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submitted 5 hours ago* (last edited 5 hours ago) by iturnedintoanewt@lemmy.world to c/retrogaming@lemmy.world

Hi guys!

So, my gf has gotten me a birthday gift...a Chinese-made coin arcade! The build quality of this thing is pretty good. The joysticks and buttons look really solid and able to take plenty of abuse (she insists she chose an extra for japanese-made ones), the screen looks to be very good quality, and the speakers sound...meh, but can go pretty loud. This thing is heavy! Maybe 15-20Kg.

Anyway, onto the games! This thing seems to have embedded a bunch of emulators. It has a bazillion of MegaDrive/Famicom/SuperFamicom/GameBoy/GameBoy Advance games, which, given the form factor...I couldn't care any less for. I don't want to play a Gameboy game in an arcade screen with joysticks! It gets a bit more complicated, as it also has some games for PS1, PSP and Dreamcast. So this thing can move 3D decently! But the ones anyone would care, the good ole arcades, including Neo Geo and CPS1/CPS2 and the old ones (in a mame folder) seem to be all there.

Now...the issues. This is a Chinese system. She paid an extra to get it in "English". But...It's more Chinglish. What irks me the most is, the names of the games. They seem to be originally in Chinese, and then AI-translated to English. So...for example, Captain Commando is "Famous General", Warriors of Fate is here "Shagokushill"...and so on.

There's quite a lot of mistranslations like this (more than half, by my guesstimation), making the search useless. What's worst, I can't quite dinamically edit the ROM set. There's a microSD card with the ROMs, pictures and videos for the game list screen. But, the game DB is in some internal memory I can't quite locate. Adding games to the folders does nothing, and removing them doesn't make them disappear from the list, they just fail to load anymore when you click them. There's a method to individually remove games I don't want from the list, but involves tapping/confirming through 3 menus. For each individual entry. In a 3,000 items list.

So...I'm wondering. Is anyone familiar with this motherboard? Can I modify the software it's running? I'd love to be to add maybe Sega Model 1/2 cores, play things like Virtua Fighter! But not sure how hard/messy it would be.

Here you can see the main board. It has a VGA pinout to the white ribbon cable that goes to the monitor. There's a GPIO port partially used by the wiring for the two players joysticks. And finally, a little detail about the chip labeling.

Not sure if A9 refers to any specific ARM CPU. I have a guess that this is a heavily modified Android. I took the microSD card out and the typical /android/data, /android/obb and /LOST.DIR folders in it, but they were empty. All the games were in a /games folder, with subfolders for each core.

So...Any ideas if I can modify this to add cores/edit the games list easily? I can add a USB stick and it reads the games...but it's painfully slow to load from USB for some reason, about 30-40sec to boot a few MBs game. And the games list is super messy.

I'd be also open to consider replacing the motherboard for something...more flexible, if it wasn't extremely complicated/expensive.

What do you guys think? Any advice?

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submitted 13 hours ago* (last edited 13 hours ago) by VTier@lemmy.ca to c/retrogaming@lemmy.world

The latest update of Enemy Nations 3.00.012 brings several bugfixes, some quality of life improvements, and sharper font rendering for Linux and Mac

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in the words of philosopher ariana grande: yuh

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Today is Earthworm Jim’s birthday 🎉 He’s 32 now.

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submitted 1 day ago* (last edited 1 day ago) by 0xKesh@lemmy.dbzer0.com to c/retrogaming@lemmy.world

Release: 1996

Developed as a port of Micky Mania: The Timeless Adventures of Mickey Mouse on the Playstation 1 by Psygnosis. Wikipedia

When I first got my PS1 for Christmas as a kid this was my first game I got with it along with Crash Bandicoot. So I'm just here ripping this game on to my desktop so I can experience a taste of this old forgotten gem once again.

Back Cover:

Disc and Manual:

Inside Manual:

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So hi, I'm from Europe. When this game came out, I was a teenager and I was like "oh based on what I've heard, I guess this is what all American military music sounds like".

Damn, I need to figure out how to replay the game, it still sits on my shelf on place of honour. (...is "Battlezone '98 Redux" substantially different? I appear to have it on GOG)

I remember being a little bit sour at this game, because I was so psyched up about game called Golgotha, which was another FPS/RTS hybrid game, and Battlezone made it first to the market, and I begrudgingly thought it probably had better game design, annnnnd Golgotha developers went out of business.

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i recently downloaded an emulator for the Atari 8 bit computer line and i already played some of the more well known games like Pacman Galaxian donkey kong moon patrol etc any suggestions for lesser known titles?

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submitted 6 days ago* (last edited 4 days ago) by SolarPunker@slrpnk.net to c/retrogaming@lemmy.world

I've this Blueretro adapter for my PS2 fat, looks like it need to be additional powered by the USB port thru cable, I've read some models may need this so I suppose it is a common issue? Also, do you know if ulaunchelf need a wired controller? Because isn't working with this adapter.

