough and successful... push for the crowdfund route Let me know your thoughts and thank you for you forthcoming support on this!! By the way your speaking voice is IDENTICAL to JP!!! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-z0O_VYcsIk8.htmlsi=GXHiSwQeWh4VWBhx
I've never tried modifying the original zapper. I think you might be able to disable the high frequency filter by snipping one of the pins of its internal chip, but I'm not sure which one. The LightGunVerter seems like the best general purpose solution, but its creator has never put it into common production. They left behind source and instruction on how to build it, at least, but you'd have to find the parts and put it together yourself. I have not wanted to try this yet.
Sinden, Gun4ir and Aimtrack guns are all good alternatives to play lightgun games on modern display for pc however if you’re not playing on an emulator and got the og nes you gotta get a crt 😎