• 0 Posts
  • 41 Comments
Joined 1 year ago
cake
Cake day: July 5th, 2023

help-circle
  • The way I see it, there are two separate issues for discussion here.

    The first is permanently altering a classic console. That’s an issue of historical preservation, and I’m not going to get into that.

    The second issue is whether or not, being prepared to go as far as having removed the original optical drive, one might not just as well drop the console entirely and go the emulation route. To me, suggesting this shows a lack of understanding about how emulation works.

    A real console consists of IC semiconductors and discrete components that propagate electrical fields and shuffle the occasional electron around. A software emulator is a bag of rules and tricks that tries to replicate the overall output of a console. Even FPGA-based emulators aren’t 100% perfect, because their gates and connections aren’t configured identically to the original hardware.

    Game consoles are very complex systems that operate via the interplay of dozens of intricate subsystems. That’s why emulators start off supporting only a handful of games, and rarely reach 100% compatibility. Emulator developers are forever picking the next emulation inconsistency from the bug report list, tracking down what their emulator is doing differently to the original hardware, and then adding a new rule for dealing with that particular case. If they’re lucky, a couple of other games will also start working better. If they’re unlucky, a couple of other games will start working worse.

    (For the interested, the author of BSNES wrote a detailed article about these issues for Ars Technica)

    Take the Atari 2600. It’s a very old console that was very popular. The community has full schematics not just for the mainboard, but even the CPU and custom video chip. More patient people than me have sat for hours with oscilloscopes and test ROMs to probe the console inside and out. There are emulators that can play every game that was released back in the day without fault. Heck, the emulator I use is so advanced that you can set it to emulate specific revisions of the console with specific CRT TV parameters, and it will glitch in the same way that the game would glitch on that combination of hardware in real life. But it’s still not a “perfect” emulation! Homebrew developers are still finding quirks in the real 2600 hardware that the emulators don’t replicate, at least until the next update.

    I have a PS2 which plays my games from an internal hard drive, and which has its output fed through an HDMI converter. Why don’t I just emulate it? Well, if you want to play FFX, or MGS2, or Ratchet & Clank, that’ll work great. Those are popular games, and emulator developers have put a lot of effort into making sure that the rules of their emulation work for those games. But I have dozens of more obscure games that have game-breaking glitches or don’t launch at all under emulation. And I also still have hundreds of discs that I don’t want to paw through, and are slowly degrading until one day they’ll no longer work, as well as an optical drive that gets a little closer to wearing out for good every time I use it, and a big, modern TV that hates analog inputs (not to mention no room for a bulky CRT). Getting the data into the console, and getting the final video and audio out, are both fairly well-understood and usually can be reimplemented reliably. But the heart of the console, where the data is turned into executing code, mixed with player input, and transformed into the output? That’s where the actual magic happens.

    In my opinion, saying that if you’re going to replace an optical drive then you may as well just emulate the whole thing is a bit like saying that if you’re going to talk to Angela over the phone instead of in person, then you may as well just replace her with a well-trained AI chatbot.


  • Why bother? Because feeding data into the console and getting audio-visual signals out of it are both very well understood and can actually be replicated with essentially total accuracy. But the complex operations and subtle interactions of CPU, VDUs, RAM, and other support chips can’t. That’s the important part of the console, not the optical drive or the analog video output.

    Software emulators and FPGA-based systems give it a good try, and can often run the majority of software for a console at an acceptable fidelity for most users, but they’re a long, long way from being 1:1 perfect, and the more recent the console, the more games either don’t run properly or don’t run at all.



  • I bought it when it came out and played it a little. My Japanese wasn’t great then (it’s not all that much better now TBH) but I think I understood enough of it to give it a try.

    The game itself is split between a dungeon crawler and a management sim. You go dungeon crawling to capture staff to work on games, and the combat system includes timed multiple-choice options, some of which are related to Sega and Japanese gaming trivia. Then once you leave the dungeon, you create game projects from menus, and assign your captured staff to work on them. Your ultimate goal is to claw back Sega’s market share from the Dogma Corporation (standard sentai villains and thinly-veiled Sony stand-ins).

