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Emulation Thread Anonymous 10/10/2021 (Sun) 15:32:49 No.601 [Reply] [Last]
[8VG05 ~ 06/17/18] http://emulation.gametechwiki.com/ So what are ya >PLAYING >EMULATING >WHAT CONTROLLERS DO YOU USE >ORIGINAL HARDWARE OR EMULATION? Also I suppose console modification can come too if they don't want to make their own thread.
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Anyone knows a way to dump textures/sprites from PS3 games? I'd like to rip the car's texture and many of the decals like on pic related, but I can't find an easy way to do it on RPCS3, unlike on PPSSPP which has that sort of feature which just werks.
What happened to Kronos? It hasn't received any new commits since March.
>>3423 Haven't heard of Kronos before. What does it offer over Mednafen or upstream Yabause?

Advance Wars Anonymous 10/14/2021 (Thu) 06:24:49 No.985 [Reply]
I must confess it's been an age since I last played this but I remember it being comfy as fuck to play. Also that Flak was a Tactical Genius and Orange Star were a bunch of bumbling retards. So Advance Wars time anons. To get the ball rolling I know there's an Advanced Wars play by web game out there that I need to give a go some fucking time: http://awbw.amarriner.com/ I think there was also an emulator around but I haven't heard much about that in a while, if anons care to share info on this it'd be appreciated. I need to jog my memory.
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The Advance Wars games are great. They were my entry into turn-based strategy games and reason enough to own a Game Boy Advance back in the day.
>>1359 Man I miss GBA days.
>>1005 Hey don't be shaming StuGs, they're fine assault guns.
>>2710 sluts
>>1360 They seemed so impressive at the time, and even the lighting problem the older Game Boys had were solved with the SP. I got a DS when they came out, but I never got into it to the same extent even if there were some good games for it. As far as the DS Advance Wars games went though, I almost prefer the GBA entries. Dual Strike felt kind of bloated to me, and Days of Ruin's setting lacked the traditional Advance Wars charm. I remember thinking the motorcycle unit it added was pretty nifty though.

Shmups and Bullet Hell Thread Anonymous 06/01/2022 (Wed) 15:59:04 No.2808 [Reply] [Last]
Any of you lads been playing any shmups lately? I've mostly been playing Blue Revolver and DonPachi, although I'm not particularly good at either (or shmups in general) yet. Speaking of Blue Revolver, is it just me or is there something a little off about the stages and patterns? I've heard DonPachi isn't anywhere near as good as its sequels or many other shmups, but somehow the levels and enemy encounters seem...better paced? I'm not sure I can put my finger on what it is mechanically. Stage aesthetics is another story: DonPachi's stages feel like you're moving through locations with distinct areas and purposes while Blue Revolver's seem arbitrary, as though you're going over a themed assortment of tilesets and scrolling backgrounds instead of actually attacking a mountain convoy or shooting up the docks. I get it, Blue Revolver has a much smaller team than a Cave shmup, but when the programmer makes remarks like "The creeping sensation that I earned none of the modest success this game achieved, and that just around the corner the game will be found out as just a bunch of PNGs moving on a screen" and "I became convinced that in terms of the game/level/pattern design, I had completely pulled a fast one on STG fans the world over and just barely got away with it," I hate to say it, but on some level I get what the guy means. You really begin to notice this stuff after playing the same stages over and over. Hopefully Double Action fixes some of this. The patterns shown in the (years old) trailer look good and I like the new UI, shit, the recoloured backgrounds are an improvement as well, but I'm not sure my complaints can be fixed without significant changes to the backgrounds or stage layouts in general. Anyhow, here's a couple freetard shmups you may or may not have heard of: http://olofson.net/kobodl/ - Enhanced version of XKobo, a Japanese freetard shmup about blowing up space bases http://garden.sourceforge.net/ - Not the biggest fan of this one, it's fairly slow and doesn't always distinguish enemies from the stage background very well https://chromium-bsu.sourceforge.io/ - Freetard shmup balanced around fucking mouse controls, I think it goes on forever https://smcameron.github.io/wordwarvi/ - Editor war shmup, haven't tried it yet https://linux.tlk.fr/games/Powermanga/ - Looks cute, haven't tried it yet
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>>3395 GOG hasn't stood for Good Old Games for over a decade: it's just GOG now.
>>3396 They've been doing this ever since before I started using it, but it's still idiotic when their emphasis on old games was what made them distinct.
>Rym 9000 Tried this 4/agdg/ game out of morbid curiosity after hearing some friends talk about it. The visual style is pure eyerape (it really warrants that seizure warning at the beginning of the game) and, instead of lives, taking hits increases the eyerape until you get a health pickup or die. Said visuals and the game's soundtrack are its main draw, really; mechanically and stage-wise, it's just okay, or at least, it would be if it didn't crash so much. I can't past the second stage in this garbage because it inevitably crashes randomly in the first stage or very early into the second, and it looks like the dev stopped patching this mess sometime in 2018. Maybe the Windows version is a little more stable, maybe not, but it also crashed a lot for my friends and I suspect its low completion rate has more to do with the game shitting itself than its actual difficulty. If it isn't obvious, no, I do not recommend Rym 9000. Maybe it's worth a pirate or watching a playthrough on Youtube if you're morbidly curious like I was, but it's too unstable and headache-inducing for most people to bother with.
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>>3405 >gifs didn't go through Let's see if they work this time.
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Having watched a full playthrough of this shit now, I can say a little more about the game aside from its bugs. It has a good variety of shot types, the fourth stage goes really all-out in trying to resemble a corrupted video file, and some of the enemy layouts are kind of interesting, but it misses a lot of replay potential by keeping enemy encounters separate rather than letting them overlap if they're left alive. Thanks to this, there's likely a low-ish limit to the kinds of combos you can pull off, which gives you little reason to replay this for scoring once you've beaten it and seen its (pretty mediocre) ending. Also, yes, the game's promotional material, log entries, cutscenes, and endings use random anime art off the internet. Yes, it is on Steam, Itch.io, and the PS4 store. And no, I doubt he got permission to use any of it. This plus the PS4 version crashing a bunch too doesn't bode well for Sony's quality control, even though the dev likely tried passing off the crashes as part of the glitch aesthetic or whatever.