(Edit) Hmm...I'm starting to think that my ps2 has problems in working

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I have tried every possible setting combination and have tried to look it up online, but anytime i load a gameboy advance game into retroarch on my Anbernic RG DS, the fast forward does not work. I'd set the speed to 0x, 2x, 4x, nothing changes and when i toggle fast forward on, the game itself does not speed up, but the music does.

Has anyone run into this issue? I also cannot figure out how to get rid of the hotkey toggle to make it so i can just press one button to toggle fast forward.

I have retroarch on my phone and the fast forward function works great, but i cannot get it to work on the anbernic RG DS. Anyone know what the solution is? Thanks!

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A batch of previously unseen videos from the Golden Age of coin-operated gaming for you this week. Lyle Raines was one of Atari Coin-Op’s most influential employees. He arrived at Atari with a Bach…

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So this is my written article covering the Retroid Pocket Nova. This one might be interesting to you because as well as chatting to Retroid, I asked them to share a couple of the early design renders of the Nova with me to feature in here.

They said yes, and you can see some of the differences between what they were planning, and what we got!

Along with that I chatted to developers like those behind Leaf Studio, rootComputer: the Steam Curator behind Is it 4:3 (the page covering all the PC games they add to their collection, which is super apt for the Nova), and bmdhacks, a friend and dev from ARMSX2.

Naturally I cover the usual things in here, but I thought these might be interesting too!

Hope you enjoy it :)

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Bo, drx, and Saz from the Hidden Palace video game preservation community are joined by the Internet Archive’s Jason Scott to discuss what’s involved in properly archiving and showcasing thousands of game previews, prototypes, and press discs.

The episode on YouTube

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I don't mean "in a PSX style", this is actually a game for PlayStation 1. It's short (only two worlds implemented) but very charming.

Unfortunately, the developer doesn't seem to have plans for the full release for this fangame.

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Video description:


At E3 1996 Nintendo distributed a VHS tape with B-roll of various upcoming Nintendo 64 titles. The last of these was Star Fox 64. Join John Rairdin for the highest quality look we've ever had at this early glimpse of Star Fox 64.

Full tape: https://archive.gamehistory.org/item/6bcb8cf1-c1fe-4239-a3ff-0e79a9ca5b2d (Original Date: May 14, 1996)