    There are tons of Sega and Japanese gaming culture references of course, but a lot of these are either just “Hey, remember this?” (and as a non-Japanese gamer, you might not), or in-jokes that can’t really be translated. For example, if you’re familiar with the “All your base” meme, imagine trying to translate that into Japanese; it’s just not going to work because its enjoyment largely hinges on having “lived through it”, and the idea itself resists translation anyway.

    I didn’t get very far due to a combination of language barrier, lack of trivia knowledge, and the unfortunate fact that after the intro section I just didn’t find it all that amusing. I live in Japan now and as far as I can tell, these days people still occasionally talk about it fondly but it’s not really considered to be any kind of cult classic here, even among Sega fans.




  • Many special editions of the Dreamcast were released over the years, in a variety of different colours. However, every special edition Dreamcast that I’ve seen has had some other visual change besides just the colour.

    Looking at the pictures, I suspect that your console has just been put into a replacement aftermarket shell. However, if the bottom half of the console is solid grey, and there’s a pale yellow limited edition number sticker on the back, then you have a quite rare Code: Veronica (Claire version) console. I’m guessing that if the sticker was there, though, you wouldn’t be here asking about it, as it’s a real giveaway.

    That being said, it still looks cool, but I don’t think it’s going to command an especially high price or anything. The controllers were always available in a wide range of colours, although it’s funny that the beige controller on the right has the blue European swirl. I guess someone got a deal.


  • I got an RP2 (not plus) when it came out, and while it was a very nice little device for the price, I ended up switching back to using my phone, once I found a way to output HDMI over cable from my phone (it doesn’t do it natively, but there’s a way) so I could seamlessly transition to a big TV when I’m at home. The performance on the RP2 just wasn’t good enough when compared to my phone and a Bluetooth controller.

    I kept my eye on the scene for a little while, hoping for something that could do DC, GCN, and PS2 at full speed, since my phone can’t quite do that. But despite claims of various handhelds having this capability, none of them really did; in real tests they would just limp along with a few games at around 50% speed or worse. So I got kind of burned out by the hype and stopped paying attention.

    I’ve just had a look and it seems like the RP4 kinda sorta actually DOES handle PS2 to a large degree. So as long as it’s got a wired HDMI out, it’s not too big physically, and the price is reasonable, I might be back in the market for something soon.



  • In my experience, your request is unrealistic. Bluetooth shouldn’t be too much of a problem, either built-in or with a dongle, but a stick that can emulate much of anything from the PS2 library is going to be ridiculously expensive compared to other options. I’m not aware of any Fire Stick, however new, that could do it. The majority of sticks are good for up to 16-bit, and quite a few that are at the upper end of the sane price range will stretch to PS1, some N64 and Saturn, and maybe even some Dreamcast and PSP.

    If you have to have PS2, I’d really recommend going for a micro-pc or high-end Android box if it absolutely has to be as small as possible.


  • Worse than companies that release doodads virtually identical to things that have been cranked out of Shenzen factories for years as “new and unique” products, are news sites that go along with them.

    I’ve tried a couple of things like this over the years and none of them has been very useable. They’re just too small to really hold comfortably, but also, what do you do with your phone while you’re holding this with two hands? Putting it on a stand on a table is possible in a cafe or library, but not on the train or standing in line.

    Most phone controllers seem to fall into one of two categories; either too small to really use (and with no way to attach them to a phone) like this, or huge, ergonomic things with clips or stretching middles that are too big and bulky to carry everywhere for unexpected gaming time. I have found two small-ish, square-ish controllers with clips and the full, standard range of buttons that work for me (not so small they cramp my hands, not so big and oddly-shaped that I can’t throw them in my bag and forget about them), but I think they’re both out of production now.






