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Everything posted by hansolo77
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Did it end up suffering a lot of the issues everybody was worried about? Like constantly scratching the screen going into the dock, or getting the controllers stuck together because they didn't connect right, or problems with vertical/horizontal lines, stuck pixels, etc? Seemed like they really crapped the first run from all the bad reviews.
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Battle Damage - Unofficial Star Wars Hype Thread
hansolo77 replied to tthurman's topic in Social Club
Good stuff. I'd known about the Han pistol bit, and the droids, but not the Vader shin guards. Cool stuff! -
I completely agree about the lack of participation. But I don't think it's a problem with this game. I think it's a problem with the atmosphere. We got a LOT of games too. I tend to think everybody is more interested in playing the latest addition, rather than going back and playing the older ones. Truth is, we're running out of really great AAA level games. All the best ones are already available. So there's not any interest to play anymore. When we first started out, we had a HUGE turnout because the games we had were everybody's favorites. Now we're playing games nobody's ever heard of. But that's why I set up the polls. Try to get user input on what game to play. It's a little thing but I thought it would help generate some end-user involvement. Even if you don't like the game that is ultimately voted on, at least you got to participate in the decision making. The biggest obstacle for me is trying to generate interest. @GimmeClassics was so much better at that than me.
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I'm just not interested in tablet/handheld system. Oh you can hook it up to your tv? That's nice, but it's still just a tablet. I don't see why it would be so popular.
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Meltdown and Spectre / Intel responds to the CPU kernel bug
hansolo77 replied to tthurman's topic in Social Club
It's a vulnerability in the way OS handles virtual memory correct? So if I have my computer configured to not use virtual memory, I shouldn't have any issues right? Granted, I don't know much about these things, least of all the problem here. But I've got my system configured to not use virtual memory because I always felt that using it was actually more detrimental to my systems speed. At least in my experience. It still sounds like a vulnerability that needs to be exploited, and like most exploits would require a direct interaction from the end user to initiate it. To my knowledge, no exploits are out yet, and I'm pretty safe with my computers. Ad-blockers, nightly virus scans, I only visit well known web pages, I only open email from people I know, and never open the attachments if I'm not expecting them. The problem is too many internet amateurs. Gotta go ruin it for all. -
I've never played this game either. It's been on the voting poll a couple of times, and was pretty popular those times as well. I'm actually a pretty big fan of these beat-em-up games. I'm upset with myself I never got a chance to post an official score for TMNT. That's one of my favorite games too, having actually played it in MAME in the past. This game is cool in that it's sort of like a wild-west romp, but really more like Indiana Jones tying to rescue animals from poachers. Can't wait to see what our turn out will be.
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Wow so emotionally depressive. You know.. you don't HAVE to play and put down a game that was VOTED on. Updated OP, DB, RSS
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Battle Damage - Unofficial Star Wars Hype Thread
hansolo77 replied to tthurman's topic in Social Club
Thank you for this. -
Thanks all who voted. We ended up with a tie, so the winning game is here. The losing game is on the next round's poll already, without having to rely on a random chance of getting picked again. Enjoy!