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Rumors, Legends & Secrets Thread Anonymous 08/06/2022 (Sat) 15:58:11 No.3389 [Reply]
I'm sure we can all remember a time in our lives when games were more mysterious, when a background detail sparked our imaginations, making us wonder what secrets may be found if we investigated hard enough. This curiosity led to plenty of hoaxes and dead ends of course, but sometimes there really was something hidden, waiting to be revealed by the most dedicated players. Which tall tales do you remember falling for? Which hopeful rumors do you wish were true? Which genuine secrets still amaze you that they're real?

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Open Source games and gaming on Linux thread Anonymous 10/08/2021 (Fri) 19:08:55 No.258 [Reply] [Last]
[8VG04 ~ 28/03/2018] Given the speed of /vg/ it's probably a good idea if we just make a combined thread for open source games and gaming on Linux. Personally I mostly play FOSS games on Windows and a surprising number are pretty great.
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>>591 Again, go take your concerns about quality to the meta thread. I don't claim to be the best poster or a judge on quality. But this personal back and forth, not so much a structured argument with a premise and conclusion, does not belong in this thread. I don't, in the least bit, have a charitable perspective on informationless whining about quality. It reads more like catty behind the back drama between two self-perceived types of posters. And no posturing or attempt to persuade could change that. I'm quite entitled to my own opinion, correct? But here's an argument since you want one: If meta thread is for meta discussions, and this is the gaming on Linux thread, then you should take your board and site wide concerns to the meta thread. I'll be playing my vidya.
[End of Dump 8VG04 ~ 08/06/2019] I didn't recall our vol being that much of a nigger back then, kinda wish i know what happened later
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>Frogatto is still being updated >the last full release was 1.3 in 2012 >it just hit 4.27 several minutes ago >absolutely nothing about this on the blog or twitter >the blog has been dead for years
>>3379 FOSS games have serious longevity, stuff like SuperTux is over 20 years old and still being actively developed. Generally this is because they're hobbyist projects that people chip away at when they have some spare time.
>>3380 Even if development is glacial compared to regular games (even indie games and free indieshit), I can't deny there's a weird charm to the results and I hope it's still in whatever the fuck 2022 Frogatto looks like.

