Sinjinhawke Posted March 22 Share Posted March 22 Yeah, have not played a lot of games yet but there definitely is a tinny sound in D1K Arcade. But whatever. Game plays great. As long as Hotel Bunny plays flawlessly we are good. Great job. 1 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted March 22 Author Share Posted March 22 15 minutes ago, Sinjinhawke said: Yeah, have not played a lot of games yet but there definitely is a tinny sound in D1K Arcade. But whatever. Game plays great. For sure. You can go into the game config and bump up the sound quality... There are 4 levels (LOW, MEDIUM, HIGH and ULTIMATE). Each level requires more CPU horse-power but you can try bumping it up one level for any game and see how the system performs. The DSi (with the 2X CPU) defaults to HIGH and many of the simple games (Astrosmash, Treasure of Tarmin, etc.) can easily drive up to ULTIMATE on the faster processor. 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22 Share Posted March 22 @wavemotion I have a 3DS and a DSi XL, where do they sit on the horsepower spectrum? 1 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted March 22 Author Share Posted March 22 39 minutes ago, cmadruga said: @wavemotion I have a 3DS and a DSi XL, where do they sit on the horsepower spectrum? The DS-Lite/Phat (original blocky version) is an ARM9 at 67MHz, 4MB of RAM and a screen resolution of 256x192. The DSi and DSi/XL/LL is an ARM9 that can run at either 67MHz (compatibility mode) or 134MHz with 16MB of RAM and a screen resolution of 256x192. The older 2DS/3DS is an ARM11 that can run in either ARM9 compatibility at 134MHz (like a DSi) or at full 268MHz with 128MB of RAM (only 16MB accessible in compatibility mode) and a screen resolution of 400x240. The "NEW!" 2DS/3DS is an ARM11 quad-core running at 804MHz with 256MB of RAM... it can also run in ARM9 compatibility mode (134MHz / 16MB RAM) and a screen resolution of 400x240 or 800x240. I target the DSi for all of my emulators which means the DSi / XL / LL will all run my emulator as it is intended... 134MHz and 16MB of RAM at 256x192. If you run it on an older DS or in compatibility mode on a DSi (via a Flash Cart), it will be limited to 67MHz and 4MB of RAM which I can detect and adjust the emulation accordingly. Since so many people have older DS models in their basements/closets, I try to make sure my emulators will run on those older models. My emulators will not take advantage of the improved screens nor the faster CPU and increased memory of the 2DS/3DS... but those models are certainly capable of running in DSi mode (so 134MHz and 16MB of RAM) - which is still going to give you the full experience of my work. There will be some hardware up-scaling of the 256x192 resolution I output to the native 2DS/3DS 400x240... but generally it will look pretty good. I could target higher models - but it's a different set of development tools and, well... I happen to have a small army of DSi units (both normal and XL/LL) and so that's my platform of choice 2 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22 Share Posted March 22 Thanks for educating me. My kids never cared for their handhelds so they sat in the closet for years. Your emulator is the only reason the DSi XL sees any use at all. The 3DS is the older model. It sounds like it shall remain in the closet. 3 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted May 27 Author Share Posted May 27 Not a new release but I do have some news. All current Intellivision Collector games have been verified working (including any games with JLP features: extra RAM, flash saves, etc.) with the latest 5.0 version of Nintellivision**. In addition, a full set of DS touch-capable overlay (.ovl) files have been created to make the experience of playing on the handheld more enjoyable. These .ovl files are included as part of the extras.zip pack on my github site: https://github.com/wavemotion-dave/NINTV-DS and these have also been made available to @Kamikazi26 Some examples of the overlays that have been created (the text below the image is not shown on screen but is the built-in font for overlaying status messages onto the overlay). **Yes, this includes the new BBWW games acquired by Intellivision Collector and announced today on @Papa Pete's channel. 9 1 Quote Link to comment Share on other sites More sharing options...
Deceptibum Posted June 10 Share Posted June 10 Hello, I have a DS Lite and all the files needed,but as soon as I select the Nintellivision, the whole system just shuts off. I installed all the needed files on a CycloDS cart if that makes any difference. Is there some obvious reason you might be able to think of as to why it’s not working for me? Thanks! Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted June 10 Author Share Posted June 10 I've not used a CycloDS myself... only various R4 clone carts. I can't think of any specific reason though my guess would be that it's not able to initialize the FAT system to access the files on the SD card. R4 carts (and running from Twilight Menu++ from the SD card slot of a DSi) seems to handle the FAT initialization fine. I'll ask around and see if I can't dig something up. This is the most likely place to find answers on a specific flashcart for the DS/DS-Lite: https://gbatemp.net/forums/nintendo-ds.27/ Quote Link to comment Share on other sites More sharing options...