Full video transcript

0:04
4 seconds
[music]
0:05
5 seconds
Howdy everybody, John Raen here for the Video Game History Foundation. And you may have seen recently that we posted a massive collection centered around the
0:13
13 seconds
history of E3. If you haven't seen Phil's video detailing sort of an overview of everything that's in that collection, I highly recommend you check
0:21
21 seconds
it out. But for me personally, obviously with my interest, the first thing I wanted to find was some Star Fox stuff.
0:27
27 seconds
And find it I did. So today we're going to take a look at this. This is a press kit that Nintendo distributed with
0:34
34 seconds
direct feed capture of various games in development for the Nintendo 64. And one of them is Star Fox. Now to be clear, this footage has appeared online before,
0:43
43 seconds
but we're going a bit further with the way we digitize our tapes than your average person is going to go. So, I can say very confidently, having watched,
0:52
52 seconds
I'm pretty sure, every capture of this tape that is currently online, this is the highest quality version you will have ever seen. I should also note that
0:59
59 seconds
there isn't any sound in this demo footage, which is honestly kind of weird cuz like the other demos on this tape do have sound, but this one does not. So, anyway, I've thrown in some background
1:08
1 minute, 8 seconds
music just so that you and I don't have to sit in absolute silence while we watch it. But I'm going to roll it now.
1:14
1 minute, 14 seconds
Take a look and I'll be back at the end to dig in to some details you might have missed.
1:19
1 minute, 19 seconds
[music]
1:31
1 minute, 31 seconds
[music]
1:53
1 minute, 53 seconds
Heat. Heat. Heat.
2:13
2 minutes, 13 seconds
[music] Heat.
2:22
2 minutes, 22 seconds
[music]
2:23
2 minutes, 23 seconds
Heat.
2:32
2 minutes, 32 seconds
[music]
2:37
2 minutes, 37 seconds
[music] Heat.
3:08
3 minutes, 8 seconds
Hey, welcome back. So, the first thing that I noticed when I watched this footage, and this is something that I had seen in lower quality versions as well, is that there's sort of these
3:16
3 minutes, 16 seconds
ghosting artifacts behind the Rwing and as the buildings move by. And initially, I had always assumed that this was [music] just a sort of poor quality
3:24
3 minutes, 24 seconds
capture, either from the person digitizing the tape or maybe at the capture source. But now that I'm able to see this in a much higher quality
3:31
3 minutes, 31 seconds
version, I realized I'm actually able to make out individual samples on that blur and realize that it's an intentional
3:39
3 minutes, 39 seconds
[music]
3:40
3 minutes, 40 seconds
effect put there by the developers.
3:42
3 minutes, 42 seconds
You'll see similar effects to this in different games from this sort of mid to late '90s period. It was an early attempt at motion blur that sort of just
3:50
3 minutes, 50 seconds
sampled multiple frames together, just sort of gradually fading the old ones out. It doesn't look great, but it was the mid 90s and they were doing their
3:58
3 minutes, 58 seconds
best to be cinematic. So, it seems like at this point there was an experiment to try doing this for maybe the entirety of
4:05
4 minutes, 5 seconds
Star Fox 64 to add this motion blur to the entire game, which I'm glad they didn't. Uh, [laughter] but it is an
4:12
4 minutes, 12 seconds
interesting experiment and they did wind up using this effect in the final game, just not for the entire thing. If you ever did the warp tunnels between Medio
4:20
4 minutes, 20 seconds
and Kina or sector X and sector Z, uh you would have seen this effect. Though there are sort of intentionally using it like artistically, they're sort of
4:27
4 minutes, 27 seconds
warping the end result to get this sort of tiny wimy warpy thingy. Uh but still it does appear in the final game, just not quite in this context. If we look at
4:36
4 minutes, 36 seconds
the level itself, this is Corneria, the first level of the game, but bears very little resemblance to what is in the final game. At this point in
4:44
4 minutes, 44 seconds
development, the story was that Andros had created some sort of artificial blizzard on Corneria, and that's why it's all covered in snow. This is
4:52
4 minutes, 52 seconds
actually a concept that's sort of pulled from the original Star Fox on Titania, where Andros had messed with the weather control device on that planet and made
5:00
5 minutes
it snow and then you had to go down and shoot the weather control device and that fixed it like it always does. It's a concept that was also later used in
5:09
5 minutes, 9 seconds
Star Fox Assault for Facina where you had to go down and mess with a weather control. That's not really what we're talking about. I should focus on the topic at hand. Anyway, that's why it's
5:17
5 minutes, 17 seconds
snowy. But as we get to the boss here, we see something that I think is very interesting. Now, this boss is in the final game. It's the mission complete
5:24
5 minutes, 24 seconds
boss for Corneria, seemingly just like it is here. In the final game, it's an all-range mode battle. It's your first encounter with all range mode where you
5:32
5 minutes, 32 seconds
can fly freely in any direction. At this point, it seems like maybe all range mode hadn't fully been implemented yet.
5:39
5 minutes, 39 seconds
So instead, they're doing these sort of strafing runs. The Rwing flies past the boss and then does this pre-animated turn to come back at him. This is also a
5:48
5 minutes, 48 seconds
concept taken from the original Star Fox. It's something they did in exactly one boss fight in that game against the Great Commander on the hard mode route
5:56
5 minutes, 56 seconds
to Venom. The Great Commander is sort of like this big carrier that you would make strafing runs over and then as you go away, your Rwing turns and comes
6:04
6 minutes, 4 seconds
back. It was sort of like proto all range mode cuz obviously that game didn't have it. And it seems like at this point they were doing the exact same thing here. Interestingly, this did
6:12
6 minutes, 12 seconds
cause some press at the time to think that you could literally turn and fly backwards through the entire level because of the way this is presented.
6:20
6 minutes, 20 seconds
They thought that this was a player controlled thing where you would turn and just go backwards the whole way.
6:26
6 minutes, 26 seconds
Obviously, now it's pretty obvious that wasn't how it's working. They're using a thing from Super Nintendo Star Fox to sort of be a placeholder for what would eventually become all range mode. But that's all I've got for this short clip.
6:36
6 minutes, 36 seconds
You can check out this entire tape on our archive at archive.gamehistory.org.
6:40
6 minutes, 40 seconds
It's got some other cool stuff on there, including an early N64 version of Kirby Air Riders, which I think is pretty awesome. There is a ton of other stuff
6:48
6 minutes, 48 seconds
for that collection as well, including a bunch of VHS tapes of just wandering the show floor, photographs, ephemera from the event itself. It is a truly massive
6:57
6 minutes, 57 seconds
collection. Words do it no justice. Once again, check out Phil's video that we recently released that just sort of covers the entire thing if you're curious to [music] learn more. Anyway,
7:06
7 minutes, 6 seconds
I'm going to dive back into that collection. See what other cool stuff I can find. And this probably won't be the last time you'll hear from us about it.
7:12
7 minutes, 12 seconds
We're also curious to know what you find. So, if you do see something cool in that collection, you can leave a comment here or tag us on your social
7:19
7 minutes, 19 seconds
media platform of choice using the handles on screen. But once again, my name's John Ren. Thank you very much for watching and I will see you next time.
7:29
7 minutes, 29 seconds
[music]
7:33
7 minutes, 33 seconds
[music]
7:39
7 minutes, 39 seconds
[music]
7:44
7 minutes, 44 seconds
[music]

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submitted 2 weeks ago* (last edited 2 weeks ago) by gnufuu@lemmy.ca to c/retrogaming@lemmy.world
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