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Emulation is better than modern gaming

They were well-built back then for the 360's. Ever since they switched to the XBox One and beyond, I think I've gone through around a dozen or so of those controllers. They've gone to complete shit, and they're not cheaply priced, despite the cheap construction.
 
They were well-built back then for the 360's. Ever since they switched to the XBox One and beyond, I think I've gone through around a dozen or so of those controllers. They've gone to complete shit, and they're not cheaply priced, despite the cheap construction.

I've had the Series X for three years, still using the original controllers I bought with it.
 
I feel the same. I have one controller that I use and would never throw away. It's special to me because I took it apart fully and moved all the guts into a transparent housing.
 
Though at 52, I have to say that the Atari 2600 controller, along with the Intellivision controller, should be considered crimes against humanity under the Geneva Convention. :lol:
The absolute worst controller was the Dreamcast. Damn thing had spikes on the thumb stick. Atari controllers just broke all the time.
 
I got an Xbox 360 controller for 3rd person games on PC but somehow never got comfortable with it and stayed on mouse+keyboard.

I think I'm just bad with controllers in general, the one time I'm forced to use them is on Switch where I struggle with precise movement in games like Mario Odyssey.
 
I got an Xbox 360 controller for 3rd person games on PC but somehow never got comfortable with it and stayed on mouse+keyboard.

I think I'm just bad with controllers in general, the one time I'm forced to use them is on Switch where I struggle with precise movement in games like Mario Odyssey.


I'm a little over the switch.

Whoever designed that didn't have hands. I find the positioning of the right stick quite awkward and uncomfortable.
 
They were well-built back then for the 360's. Ever since they switched to the XBox One and beyond, I think I've gone through around a dozen or so of those controllers. They've gone to complete shit, and they're not cheaply priced, despite the cheap construction.

PS5 has terrible stick drift issues. There's a conspiracy theory going round that it's purposeful so that you shell out over and over to cover the loss from the console itself...
 
Kind of wondering if something similar is happening with the X1 controllers. They're stupid expensive, even for the baseline models.

And y'know... Sometimes conspiracies aren't theoretical.
 
PS5 has terrible stick drift issues. There's a conspiracy theory going round that it's purposeful so that you shell out over and over to cover the loss from the console itself...

I have had the PS5 for about two years. One of my controllers has a minor stick drift issue, though still usable if one is patient.
 
Stick drift could be easily fixed with the use of hall effect sensors as used in stick replacements. Tons of videos online about doing this yourself.

But then yeah they would lose money on people not buying replacements.
 
I have had the PS5 for about two years. One of my controllers has a minor stick drift issue, though still usable if one is patient.

I recently dug out the Nintendo 64 which will now be 27 years old, as i just bought a little box that turns its tv signal into a hdmi connection, then sat for about 2 hours playing Pilot Wings on the 27 year old joypad, and not one issue, perfection 27 years on, which really does go to show that the stuff they make now is pure garbage quality wise.
 
I honestly never understood the allure of the Atari 2600. The game ports for that console from other consoles were absolute shit, with only 2 or 3 colors on the screen.

It was actually overdesigned for its release in 1977 as it was meant to be a modular but glorified Pong console as all the others were standalone boxes. A palette of 128 colors, far more than any rival at the time, only 128 bytes (1/8KB), and a predicted lifespan of 3 years, nobody knew how the port of "Space Invaders" would ensure the 2600 lasted another decade after its release. The only other real competitor - Channel F - wasn't as robust in hardware (64 bytes of RAM, but a 2K video buffer - despite having a lower video resolution! Atari had no buffer and was harder to program for...)

But it was more advanced than any Pong console preceding it.

Pac Man comes to mind - it looked nothing like the original.

Atari demanded a rush production and on a 4K ROM cartridge to cut costs. 8K was just coming in but still expensive. Add in the limited RAM size, and numerous corner cutting had to be made. :( They also made 7 million units, more than the number of consoles sold. As a result of this combined with unhappy customers, this helped lead to no-returns policies. Any collector will have a Pac-Man box with broken sticker reading "No refund if seal broken".