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Anonymous 04/27/2022 (Wed) 19:32:20 No.2292 [Reply] [Last]
Do anons think that a non-powerhouse console can ever take off in modern climate? I keep thinking to PS1 and PS2 who were the weakest contemporary consoles hardware-wise but at the same time were by far the most popular ones. Power didn't matter that much since games came in all varieties from all types of devs and only a very small percent was pushing the hardware. Sure you can point to Nintendo but I feel it's a different situation with Nintendo having a groomed cult-like audience who will consume literally anything they produce. With PS2 Sony made a conscious choice not to go for raw power but if PS5 or Xbox whatever, or some new console nowadays was only moderately powerful could it ever succeed or would it be considered "insta owned" cause it can't ray trace?
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>>2972 lol try arguing anytime, shitposter
>>2972 I don't even like the Switch, its just wrong to be saying that game consoles will be displaced by phones when there's evidence otherwise.
Where do I start If I wanted to make my own gaming console for mass production and selling? I was thinking about making a console similar to the PS1 so that it has both 3D and 2D capabilities and later down the line making a portable version of the system for playing on the go. I want to keep the system cheap a la under $300 or less is it possible? How much niggers could I scam out of their shekels on kikestarter to make this dream a reality? I have a few monies saved up but I don't think it will be enough to start development and production of the system. I have no experience with vidya hardware but I'm willing to learn!
>>3172 If you just want to bamboozle cattle out of their shekels why even go to all this trouble? There are countless Chinese Gamestations 5 which are just famiclones or androids with shitty emulation, designed to fool grandmas into buying their Billies a new nintendo for christmas. You don't even have to build your own, just buy some of those and sell 'em online. If you actually want to build a small-time console, even if just for fun, I'd imagine you have be at least a bit into programming. But likely it's just gonna be android, in which case look at Ouya and do everything opposite.
So whats the /v/erdict on less powerful consoles? could a PS2 style console make it in today's atmosphere? I imagine if it doesn't have FIFA and COD and Fortnite then it would not sell well

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Squeenix Thread Anonymous 04/27/2022 (Wed) 20:49:28 No.2293 [Reply] [Last]
>Agni's Philosophy demo came out exactly 10 years ago >Squeenix managed to not realize the only unique and original vision they had in over a decade into an actual game In other news >No news about FFXVI for 2 years now Another clusterfuck incoming.
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>>3197 >another movie game into the trash this one goes as well
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Remember when you were playing FF7 and was like "I wish there was a walking-talking section with Sephiroth."
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Guess they stopped even pretending that this is a "remake".
>>3235 >>3236 They will leech on it till kingdom come...
I'll wait until it's done coming out. Don't need no day one 7gig patches.

The origins of localizations Anonymous 12/04/2021 (Sat) 07:32:27 No.1677 [Reply]
Is it possible that one fucking faggot from California and his company is responsible for this hideous practice of disrespecting the source material? Victor Ireland co-founded Wrecking Designs in 1990, during a time when most English vidya translations were sub-par machine translations mixed with some poor salary man trying his best with what little English knowledge he gained in Japanese high school. They took the western gaming scene by storm with their translations that actually read like proper English. Little did vidya enthusiasts know back then, that this egomaniac faggot didn't just translate the Japanese games he brought over, he actually made them into his own. So imagine this, you want to translate Japanese video games but the translators you hired aren't good enough so what do you do? Just make shit up and insert a bunch of shitty jokes everywhere and call it From former Wrecking Designs translator Tim Trzepacz: >The thing to remember is that Working Designs had really terrible translators until I came along. They were hiring some company out of San Francisco and the translators there didn’t really know English. They could translate the Japanese, but they didn’t really understand what the idiom was they were translating to. And everything was coming out of a spreadsheet so it wasn’t even in context. Japanese is a very context-sensitive language. So to a certain degree [Working Designs co-founder Victor Ireland] had no choice but to make things up as he went, because he had very little to go on. When I came in, I brought in two well-known fan-translators, C. Sue Shambaugh and Richard Kim, who ratcheted up the quality of the translations tremendously. Now things made sense! But by then Victor kinda already had his process down, he liked rewriting it and adding the comedy in. https://archive.md/TPVZX To quote the faggot himself: >Oh this script is really boring, let me put some funny stuff in here. So I would insert funny lines that really had nothing to do with what was going on. And that sort of evolved. I continued doing that, did more of it, and people generally liked it [because] they were seeing writing that they never saw in Japanese-localized or translated games, like ‘Holy crap, this is amazing’. Source https://archive.md/K5cvw Here's one of the most famous examples of localization from Lunar 2 on the Sega CD: >Girlie, if I were in the position to throw away cash on bums, you'd call me Clinton and I'd be president. I can't find the Japanese line online and I don't feel like searching through the Japanese script, but I assure you it's probably not a shitty Clinton joke. If you want more examples of "localization" just check out these articles: https://archive.md/o/238P9/https://tcrf.net/Lunar:_The_Silver_Star%23Regional_Differences https://archive.md/o/238P9/https://tcrf.net/Lunar:_Eternal_Blue/Regional_Differences

