Comments 521

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@marsilies Oh, I'm very aware- even the same overall architecture can get varying results, due to a whole range of factors! (I remember getting a Core 2 Duo and discovering that even its single-core performance was twice as fast per cycle as a Pentium 4.)

I recall one SNES homebrew dev claiming that the Genesis had about 40% greater real-world performance, and I'd say that checks out, going by the actual games. SNES is noticeably more prone to slowdown, but then, a lot of that comes down to underclocking, with the SlowROM issue that has gained a lot of notoriety lately.
The difference wasn't on an order of magnitude, but it was there (again, accentuated by SlowROM), and that's not flattering to a console that's two years newer (and otherwise a fair bit more advanced) than its rival.

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@Martin_H Yeah, I'm not about to argue that Nintendo should have followed any of its competitors' strategies around hardware evolution!

But there's so much more to the console market than the hardware strategy. If we shuffled the game libraries around so NEC had Nintendo's library and Sega had SNK's, how would that turn out? Or if Nintendo had been the one with the edgy marketing, instead of Sega?

Had Nintendo gone with a high-end CPU, it could have killed their chances if it raised the price too much. But what about something in-between? If Sega could afford a CPU that was clocked twice as fast as Nintendo's (in 1988, at that!), then couldn't Nintendo have done the same? Put an 8 MHz CPU in the base SNES (and stop underclocking it to half speed!), and now we've eliminated one of the main sore spots: its reputation for slowdown and not keeping up with Sega's machine. It would still need a Super FX chip in order to run really fancy stuff like Doom, but at least Nintendo wouldn't have to put an enhancement chip in one of their launch games (Pilotwings) to make it run!

And yeah, I know it's really easy to talk about this stuff, 35+ years after it happened. But still, I'm not convinced that Nintendo's approach was optimal- unless you count that it was usually other companies that had to foot the bill for cartridge enhancements of any kind, so Nintendo didn't lose out financially. (Just maybe in reputation.)

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@marsilies @BulkSlash From the description, it doesn't sound like it's doing actual emulation, per se. It is at least running the original Super FX code, recompiled for modern CPUs, so it should be faithful to the original game, but the potential capabilities of the chip are much higher than the SFX2.

Think of N64 recompilations running on PC: they're still the original games (until you mod them!), but they now have insanely powerful host hardware that can run them much faster than the N64 ever could.

So it is arguably "cheating", but they had the restraint to keep more or less within Super FX capabilities, and not just pump Doom 64 graphics straight into the SNES's display (albeit at 200p resolution and 20fps)!

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@Martin_H Wouldn't it have been much more practical to just spend $10-20 more on the hardware itself, rather than having to spend potentially that same amount on every single enhanced cartridge? (Remember that games like Super Mario Kart, Pilotwings, and Mega Man X2 all had special chips as well. It wasn't just the Super FX.)

"Plus you can push all of the extra cost onto the consumer!"

...and there's the key point. Avoid making your system look overpriced, while tricking your consumers into paying for the upgrade several times over!

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@GravyThief "I really don’t like transparent cases"
The late '90s must have been rough for you, then!

But seriously, the shell shown in the picture above is a little too transparent for my liking as well. A semi-transparent red, or maybe even black, would look a lot cooler. I like the aesthetic in general, but not this specific implementation.

EDIT: Damo listed the cut levels in the article. The original SNES version had levels and features that the other ports lacked, but it still missed out on a few levels itself.

Re: Three More Konami NES Titles Are Getting Fanmade SNES Ports

smoreon

Super Contra already looks and runs great on the NES, but TMNT and Contra Force have unusually rough performance for NES games (especially by Konami)!

Does this mean we could eventually see TMNT running at 60fps? Contra Force with no slowdown seems like a given, at least.

Re: Mario Kart 64 Has Been Ported To PC

smoreon

@845H The main draw so far is that this appears to properly support 60fps and widescreen. Both of those were possible on emulators, but 60fps had certain objects (like the penguins) moving too quickly, and the widescreen mode stretched the HUD instead of repositioning everything properly.

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@marciolsf Oh, I'm aware that enterprise-grade stuff is expensive- and potentially a headache (having had some rather nightmarish experiences in the past, involving an aging server with a RAID 10 array).