  • I have been emulating many different systems (including SNES) on lots of platforms, and have almost never been bothered by lag in the emulation itself.

    But one day someone was harping on about lag in an SNES game, so I loaded it up (Android RA SNES9x core) just to double-check before arguing with them… and indeed found the lag quite noticeable. But I also found two ways to reduce the lag significantly.

    The first thing is to try different cores. There are multiple versions of SNES9x available on most versions of Retroarch, and there’s a reason for it. The different cores can give surprisingly different results for a single game.

    The second thing (which had the greater impact for me) is to enable Retroarch’s look-ahead emulation for one or two frames. Just as it sounds, this will cause the core to emulate the next n frames with every possible combination of inputs. It increases the processing requirements exponentially, but for something like the SNES, many platforms can handle it. I know it seems counterintuitive (if it can emulate hundreds or thousands of possible frames in realtime, why can’t it do just one?) but it worked for me. It must be some kind of throughput vs. latency thing.


  • There’s nothing wrong with wanting to stick to original hardware, if you already have it or can afford to buy it.

    Setting up a Pi or other single-board system as a dedicated retro game emulator is also an absolutely valid choice IMO. It’s a fun, generally affordable little project that you can tinker with forever, e.g. changing cases and controllers, UI tweaks, ROM file organization, per-game settings optimization. But I don’t think that it’s ever been the “best” emulation option for anyone who didn’t already have their heart set on “doing something fun and interesting with a Pi”.

    The smartphone you already have, dedicated retro gaming handhelds, Android TV boxes or sticks, and cheap/secondhand/already-owned PCs (desktop, notebook, or kiosk) all arguably match or exceed the performance and value-for-money of any Pi-based system.

    Yet in any thread where someone new to emulation is asking for advice, there’s always a flock of folks who suggest getting a Pi like it’s the only game in town. It honestly baffles me a little. Especially because almost all of them are just running a pretty frontend over Retroarch, and Retroarch is available for virtually every modern consumer computing platform (and so are a lot of pretty frontends, if that’s a selling point).

    For context, I’ve got a dozen or so retro systems, but I prefer to emulate as much as possible.


  • Some games are so perfectly built to suit their original hardware that they just can’t benefit from a remaster. I’d argue that Killer7 is one of those games. Port it to modern systems and re-release it by all means, but I think that there’s very little you could really do to it without changing some part of its core DNA.

    It’s a weird, janky game, but it was weird and janky back in the day, too, not just in the hindsight of hardware limitations and outdated design sensibilities.

    The first time I played it (on PS2), a year or two after launch, I could not get into it at all, and even somehow got stuck quite early in the game. A few years later I gave it another try and everything just clicked for me, including passing that tricky part without breaking a sweat. I can’t imagine what the issue was the first time around.

    I don’t think it’s for everyone but it definitely has a charming kind of oddness, and a slight clumsiness that’s more endearing than irritating for people in its target audience.


  • After watching some of a playthrough on YouTube, the PC Engine version looks fairly close to the original arcade game (also called Valkyrie no Densetsu/Legend of the Valkyrie). The Famicom game (called Valkyrie no Boken: Toki no Kagi no Densetsu/Valkyrie’s Adventure: Legend of the Key of Time) is very different. The two games really only share the title (sort of) and a little backstory.

    Legend of the Valkyrie is an on-rails multi-direction shooting game with light RPG elements. The most similar games I can think of are the D&D beat-em-up games Tower of Doom and Shadow Over Mystara, which were also originally arcade games.

    But the Famicom’s Valkyrie’s Adventure is a ridiculously open world action RPG. The player is dropped in the middle of the wilderness with a sword and no idea of what to do first. You’re free to walk in any direction, like most home 2D action RPGs. There’s virtually no text, and many “puzzles” which involve using particular items in particular one-tile spaces (without any clues or hints). There’s a guide in the original Famicom manual that will get you part-way through the game, but from there you’re on your own.