When Metroid: Zero Mission for the Game Boy Advance was released on February 9, 2004, it was no secret that the original Metroid was included as an unlockable extra. Several months later on October 26, 2004 Metroid was released along with seven other NES games for the GBA in the Classic NES Series. People complained that buying the standalone version of Metroid was of little, if any value given that Zero Mission also contained the game and was not significantly more expensive. However, that turns out not to be the case.
Sunday, January 29, 2017
Wednesday, January 25, 2017
A Challenger for the Sound Card Crown : The Pro Audio Spectrum 16
In 1991, Creative Labs was prospering quite well with its Sound Blaster card. Its enhanced features and reasonable price had knocked the Adlib off the hill. But a company called Mediavision released the Pro Audio Spectrum card in May of that year. The Pro Audio Spectrum was not only Adlib compatible but had a second Adlib FM sound chip for stereo music. It also had a joystick port and MIDI interface, but it supported higher digital playback and recording rates (8-bit 44.1KHz in stereo) compared to the Sound Blaster. It also required fewer jumpers to select hardware resources. It was shielded to block electrical noise and hard drive motors that can interfere with the audio output. It listened to the bus to emulate a PC Speaker. Creative caught up with the Sound Blaster Pro in November of 1991, essentially duplicating most of the new features of the PAS but retaining the increasingly-important compatibility with the original Sound Blaster. The Sound Blaster Pro was not shielded and was totally via jumpers.
The PAS did not have any Sound Blaster compatibility, it was only compatible with an Adlib card. While it sold decently, it was not enough to be a Sound Blaster-killer. In fact, Mediavision also released a card called the Thunder Board which was Sound Blaster 1.5/DSP v2.00 compatible and could be installed alongside a PAS to support digital Sound Blaster audio.
Today it is not easy to find and usually very expensive when one shows up on the secondary market. The Sound Blaster Pro (1.0) can essentially do almost everything a PAS can. While the SB Pro 1.0 is not cheap, it is more common and commands a lower price than the original PAS. But it was Mediavision's next big card that proved to be Creative Labs' most significant challenge in the sound card market space.
Sunday, January 15, 2017
Classic Systems - The True Framerate
Classic color NTSC uses a frame rate of 59.94 However, classic video game consoles and home computers never adhered strictly to the NTSC standard. Here are the exact frame rates as I have been able to find :
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
Sunday, January 8, 2017
YouTube Playthrough and Demonstration Series
This Christmas, I got a capture device. The device in question is an I-O Data GV-USB2. It can accept composite or s-video input and has stereo sound inputs. The manual is in Japanese but the drivers are in English.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
Monday, January 2, 2017
Sega Genesis - Is the Stinker really that bad?
Official Sega Genesis and Mega Drive consoles vary quite a bit in terms of their built-in sound quality. When I was looking to acquire a Genesis several years ago, I read that the conventional wisdom was that the original Model 1 was the one to get because it had the best sound quality and did not have the TMSS copy protection scheme.
The original Model 1 is the one with the headphone jack and mono line audio output. I did not know at the time that there were Model 1s with the High Definition Graphics text and Model 1s without the High Definitions Graphics above the cartridge slot. The one I acquired did not have the High Definition "HDG" text. Sometime thereafter, I found out that the non-HDG Model 1s had such terrible sound quality compared to HDG Model 1s that they have been given the nickname "the Stinker." Faced with this reputation, I quickly bought myself an HDG Model 1. I believed that all HDG consoles would not have TMSS, but the one I got did.
Model 1 of the Sega 16-bit console had several motherboard revisions, as had its successor the Model 2. Using the information here : http://www.sega-16.com/forum/showthread.php?7796-GUIDE-Telling-apart-good-Genesis-1s-and-Genesis-2s-from-bad-ones, I have created this table identifying the distinguishing features of all models of the Sega 16-bit console where such information is known :
Monday, December 26, 2016
Community Produced DOS Game Enhancement Hacks
In the past several years, ambitious and talented programmers and hackers have made some substantial improvements to some classic DOS games. Here in this blog entry I will highlight some of the hacks I consider to be the most impressive or most useful. I am particularly interested when elements of a game, such as unique sound effects, that could have been experienced at the time of the game's release in a less than ideal way have been added to the DOS versions of these games.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
Sunday, December 18, 2016
Getting a Roland/Edirol UM-1X and Windows 10 64-bit to Work Together
About ten years ago I found myself in need of a hardware MIDI solution for my Windows XP machine. At the time I had a Sound Blaster X-Fi in the machine, but it did not have a hardware MIDI IN and OUT port. The add-on that would add these ports was very expensive at the time, but I needed a hardware MIDI solution to use my Roland MIDI modules such as the CM-500 I had at the time. A less expensive solution was a USB MIDI interface, so I decided to buy one. The one I bought was the Edirol/Roland UM-1X, and it was not particularly inexpensive but I figured I needed a good quality solution for non-GM devices like the MT-32.
The UM-1SX is the same interface as the UM-1X but you need to plug in your own MIDI 5-pin cables. There were earlier UM-1 and UM-1S, which appear to function identically to the UM-1X and UM-1SX except they do not have the Advanced Driver Switch on them. After the UM-1X is the UM-1EX, which adds a switch for toggling MIDI OUT and MIDI THRU functionality and the UM-2EX, which adds a second MIDI OUT. After the 1EX and 2EX came the UM-ONE and the Roland UM-ONE mk2. The UM-ONE mk2 is the only one of these products which is not discontinued. The ONE and the ONE mk2 are the only one of these interfaces that have Windows 10 drivers. The rest have drivers only until Windows 8/8.1.
The UM-1SX is the same interface as the UM-1X but you need to plug in your own MIDI 5-pin cables. There were earlier UM-1 and UM-1S, which appear to function identically to the UM-1X and UM-1SX except they do not have the Advanced Driver Switch on them. After the UM-1X is the UM-1EX, which adds a switch for toggling MIDI OUT and MIDI THRU functionality and the UM-2EX, which adds a second MIDI OUT. After the 1EX and 2EX came the UM-ONE and the Roland UM-ONE mk2. The UM-ONE mk2 is the only one of these products which is not discontinued. The ONE and the ONE mk2 are the only one of these interfaces that have Windows 10 drivers. The rest have drivers only until Windows 8/8.1.
Wednesday, December 14, 2016
Windows 3.0 Multimedia Edition - Early Windows Multimedia Gaming
Microsoft Windows 3.0 was the first widely adopted and truly successful version of Microsoft's graphical "Operating System." It was released on May 20, 1990 and came on five 1.2MB floppy disks. It could be purchased in a box and was the first version of Windows that was noted for being bundled with new PCs. It had an incremental update, Windows 3.0a, released on October 31, 1990.
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