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Growl, known in Japan as Runark (ルナーク Runāku), is a belt-scrolling beat-'em-up originally released for the arcades by Taito in 1990. Set in the early 20th century, the player controls a forest ranger who must protect the local wildlife from a group of evil poachers who are driving the animals to extinction. A home version was released for the Sega Genesis (Mega Drive) on November 1991. It was also included in the arcade game compilation Taito Legends 2 for the PlayStation 2, Xbox and Microsoft Windows. The player begins the game by choosing from one of four different forest rangers, each with a different amount of health, attack strength, and jumping height. There are four variations of the game (which can be determined by dipswitch settings): A common two player setting (used in most 2 player cabinets). A four player setting with individual coin slots for each player (usually seen in most conversions of 4-player cabinets such as Crime Fighters, Gauntlet, and Quartet). A four player setting which uses a pair of two player cabinets linked together with a special cable. A four player setting which uses two coin slots for everyone (usually seen in conversions of Trog among other four player cabinets which use two coin slots). The two-player variant allows the player to choose which character they would like to play as while the four-player versions assign each character to a player slot like other beat em ups. The game's controls consists of an eight-way joystick for moving the character and two action buttons (attack and jump). The player can perform a variety of different attacks (punches, kicks, and finishing blows) depending on the position of an enemy. By pressing both buttons while surrounded by enemies, the player can perform a special attack that strikes every enemy around him. By pressing both buttons while holding the joystick upwards, the player will perform a longer jump. The player can procure weapons by destroying barrels and wooden crates or disarming certain enemies. There are a total of eight weapons which can be obtained: three melee weapons (a pipe, a sword and a whip), two throwing weapons (knives and hand grenades), and three firearms (a pistol, a machine gun, and a rocket launcher). The barrels and crates can also be picked up and thrown at enemies as well. When the machine gun or rocket launcher runs out of ammunition, these are still wielded by the player as melee weapons. The pistol, on the other hand, is thrown by the player after all of its bullets are used. The player can drop his current weapon by pressing down and attack while wielding it. If a weapon lies on the ground after a certain period, it will vanish completely. There are seven regular stages (called rounds) and a bonus game, for a total of eight stages. The locations include a city, a moving train, a boat, a jungle, a cavern, and the hideout of the poachers. There are six types of enemy characters throughout the game, excluding the final boss (who has two forms). There are also animal helpers that will help out the player after they're rescued from a poacher, such as an eagle, a herd of deer, and an elephant. --Quote from Wikipedia
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Updated gamelist to remove new GOTM (Growl).
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February 2018 GOTM Winner: Luigimaker - 61,900 (link) Growl Leaderboard POSITION USER NAME TOTAL SCORE 1 Luigimaker 61,900 http://goo.gl/N4i6bL 2 patrickfx 42,600 http://goo.gl/N4i6bL 3 Cynicaster 40,400 http://goo.gl/N4i6bL 4 hansolo77 29,400 http://goo.gl/N4i6bL 5 rtkiii 13,100 http://goo.gl/N4i6bL 6 millerbrad 12,800 7 Floyd Turbo 12,100 8 GimmeClassics 11,700 http://goo.gl/N4i6bL Last Updated by hansolo77: 10-09-2020 Please use these settings when submitting a hi-score for Growl: ROMSet: Growl Unused: Off [All] Flip screen: Off Service Mode: Off Difficulty: Medium Cabinet Type: 4 Players/4 Coin Slots Final boss continue: No Special Rules: This is a Single Player ONLY Variation! You may freely choose your character. Continues are NOT allowed! The green coloured default values match the Twin Galaxies settings. The red coloured values need to be changed! # you can change your Mame dip switch settings by following this guide: # you can make a printscreen of your hi-score screen by following this guide: # general rules for submitting your hi-score:
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Thanks everybody who participated in this go around. Cynicaster is our winner with 140 kills, and Millerbrad was on his heals with a close 2nd of 115 kills. This game is a lot more difficult than you'd think at first. And the control situation and limit of character choice (without modifying your settings) seems to have affected the turnout of players. Still, this is a great game, and I'm glad we have it listed now as a full-time play anytime leaderboard. Join me in congratulating not only our winners, but also all those who contributed! Well done all!
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Battle Damage - Unofficial Star Wars Hype Thread
hansolo77 replied to tthurman's topic in Social Club
I can agree. Last Jedi was an improvement to the Force Awakens to a degree. I mean, it was a completely new and original story, where as TFA was just a rehash. There were a lot of things I'm disgusted about in TLJ though: I'm still on the fence about it. Was it a great movie? Hell yea. Was it a good Star Wars movie? It had it's moments. Does it fit in and continue a positive Star Wars timeline and future? Well.... -
Due to work and sleep restraints, I'll be unable to update the OP and announce the official winner and start the next GOTM until after I get home tomorrow. Sorry for the delay!
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See you all next year!
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Meh, I would have been even lazier and just got a different romset. Instead of GoodName, I would have gotten No-Intro.