I enjoyed it at the time because the same concept held true, but it was lesser compared to other ports (and on hardware 5 years' newer and cheaper even if it's the same 6502-series family at the core.)

Now, ColecoVision had the games that looked (mostly) like the arcade originals. It wasn't until Atari released the 5200 (which was basically a repackaged Atari 800XL computer without a keyboard) that things started getting better, but Atari's limited GTIA graphics chipset really didn't give the same variety of colors needed to accurately reproduce the popular arcade games of the time.

Repackaged, but different ROM registers since the computer and video games divisions weren't fond of each other...

The 5200 had 256 colors, more than the competition, but resolution was still lower - the Atari 8-bit line never was increased in that area and Coleco, Intellivision, C64, et al, did have higher resolutions - but Atari definitely held its own with colors. Pitfall on the 5200 beats the 2600, Intellivision, and Colecovision... depends on title as Beamrider is sucky on either Atari due to the need for the higher resolution...


The thing that people today don't realize about the "8-bit" world, is that they mostly think it's all about "big pixels with only 256 colors". The reality was that, while there was a palette of 256 colors available, it didn't have a good range of colors to use on the screen at the same time.

True. None of the systems at the time had, but Atari's system was more difficult to program for, which did not help - but take the time to make use of it and it'd easily hold its own. Atari had a thing with consoles being difficult to program for and not sharing source code with; the Jaguar being the most noteworthy example. It had the power but production schedules combined with more popular systems that were easier to program for... the homebrew sector of recent has shown how Jaguar could mop the floor... heck, they have things on the 2600 and 5200 that no competitor of the time could have done...

Of course, the crash of 1983; Intellivision, Colecovision, and Atari rendered it all moot - they were all clobbered.



I can't speak too intelligently about Apple ][ and C-64 - they had more colors available (the Apple cheated - more on that in a bit) - but the Atari only had up to 4 colors (depending on the graphics mode) that could be actively used at any given time. Coders were frustrated with this so a lot of them went to the other platforms and trashed Atari's ostensibly limited capabilities.

True - difficulty in programming, limited base screen modes - though doing time with the sprites and one can overcome that to an extent... most didn't and it did make system speed go down as well.

Then Atari released Atari Basketball:
View attachment 41179

There are a lot more than just 4 colors, aren't there? People took notice and did digging and realized that some "undocumented features" of the Atari's machine code that Atari Corp wanted to keep hidden for their own exclusive use.

Yuppers - Atari always wasn't keen on assisting developers, or they wanted their in-house games to look THE best (not good considering their attitude toward Pac-Man's release). I should read posts through all the way before responding first, hehe!

This included something called "player-missile graphics". These were like "sprites" in other platforms, but instead of sharing the same memory space as everything else going on the screen, P/M objects existed in their own reserved memory block on top of the main graphics memory space. This allowed them to operate independently (and quite smoothly) from the restrictions of the baseline 4-color space, each with its own color and generating even more colors when overlapping.

The games that took advantage of that are all the better as a result.

There were other techniques discovered as well, like dithering, blittering and display-list-interrupting (DLI, also known as raster interrupting or vertical-blank-interrupting), which allowed for more interesting color abilities, coming near to full 256 color usage - but you had to do some serious bending-over-backwards coding to get there at the machine language level.

Big-time.

Commodore had a better graphics chipset - 'nuff said, full stop.

Higher resolution and easier programming made its 16-color limitation less a conscious concern, though I'll take the Atari's version of "Masters of Time", "Ballblazer", "Koronis Rift", et al, over C64's any day of the week. "Rescue on Fractalus" is a near-tie, with the Atari edging out. It was easy to tell which games were developed on the Atari then ported to the C64, or vice-versa...

That didn't keep the Atari/Commode-door rivalry from raging for decades, though! :D

LOL! Too true!

Apple really only had two colors, but IIRC, their pixels were just small enough, that if you manipulated them correctly, they would light up a small portion of each RGB TV pixel in such a way that it would appear as if you could do multiple colors. This was called "artifacting". The rendered pixels themselves never had color, they just basically "hacked" the nature of NTSC color TV screens of the era, by making fake colors (hence my earlier "cheating" statement). If you looked at an Apple screen doing this with a non-color B/W or green-screen monitor, all you would see are hundreds of vertical lines painting an unintelligible picture.

