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I started playing dq8 for 3ds last week, and while I’m just level 7, the game has been really fun.

It is a really charming series. I’ve played dq11 pretty far, but I did not complete it. It’s just a long game.

I think I like the lightheartedness of it. The art style is cute and the dialog does not take itself too seriously.

What are your thoughts on the dragon quest series? What should I play after I finish 8?

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Video cable for Dreamcast (sh.itjust.works)

Hey y'all! Absolutely loving my dreamcast. I actually got several of them now for repair. Definitely my favorite system.

My question is, what video cable would you go with for it? Mainly I use it on a CRT with component and s video inputs but it only came with a composite cable. Should I shell out for component or is s video fine ?

I have a retro tink 2x on my crappy insignia as well, but I'll mainly use the DC on CRT.

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This was what retro gaming was back in the day, in 2011. Very retro. You went backward in time. That was what it meant!

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submitted 1 day ago* (last edited 16 hours ago) by MeowerMisfit817@lemmy.world to c/retrogaming@lemmy.world

I mean, I got a portable emulator thingy with Rhythm Tengoku on it, but I don't really know how does one activate the Debug Menu (shown on the image).

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Winter is coming.

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Have you all heard of the weekly podcast from Scott Johnson and @BrianDunaway@mastodon.social called Play Retro?

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A review of Tecmo Bowl and Tecmo Super Bowl, two sports games from the late 80s/early 90s that still have a following.

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I found the names of lots of Rhythm Tengoku characters, but not the Bon Dancers'.

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Al Lowe is an American software developer who started making games in the early eighties. His is mostly known for the Leisure Suit Larry games, created with Sierra, but he is also a musical man who loves playing his sax and still plays with his model trains. He has also created lots of other games for Sierra, not only the Larry series.

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submitted 1 week ago by Moltz@lemmy.ml to c/retrogaming@lemmy.world
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Well, its been a hot minute since I’ve updated the blog. Life decided that it had other plans for me over the past 18 months or so. The good news though, dear reader, is that we are back and …

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Originally released for the Sony PlayStation in 1998, Resident Evil 2 came on two CDs and used 1.2 GB in total. Of this, full-motion video (FMV) cutscenes took up most of the space, as was rather common for PlayStation games. This posed a bit of a challenge when ported to the Nintendo 64 with its paltry 64 MB of cartridge-based storage. Somehow the developers managed to do the impossible and retain the FMVs, as detailed in a recent video by [LorD of Nerds]. Toggle the English subtitles if German isn’t among your installed natural language parsers.

Instead of dropping the FMVs and replacing them with static screens, a technological improvement was picked. Because of the N64’s rather beefy hardware, it was possible to apply video compression that massively reduced the storage requirements, but this required repurposing the hardware for tasks it was never designed for.

The people behind this feat were developers at Angel Studios, who had 12 months to make it work. Ultimately they achieved a compression ratio of 165:1, with software decoding handling the decompressing and the Reality Signal Processor (RSP) that’s normally part of the graphics pipeline used for both audio tasks and things like upscaling.

Texture resolution had to be reduced for the N64 port.

In the video you can see the side by side comparisons of the PS and N64 RE2 cutscenes, with differences clearly visible, but not necessarily for the worse. Uncompressed, the about fifteen minutes of FMVs in the game with a resolution of 320×160 pixels at 24 bits take up 4 GB. For the PS this was solved with some video compression and a dedicated video decoder, since its relatively weak hardware needed all the help it could get.

On the N64 port, however, only 24 MB was left on a 64 MB cartridge after the game’s code and in-game assets had been allocated. The first solution was chroma subsampling, counting on the human eye’s sensitivity to brightness rather than color. One complication was that the N64 didn’t implement color clamping, requiring brightness to be multiplied rather than simply added up before the result was passed on to the video hardware in RGB format.

Very helpful here was that the N64 relied heavily on DMA transfers, allowing the framebuffer to be filled without a lot of marshaling which would have tanked performance. In addition to this the RSP was used with custom microcode to enable upscaling as well as interpolation between frames and audio, with about half the frames of the original dropped and instead interpolated. All of this helped to reduce the FMVs to fit in 24 MB rather than many hundreds of MBs.

For the audio side of things the Angel Studios developers got a break, as the Factor 5 developers – famous for Star Wars titles on the N64 – had already done the heavy lifting here with their MusyX audio tools. This enables sample-based playback, saving a lot of memory for music, while for speech very strong compression was used.

Video

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From the post:

Download from itch.io now!

I’m the original developer of Star Quest 1 in the 27th Century, first released in 1995. I spent the last few weeks updating it for a 30th Anniversary Edition so it runs on Windows without the need to install and configure a DOS emulator yourself. I also modified the code to support game controllers and joystick with HOTAS setup and revised the keyboard and mouse control too.

The game has different play modes and missions:

  • Dogfight, Racing, Surface strike, Tactical where you lead a squadron of wingmen.

Missions:

  • Shoot asteroids from a rotating cannon to protect a space station.
  • Bomb generators on a planet's surface.
  • Deathmatch dogfights in deep space.
  • Protect a space convoy from attacking spaceships.
  • Race against up to 10 CPU ships around a space platform.
  • Destroy enemy resources spread across a planet protected by turrets and hidden in space.
  • Perform a surface strike on a mining colony while being blasted by ground turrets.
  • Race around planets with asteroids in your path.
  • Go on an adventure in search of a mysterious weapon.
  • Follow a transport to attack a hidden enemy location.
  • Lead a squadron to destroy an enemy convoy.
  • Race across a mountainous planet and around the rings of a gas planet.
  • Order a squadron to protect your star cruisers while they destroy an enemy station.
  • Reach the enemy stronghold with your fleet to annihilate their base.

Some of the features:

  • Customizable Challenge: 10 levels of difficulty and a cheat mode for invulnerability.
  • 3D planets with atmosphere simulation.
  • Full 360-degree freedom of movement, including light-speed, reverse and stop.
  • Layered sound effects with volume that decreases with distance.
  • Explosions with flying debris.

Going by the comments in the Itchio page and the post I found it through, it's still a DOS game, but preconfigured with DOSBox. Can't check though as I'm not on PC and the installer can't be extracted with InnoExtract.

Originally found the news through Spillhistorie:
https://spillhistorie.no/2026/02/02/frister-det-med-et-30-ar-gammelt-romspill/

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Hey ya'll,

So I have a HD graphics text gen 1 Genesis. Since I got it, it powered on fine but just flashes white and then black screen. I did get past the license screen once or twice in a game, but it froze up after that. I took it apart and cleaned and inspected it best I could, cleaned and bent the cart reader pins out to make sure that was fixed, and still get the same issue.

I have another genesis so I don't really need this one, but I would really like to know what else to do to fix it. Seems most people online just say "buy another one" because they are cheap. I may just sell it, but I'd like to figure out the issue. I'm decent at small electronics and have most of the needed tools (multimeter, good solder iron, o scope). If i know how to diagnose, I can do it. Ive fixed a few amps and built a few effect pedals here and there, calibrated my tape machines, but if I don't know what to do first i'm kind of stuck.

Has anyone else had this issue or are there some chips I need to look at testing?

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...is this retro? (thelemmy.club)
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