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SEGA Saturn Cracked, Better emulation coming soon!
hansolo77 replied to RIP-Felix's topic in Social Club
I didn't watch the video, because it looks like something I've already seen from the screenshot. Isn't that the guy who essentially developed a way to load games via a hard drive rather than a disk? Basically an ODE (Optical Drive Emulator). If so, that's old news, and nothing has really come of it last I checked. He is the only holder of the software and custom made hardware interface, and it would still require a Saturn to work. It's basically a step towards a mod-chip for the Saturn to allow playing games without owning the physical disks. -
Hardly. That took months to create. It involved lots of trial an error, referring back to the walkthrough, and opening up a couple of threads in the RetroPie forums. I'm getting more familiar with the process, but I'm far from being able to do this on my own with a blank page.
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Well, seeing as how @GimmeClassics and @DazzleHP have neglected to chime in their votes, I'll bow out and give you the 115. @patrickfx makes a good point, if it's in the game, it's not cheating. BUT, I would strongly suggest not doing it again! My brother used to get soooo mad at me when we played Crue Ball on the Sega Genesis because it's possible to get your ball into the top section before you're supposed to and farm out extra lives. He couldn't do it so when I ended up with 8 extra lives, I always ended up winning the high score and playing for an hour between turns. So just to keep everything fair, no more exploiting farming tactics! Updated OP, DB, RSS
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You can get around all the ID crap by pulling a different device method. You don't have to use "/dev/input/event#". I was having a similar problem during my mapping adventures. I ran into a snag because the "/dev/input/event#" solution I was originally using would go askew depending on if the Xbox360 Wireless controller was powered on or not. They way I had it, the NES controllers were "event8" and "event9", but if the Xbox controller was off, they changed to "event4" and "event5". The Xbox dongle was assigning as "event0-3" if it was on, and nothing if it was off. I tried to get around it by plugging the dongle into a hub, and the NES and SEGA adapters into the Pi directly (as they are enumerated in order Top Left, Bottom Left, Top Right, Bottom RIght, aka 0-3). That worked some of the time. But then I started having the Xbox dongle connect at port 8 some times, and then as port 0 others. I ultimately decided to change to "/dev/input/by-id" for some of the controllers, and "/dev/input/event#" for others. Once you have everything the way you like it, it's easy to make an SD card backup. For example purposes, here's what my current "onstart" script looks like: It works great. Since the NES controllers were always identified as events 0 and 1 with the adapter plugged into port 0, I left it as "/dev/input/event". The Xbox and Mayflash (Sega) controllers were flip-flopping their event assignments based on whether or not the Xbox controller was on or off during bootup (enumeration). So to get around it, I switched it over to "dev/input/by-id". Solved the problem. I would imagine this solution would work in the case of the bluetooth SNESpro as well. If the event number changes during different things (controller on/off, or other controllers taking over), using the "by-id" method would eliminate that problem. It would probably be something simple too, like "/dev/input/by-id/SN30-Pro-BT" etc. Easily identifiable, and then simple to map and wouldn't ever change.
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I don't even know how it works either.
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I'm really quite impressed with the way PSX emulation works with a Raspberry Pi 3. I was afraid it would suffer the same issues N64 does. But I'm pleasantly surprised at how well it handles it (using the PSXreARMed core, which was optimized specifically for ARM processors that the Pi's use). Honestly, XBOXDRV looks more confusing than it really is. If you follow the walkthrough, you can pretty much make ANY controller work however you want it to. It might take a few hours of reading the guide, and understanding what you're doing. Essentially, you first have to figure out what controller you're going to mess with, and how Linux has assigned it as a device. Once you have that device id written down, you then go through the built-in joystick testing utility and write down all the maps each button/stick is pointing to. Then you just tell it what they should map to on a keyboard. Once you have it all written down, you build a config file with the specifications you wrote down (the device, the controls you want to map, and the keyboard keys you're mapping them to). Add it to launch when you run a PSX game, and then to disable itself when you close out of a game. Nothing gets changed, and you can tweak and fine tune it afterwards. It's actually "almost" as enjoyable as playing a game. I spent more time setting up stuff like this than I have playing.
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I agree, you didn't farm over 50 kills either way. I'd still like to see what they say though. It's an amazing score either way, better than the 30 or so I can get!
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4,000 and odd points is a lot. Congrats on improving your score! Updated OP, DB, RSS