In cases like this, though, anything is better than nothing. If someone had just gone around and stashed a bunch of stuff on consumer-grade media, companies like Square might have had an easier time now. (Obviously, that carries its own reliability risks, but we're talking about data that otherwise had a 0% chance of surviving.)

I know it does no good to go, "they should have done this and that" now, with the benefit of hindsight. But it's still a shame.

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@Blofse I get that things were expensive back then, but I'm talking specifically about a major company (with a budget) developing a game in 1997 (1990 tech would be a whole other beast!), and about the possibility of using cheap storage.

SCSI drives have always been very expensive per GB, and the cost of that 500 MB drive could have bought a stack of consumer HDDs, which could affordably offer a couple of gigabytes each in 1997.
Of course, the reliability isn't on the same level, but I'd personally take the redundancy any day. Plenty of consumer HDDs from over 20 years ago still work, too, so chances are good that the data would survive.

And then there are tapes. I never personally dealt with those, but I understand that they offered multiple GB each, even back then, and at a relatively cheap price for the time.

Or even burned CDs! They're not known for their longevity, but I still have burned CDs which are almost that old, and they still work flawlessly. I didn't even keep them stored in a cool environment or anything.

TL;DR: My point is that there were plenty of ways to store a couple gigabytes' worth of data in 1997 (besides high-end servers and SCSI disks), and not all of them were expensive, especially for a major company. Other companies pulled it off, but Square apparently didn't consider it important.

Re: "People Love This Stuff. It Just Means The Market Got Overheated" - How COVID Created A Retro Gaming Bubble

smoreon

@Tasuki Makes sense- the best time to buy is when the games are "old" and "outdated", but not yet "vintage". For NES, that was around 2000, when games were going for $2-3 CAD. For PS2, it started around 2010 and continued for quite a while.

But I'm still a little surprised that NES (etc.) games have come down at all. Your reasoning is solid, but I had always just assumed that prices would only ever go in one direction, once a game/console passed into that "vintage" status and was in demand again. Oh, well, I'm not complaining!

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@marciolsf A server would be expensive, sure, but what was stopping them from just buying a few 2 GB hard drives, stashing everything on there, and sticking them in a vault? Not sure that'd be enough to hold all of the raw asset files*, but it'd at least keep the source code safe.

*Obviously, the team's project files would be much, much bigger in total than the final game's 500 MB or so, but I don't have much of a reference point to go on. I seem to recall Factor 5 saying a Rogue Squadron game (2 or 3) on GameCube produced almost 1 TB of files, but that game was a massive leap in fidelity over FFT. Taking a wild guess, maybe FFT could have used 10-20 GB, depending on how things were managed?

EDIT: Also, fairly high-capacity tapes were an option, and may have made things more feasible.

Re: Nintendo Locking A Screen Filter Behind A Console Upgrade Hasn't Gone Down Well With Everyone

smoreon

@Goj Not really- the Switch 1 is an absolute potato. Nintendo got Super Mario Sunshine running pretty well, but my understanding there is that the code was recompiled (effectively translated) in advance, making it a hybrid of native and emulation.

If you try running even an older, faster version of Dolphin on an old PC, you'll see that just emulating 6th gen consoles on an Xbox One or PS4 is already a huge undertaking, and those are well ahead of the Switch.

Re: One Of The Best Non-Sega Arcade Racers Just Got A Recompiled PC Port

smoreon

@ArcadeRacingCENTRAL Great to finally have some confirmation as to where that stutter came from, so thanks!

The GameCube and especially PS2 (probably Xbox as well) slowed down considerably whenever there was a lot of dust/smoke being kicked up, like when starting a race. I had always assumed that the jittery appearance while turning was caused by the smaller amount of smoke coming from the tires at those times (i.e., just enough to slow the game down to around 55-58fps, causing little stutters).

But then I ran it in Dolphin with overclocking, and the juddery turning was still there. I don't recall looking into it further, but I was a bit confused after seeing that.

