I am still hard at work on the next video. I've also enabled Community posts if you are interested.
I wanted to mention that Adrian Black of Adrian's Digital Basement has uploaded a video where he does a Mesen-based investigation of Galaxian. He is a friend of Displaced Gamers, so I hope you'll pop over there and give him a like and a comment if you have the time. Check out both his main channel and the second channel for lots of good content!
Things have been really busy lately. I just wanted to provide some updates.
1: I have a video that is in progress that I hope to get out in the next few weeks. It covers a new topic. Timeline prediction is tough at the moment. I appreciate your patience.
2: A decent number of people expressed interest in continuing with Ghosts 'n Goblins optimization. I think it would be fun to see the game's performance reach a point where we could start altering physics and having true, smooth, 60 fps gameplay (likely with lag frames when needed).
That said, it is one of those projects that I will probably just get to when I have a little spare time. Do some analysis, do some code optimization, see how it performs, and then script and produce a video update. This is one of those things that would be ongoing (think in terms of... years) here or there.
If someone wants to do their own 60 fps optimization of GnG for NES, please go right ahead. All work that I do on the game would need to be reported via a scripted video.
My goal isn't so much to rom hack GnG into something fancy and release it but rather to have an entire series of videos on "this is how we do it" regardless of how long it takes to produce.
Hey everyone - I have been working on the next Behind the Code Leveled Up for some time now. It has required extra work because...
1: It is the most complex topic I have covered so far. 2: It required a lot of script rewrites to make it easier to understand. 3: It is likely the longest episode in the Behind the Code family.
I'm quite happy with how it is coming together. It could be the best episode I've released once it is finished, but that will be up to you to decide. Many more hours (days) are required to finish it, and I will get it to you as soon as I can.
Just wanted to give you an update. All-quiet on the video release front = very busy behind the scenes.
Hope everyone is having a great day.
(Btw - I look forward to returning to shorter videos after this one.)
I had a few people ask about using the cane to defuse the bomb in Jekyll and Hyde. I started Googling for details (videos, FAQs, posts, etc.), but I have yet to see anyone show it being done.
I'd never heard about this before releasing a video about the game. If any of you have any experience or details about it, please let me know. In my opinion, it is 100% a rumor.
Meanwhile, player/enemy collision detection in this game would appear to be... unique (surprise).
Shortly after the release of the first Strider (NES) video on the channel, viewer Nathan M implemented lag frames in the game. Here it is running in Mesen 2 with the lag frame counter enabled. Check out his website at infochunk.com. Thanks for sharing this with us, Nathan!
This further demonstrates the lack of optimization in the game's code. Just look at the performance. It also makes me wonder if perhaps Strider HAD similar lag logic implemented along with the intention to optimize the code prior to release, but it was removed as a cheap way to "improve performance" so it could be kicked out to U.S. stores.
I didn't talk about this much in the video as any speculation I include in narration tends to slow down the pacing of Behind the Code, but I think they had this game up and running in a serviceable state, missed their targeted release in Japan (Q4 1988), shelved it/delayed it until Summer 1989, and then released it in the U.S. (with minimal changes) to try and recoup some money.
I also can't help but wonder if Capcom either onboarded Micronics developers as they transitioned from contracted development to in-house development and/or had access to the source code of earlier contracted development titles (1942, Ghosts 'n Goblins, etc.) and used it as a means to learn the system. Strider may very well be a transition game from Micronics to in-house in more ways than one. It is fun to speculate unless/until we have any additional interviews available on the matter.
Meanwhile - next video should have some details about the bizarre jump mechanics, environmental collision detection woes, and the logic behind the Triangle Jump(TM). Research is ongoing.
Displaced Gamers
Next video is Commando for the NES.
No release date (I have no idea!), but I’ve logged a lot of time on it already.
1 month ago | [YT] | 425
View 32 replies
Displaced Gamers
Hey everyone -
I am still hard at work on the next video. I've also enabled Community posts if you are interested.
I wanted to mention that Adrian Black of Adrian's Digital Basement has uploaded a video where he does a Mesen-based investigation of Galaxian. He is a friend of Displaced Gamers, so I hope you'll pop over there and give him a like and a comment if you have the time. Check out both his main channel and the second channel for lots of good content!