Deceptibum Posted June 11 Share Posted June 11 I was curious about that, but other emulators work just fine on the same cart…Scumm, DS, Genesis. I may have to but an R4 and see what happens Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 14 Share Posted June 14 Okay who's going to make me a GORF overlay? 20240614_170652.mp4 1 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted June 14 Author Share Posted June 14 This is really quick and dirty - and I have no graphical talent beyond simple cut-and-paste... I've no idea if it will even work gorf.ovl(rename to the same base name as the game) 2 Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 15 Share Posted June 15 2 hours ago, wavemotion said: This is really quick and dirty - and I have no graphical talent beyond simple cut-and-paste... I've no idea if it will even work gorf.ovl(rename to the same base name as the game) That's what I call fast service! Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted June 15 Share Posted June 15 That "rather flat" line in the first post was from a George Plimpton Intellivision ad, wasn't it? What a weird, and weirdly hostile, series of commercials. Sega did pretty much the same thing, with more of an "EXTREME DOODS" bent rather than logical appeals from a William F. Buckley wannabe. Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 15 Share Posted June 15 I guess you can call this an official emulator now. Wait for it.... 👇👇👇👇 20240615_025052.mp4 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted June 16 Author Share Posted June 16 A kind user reported a problem with GORF where a collision with the player ship would cause repeated deaths until all ships were depleted. Turns out there is a bug in my emulator (and in Nostalgia which was the original baseline for my emulator - though Nintellivision has come a long way from that) - and GORF is moving the ship MOB (sprite) to Y location 0 (such that most of the MOB is offscreen). My emulator was still performing collision detection on the off-screen pixels. I've seen some games (e.g. Q-Bert) that temporarily hide MOBs by setting the X-Pos to 0 or >167 to move it off-screen and not render or perform collision detection... but never the Y-Location trick (probably because a Y-location of 0 would still render one line of pixels unlike X=0 which is special and effectively disables the sprite). Anyway, I've updated my collision detection to handle this closer to the way real hardware does it... and version 5.1a (still testing) is available on my github site: https://github.com/wavemotion-dave/NINTV-DS 2 Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 16 Share Posted June 16 Here's the proof! 20240616_123619.mp4 Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 16 Share Posted June 16 I will also say playing this the last few days has made me realize that for games like Venture, GORF, Space Armada? A controller with a Nintendo style D-pad is better than the disc, and a regular button is better than the side buttons, because it's not murder on your fingers either. 😁 1 Quote Link to comment Share on other sites More sharing options...
+fdr4prez Posted June 16 Share Posted June 16 11 minutes ago, Crash7 said: I will also say playing this the last few days has made me realize that for games like Venture, GORF, Space Armada? A controller with a Nintendo style D-pad is better than the disc, and a regular button is better than the side buttons, because it's not murder on your fingers either. 😁 Then you can't be a member of the Numb Thumb Club 1 Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 16 Share Posted June 16 1 minute ago, fdr4prez said: Then you can't be a member of the Numb Thumb Club I get that from Bowling LOL Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted June 16 Author Share Posted June 16 Definitely feel like some games benefit from the dpad and DS buttons. Any of the maze or climbing games tend to be a bit more accurate. Beauty and the Beast controls a bit tighter. DK Arcade as well. Add Thunder Castle to that list. But there are some games that really want the full 16 position disc. Vectron and Golf struggle a bit on the DS. Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 17 Share Posted June 17 BurgerTime is really good on the DSi also. I pretty much use the DSi for shoot 'em ups and Blackjack and Poker LOL Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 19 Share Posted June 19 On 6/16/2024 at 9:33 PM, Crash7 said: BurgerTime is really good on the DSi also. I pretty much use the DSi for shoot 'em ups and Blackjack and Poker LOL Case in point my new high score ever! 1 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted June 19 Author Share Posted June 19 Nice! By the way, if you press and hold the two shoulder buttons for like ~1 second, it will automatically take a pixel-perfect snapshot of the top screen. The snapshot goes into the same folder as your ROM was in. 4 Quote Link to comment Share on other sites More sharing options...
Crash7 Posted June 20 Share Posted June 20 On 6/19/2024 at 2:00 PM, wavemotion said: Nice! By the way, if you press and hold the two shoulder buttons for like ~1 second, it will automatically take a pixel-perfect snapshot of the top screen. The snapshot goes into the same folder as your ROM was in. Posted 141,900 today. Like I said earlier it's so much quicker and so much more accurate with the movements with the direction pad than it is with the disc. And the only patterns I know on the maze's are the ones I've created myself I don't know any patterns out there on social media or anything like that I'm playing totally off the hip, except for a few movements at the beginning of each screen. Quote Link to comment Share on other sites More sharing options...
+fdr4prez Posted June 21 Share Posted June 21 17 hours ago, Crash7 said: Posted 141,900 today. Like I said earlier it's so much quicker and so much more accurate with the movements with the direction pad than it is with the disc. Curious, how well do you think you would play Burgertime (or any Inty game) using something as common as an SNES controller? Quote Link to comment Share on other sites More sharing options...
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