IBM's CGA did the same thing. It's a glorified way of offloading color processing to the CRT, if it was in color. CGA was 4-color but looked far richer on a CRT in composite mode...

Atari could do this too in their "high resolution" mode (Graphics 8), but were only able to add 2 extra colors that changed depending on the kind of chipset you were using (CTIA/GTIA).

A Poker game existed that used much trickery to combine high-res and multiple colors - probably updating the graphics mode during each scan line paint, allowing the cards to look detailed but keep the scores in lower-res. A shame that trick never got widely released either...

WHEW! Them's some 'memberberries for ya kiddies! This was the world before y'all were born.

:luvlove:
 
Sounds like you traveled the same roads I did back then. Back when coding was fun.

Those were the days! :D I peeked and poked more than-- eh, let me clarify that first because all that terminology was not as dirty back then:


Peeking and poking:
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(A basic history recap, the P&P is really about reading and writing directly to a register from BASIC to speed up function processing directly, something the C64 also did... The Atari computers were 2 years late, but nothing else in 1979 compared to what the 400 and 800 could do. I forgot about the FCC issues, hence the original 400 and 800 having these monster aluminium shields. The regulations would be made more lax, so the 1200XL onward did have much thinner fare and allowed for better cooling, which the original shields lacked. Additionally, the original RAM expansion cartridges, enclosed and with no heat shield, also got hot. Now add in how Commodore had its own chip fabrication plant and Atari had not, that's how Commodore could pricebomb the market.)


Koronis Rift for the Atari 800, nothing came close:
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(Cor, I yummed that up as a kid... Each combination of collected artifacts would open new abilities or do something different and/or slick... Fast forward to 7:50 to see the Atari rendition of the analytic junk-sorting robot and compare to the other home versions released. Atari surprisingly wins. Note that the rendered background is 3D procedural generated fractal landscape, helping to render (teehee) a completely new and random experience each game. "Rescue on Fractalus" also used the same technology, but changed it from artifact quest hunting to rescuing stranded astronauts (and hope they weren't aliens in the spacesuits!) Both were first rate awesome and neither had laser swords, but before I digress...

Here's the C64 version to compare:
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(Now C64 had better games for sure, but how each was programmed and scale - back then I preferred the quest and adventure tropes over arcade...)


And my favorite:
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The Atari8's final outing was the XEGS. Designed with detachable keyboard as that was popular with computers at the time, it also has that "Ten Forward meets the Easter Bunny" look to it:

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Seriously, look up Ten Forward, or if nothing else my excruciatingly bad Photoshop job:

ten-forward-overview.jpg


See, it blends in too perfectly! :D Also, Jenny had the high score...
 
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(A few examples of C64 vs A800, C64 does have some wins and it's amusing as Atarisoft did at least one of the ports...)
 
Eidolon also kicked ass from that first batch of Lucasfilm games. Great days, indeed!

Alright, speaking of Peeks & Pokes, I remember hearing a rumor back then that there was a hidden address Poke that apparently caused some kind of weird voltage overload causing the CPU (or something) to fry. Can’t remember which platform it applied to, and I tried doing research with what little resources were available back then, pre-internet, and nothing. I eventually concluded that it was an urban myth, akin to a digital brown note. Did you ever hear of such a thing?
 
I had an Atari XE for a short while.

I don't know what they were supposed to retail for but remember buying a system in a box with the gun, keyboard, and two cartridges for $58.95 the store was just throwing all their stock out.

At the time I thought it was a good bargain.
 
The XE and ST platforms (the latter being the sixteen bit computer when Jack Tramiel took over Atari after leaving Commodore) were kind of odd. I had an ST and I remember those diagonal function buttons were really awkward. Unless you were right smack-dab in the middle of the button, you could accidentally fat-finger the next one over and reset the machine, depending on how they were mapped! Horrible interface design… :lol:
 
Someone actually made a homebrew port of Pac-Man for the original Atari VCS (aka 2600) that is much, much more faithful to the arcade version. It even includes (at least some) of the between level intermission cutscenes.

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