2 months ago | [YT] | 42
View 2 replies
Displaced Gamers
Things have been really busy lately. I just wanted to provide some updates.
1: I have a video that is in progress that I hope to get out in the next few weeks. It covers a new topic. Timeline prediction is tough at the moment. I appreciate your patience.
2: A decent number of people expressed interest in continuing with Ghosts 'n Goblins optimization. I think it would be fun to see the game's performance reach a point where we could start altering physics and having true, smooth, 60 fps gameplay (likely with lag frames when needed).
That said, it is one of those projects that I will probably just get to when I have a little spare time. Do some analysis, do some code optimization, see how it performs, and then script and produce a video update. This is one of those things that would be ongoing (think in terms of... years) here or there.
If someone wants to do their own 60 fps optimization of GnG for NES, please go right ahead. All work that I do on the game would need to be reported via a scripted video.
My goal isn't so much to rom hack GnG into something fancy and release it but rather to have an entire series of videos on "this is how we do it" regardless of how long it takes to produce.
Hope everyone is having a good weekend.
9 months ago | [YT] | 433
View 23 replies
Displaced Gamers
Hey everyone - I have been working on the next Behind the Code Leveled Up for some time now. It has required extra work because...
1: It is the most complex topic I have covered so far.
2: It required a lot of script rewrites to make it easier to understand.
3: It is likely the longest episode in the Behind the Code family.
I'm quite happy with how it is coming together. It could be the best episode I've released once it is finished, but that will be up to you to decide. Many more hours (days) are required to finish it, and I will get it to you as soon as I can.
Just wanted to give you an update. All-quiet on the video release front = very busy behind the scenes.
Hope everyone is having a great day.
(Btw - I look forward to returning to shorter videos after this one.)
1 year ago | [YT] | 601
View 59 replies
Displaced Gamers
I joined @RetroRGB for his 400th episode of the Weekly Roundup. What a milestone!
1 year ago | [YT] | 42
View 1 reply
Displaced Gamers
Next video is going to be a bit longer than usual. Bring tacos.
1 year ago | [YT] | 260
View 34 replies
Displaced Gamers
I loaned my copy of Pressure Cooker for the Atari 2600 to Mark of Classic Game Room fame, and Mark went... well... Mark.
1 year ago | [YT] | 23
View 4 replies
Displaced Gamers
I don't think so, Tim.
I had a few people ask about using the cane to defuse the bomb in Jekyll and Hyde. I started Googling for details (videos, FAQs, posts, etc.), but I have yet to see anyone show it being done.
I'd never heard about this before releasing a video about the game. If any of you have any experience or details about it, please let me know. In my opinion, it is 100% a rumor.
Meanwhile, player/enemy collision detection in this game would appear to be... unique (surprise).
1 year ago | [YT] | 324
View 26 replies
Displaced Gamers
Shortly after the release of the first Strider (NES) video on the channel, viewer Nathan M implemented lag frames in the game. Here it is running in Mesen 2 with the lag frame counter enabled. Check out his website at infochunk.com. Thanks for sharing this with us, Nathan!
This further demonstrates the lack of optimization in the game's code. Just look at the performance. It also makes me wonder if perhaps Strider HAD similar lag logic implemented along with the intention to optimize the code prior to release, but it was removed as a cheap way to "improve performance" so it could be kicked out to U.S. stores.
I didn't talk about this much in the video as any speculation I include in narration tends to slow down the pacing of Behind the Code, but I think they had this game up and running in a serviceable state, missed their targeted release in Japan (Q4 1988), shelved it/delayed it until Summer 1989, and then released it in the U.S. (with minimal changes) to try and recoup some money.
I also can't help but wonder if Capcom either onboarded Micronics developers as they transitioned from contracted development to in-house development and/or had access to the source code of earlier contracted development titles (1942, Ghosts 'n Goblins, etc.) and used it as a means to learn the system. Strider may very well be a transition game from Micronics to in-house in more ways than one. It is fun to speculate unless/until we have any additional interviews available on the matter.
Meanwhile - next video should have some details about the bizarre jump mechanics, environmental collision detection woes, and the logic behind the Triangle Jump(TM). Research is ongoing.
2 years ago | [YT] | 66
View 5 replies
Load more