Re: Sega Saturn Is Getting A New Fan-Made Dragon Ball Fighter

smoreon

I like the ridiculous Arabian Fight (I think that's the one) scaling they've got here, where it's a little exaggerated, but still looks really cool in a '90s way.

If the Dragon Ball IP is eventually being removed, then does that mean a commercial release is being considered?

Re: Hot On Diddy Kong's Tail, Mario Kart 64 Has Now Been Successfully Decompiled

smoreon

@gingerbeardman Looks like the author(s) scrubbed the whole thing instead of correcting the errors: no tweet, no article on their site. Seems really fishy.

I don't even know what they got wrong. There is indeed a Mario Kart 64 decompilation on GitHub, and it just reached 100.0% in the last couple of days, apparently.

I would have assumed that Nintendo put a gun to the writer's head, but that same X account still mentions the Mario Party 4 decomp, so I really don't get it.

Re: GameCube Decompilation Kicks Off With Mario Party 4

smoreon

Quite the milestone, even if Mario Party 4 wouldn't have been my first choice!
This game already runs beautifully on original hardware and emulators, but one enhancement that it could benefit from is added geometry outside the camera bounds, allowing for wide/ultra-wide display modes.
Most of the environments were built with a fixed camera in mind, and only the bare minimum was modelled. (Actually, I think there's at least one place where you can see just past the edges of the map, even without hacks.)

Re: Rare's Cancelled N64 Title Dinosaur Planet Is Getting The Recompilation Treatment

smoreon

@MegaManFan What would the correct order be, then?

A full decompilation would make it way easier to actually fix the bugs, add new content (if necessary), and finish the game. A recompilation like this also helps a lot (even if it isn't quite as thorough or as easy to work with), and to my understanding, the recomp can act as a sort of reference point that makes a proper decomp easier to do.

Once the game has been improved/completed, compiling it again into a PC executable or N64 ROM is relatively simple, as opposed to trying to poke at addresses by hand and cram new data into a tightly-packed 64MB ROM.

Re: Soon, You'll Be Able To Play Diddy Kong Racing Natively On Your PC

smoreon

@BulkSlash I had no idea that this worked on real hardware now! It seems that modders found ways to optimize the game considerably. It's far from a true 60fps, from what I'm seeing, but it stays above 30 most/all of the time, which is an accomplishment in itself.

Note that this optimization most likely took a lot of work. Removing a 30fps cap is simple, but making the game engine fast enough to actually run at 60 on real hardware is not!

The 60fps code itself is, as with many games, just changing a single number. Some games immediately work flawlessly with this (at least on emulation), whereas others need a ton of manual work to fix everything. DKR was in-between: its 60fps hack needed a few tweaks, but it's possible that the people behind the N64 optimization have fixed that, or are going to.

It's rare that a game is capable of considerably better performance, but simply doesn't enable it- that'd be a huge oversight! There's almost always a reason for the limitations. Though I will say that some games, such as Tomb Raider Legend on GameCube, or the Sonic Storybook games on Wii, run quite well at 60fps. It would seem that the devs couldn't get it stable enough for their liking, and made a judgement call to cap it at 30 for a more consistent experience.

Re: Soon, You'll Be Able To Play Diddy Kong Racing Natively On Your PC

smoreon

@Aiden_Warren I think we all know about emulation here!

Decompilations, and especially native PC ports, allow for all kinds of enhancements that aren't possible through emulation. For example, there's a hack that makes the N64 version Diddy Kong Racing run at 60fps, but it has a few bugs, as all it does is change a single number. A decomp would make it easier for someone to go through the code and tweak any of the timings that aren't working properly.

And imagine all of the new content that modders could add to a PC release: new characters, new tracks, etc.!

Re: Sega's Altered Beast Gets A Free Fan-Made Remake

smoreon

@slider1983 I thought it seemed like that, too. It might be because old games could only move things (objects as well as the screen itself) around by whole pixels, with no in-between.
So if the screen is scrolling very slowly, like 30 pixels per second, it can only shift over by one pixel on every second frame: effectively resulting in 30fps scrolling, even while the characters are moving smoothly!
That might be what's giving the impression of choppier motion in the original (which scrolls very slowly at times) compared to the faster scrolling seen in this remake.