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>>3094 Oh, it's not just persona fanbase. Every jap series with a dub is filled to the brim with mega autistic dubfags who hate the original voices and will die with foam at mouth defending their shitty dubs. I remember going to gamefagqs back in the day and there would be threads asking like will this game or that have dual audio when coming in the west, and every single thread would have rabid autismos screeching how "we don't need japanese voices". Even the idea of dual audio, which is like the best of both worlds for everyone, is triggering to them.
>>2917 I think that's mostly Kojima games and some specific Capcom games, then again I haven't been paying attention to all the other shitty Japanese games. I would imagine Square Enix is mostly English lipsyncing now.
>>3102 Nah, that's the new industry norm.
why so bad

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Fad Thread Anonymous 11/24/2021 (Wed) 16:10:32 No.1541 [Reply] [Last]
As you all may be aware the vidya industry is plagued by flavor of the month bullshit trying to sucker fags into spending a bunch of shekels on crap that has the depth of a puddle and no long term entertainment. Remember shit like DayZ, H1Z1, Ark Survivial? could almost say generic open world survival shit is going to be the fad of the month They were all popular for a few months before everyone dropped them for the next big thing. At moment it's all those Cheese Royale games that are the big fad with retards moving from one to the next, each time the game being even more horrible.
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>>3251 I guess good for it.
What's the next gimmick after VR I wonder?
>>3259 Actual virtual reality? also does anyone remember that thing that MS ttred hyping around that time, like some projected sphere around the player but then never mentioned it again?
>>2875 >The coming of subscription multiplayer made real-id not just common but mandatory You could pay via cash cards bought in convenience stores, you can still do that today with many services and also fill bullshit in the personal detail fields. Agent Smith will now who you are but the public won't know who you named the pest of humanity that deserved the ovens even if they didn't happen. >Is it mainstream? Hasn't been for years, mate. Wrong, at least in non-bugmen areas
>>3259 Touch things?

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Anonymous 06/26/2022 (Sun) 11:49:52 No.3174 [Reply]
Are open world games pointless? If you look at hot point maps from any open world game, everyone is just going to the same places using the same routes, facilitated by the game, and about 70% of space is left completely non-interactable - basically a backdrop. But a costly one at that with all the engine resources going into sustaining it when they could have gone into extra details and better performance. This is all the more relevant considering that "our map is 7 times biggeru than____" is a constant marketing point. Should sandbox games just be big but not "open world", instead using better level design to create the illusion of freedom but not wasting time and resources on useless expanses of land nobody ever goes to. Or should sandbox games use better level design to facilitate exploration of the entire game map somehow?
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>>3267 >actual tons of empty space which is not even used as atmosphere helpers, for example a third of the Venturas desert or a good chunk of Red County. I'd say they are pretty good atmosphere helpers, especially Red County, I fucking love that area. An actual empty space is the Vice City beach which is like 1/2 of the island, is absolutely empty and is only there because the devs didn't have the time to finish the island properly. >but in RDR2 you cannot use a rope or the knives until you unlocked them in specific storyline missions, which is utter bullshit. Yeah, this is such a modern thing and isn't just the problem of sandbox games. It is of course the aftereffect of gameplay becoming secondary to the "movie experience" and the "story". >In GTA IV you could get a M4 Carbine early in the game if you knew were to look or if you survived wanted level carnages GTA IV is well balanced on cusp of modernity and oldschool, had it came out like 2 years alter and it would likely been shit like GTA 5. >As almost always, don't blame the products blame the fuckers making them. More like blame the normalfags for buying and liking this shit, which prompts devs to adjust to it.
They're not pointless they're just way too fucking big most of the time, if there's too much space between shit to do it's going to start getting tedious and boring once the novelty of the environment wears off. Once that happens literally going outside and playing around in a field or a park is more entertaining.
>>3274 >Once that happens literally going outside and playing around in a field or a park is more entertaining. Depends. What if park is full of niggers.
>>3276 Juts means you've got more objectives to shoot at.
^ H-He meant in Minecraft, agent Johnson.

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