VOGONS


Reply 13260 of 27388, by RetroLizard

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bjwil1991 wrote:

I also fixed up the Duke controller as the wiring was exposed and only worked at a certain angle of the wiring. I shortened the wires and wrapped them around one by one using electrical tape.

Contrary to popular opinion, I find I actually prefer the Duke over the smaller controller. The Duke just feels better to use, imo.

Reply 13261 of 27388, by PTherapist

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When I got my Xbox a few months back, having never previously owned one, I got a Duke controller as a secondary controller just for curiosity. I always thought the Dreamcast controllers were some of the worst I'd used, but the Duke takes the award. 🤣

Reply 13263 of 27388, by Peter Swinkels

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bfcastello wrote:
Peter Swinkels wrote:
My retro activity? I was bored and cobbled a rudimentary Tetris clone together in Qbasic/Quick Basic (should also work in Visual […]
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My retro activity? I was bored and cobbled a rudimentary Tetris clone together in Qbasic/Quick Basic (should also work in Visual Basic for DOS):

DEFINT A-Z

DECLARE FUNCTION CanMove (Map$, XDirection, YDirection)
DECLARE FUNCTION GetRotatedShapeMap$ (Shape, Angle)
DECLARE FUNCTION GetShapeMap$ (Shape)
DECLARE SUB CheckGameState ()
DECLARE SUB CreateShape ()
DECLARE SUB DisplayStatus ()
DECLARE SUB DrawBlock (ColorO$, PitX, PitY)
DECLARE SUB DrawPit ()
DECLARE SUB DrawShape (EraseV)
DECLARE SUB DropShape ()
DECLARE SUB InitializeGame ()
DECLARE SUB Main ()
DECLARE SUB RemoveFullRows ()
DECLARE SUB SettleActiveShape ()

CONST BLOCKSCALE = 24
CONST BLOCKSIDE = 4
CONST PITHEIGHT = 16
CONST PITLEFT = 8
CONST PITTOP = 2
CONST PITWIDTH = 10

COMMON SHARED DropRate!, GameOver, Pit$, Score, Shape, ShapeAngle, ShapeMap$, ShapeX, ShapeY

InitializeGame
Main

FUNCTION CanMove (Map$, XDirection, YDirection)
FOR BlockY = 0 TO 3
FOR BlockX = 0 TO 3
IF NOT MID$(Map$, ((BLOCKSIDE * BlockY) + BlockX) + 1, 1) = "0" THEN
PitX = (ShapeX + BlockX) + XDirection
PitY = (ShapeY + BlockY) + YDirection
IF PitX >= 0 AND PitX < PITWIDTH AND PitY >= 0 AND PitY < PITHEIGHT THEN
IF NOT MID$(Pit$, (((PITWIDTH * PitY) + PitX) + 1), 1) = "0" THEN
CanMove = 0
EXIT FUNCTION
END IF
ELSEIF PitX < 0 OR PitX >= PITWIDTH OR PitY >= PITHEIGHT THEN
CanMove = 0
EXIT FUNCTION
END IF
END IF
NEXT BlockX
NEXT BlockY

CanMove = -1
END FUNCTION

SUB CheckGameState
GameOver = (ShapeY < 0)

DrawPit
DisplayStatus
END SUB

SUB CreateShape
DropRate! = 1
Show last 252 lines
Shape = INT(RND * 6)
ShapeAngle = INT(RND * 4)
ShapeMap$ = GetRotatedShapeMap$(Shape, ShapeAngle)
ShapeX = 0
ShapeY = -BLOCKSIDE

IF INT(RND * 2) = 0 THEN Direction = -1 ELSE Direction = 1

FOR Move = 0 TO INT(RND * PITWIDTH)
IF CanMove(ShapeMap$, Direction, 1) THEN
ShapeX = ShapeX + Direction
ELSE
EXIT FOR
END IF
NEXT Move
END SUB

SUB DisplayStatus
COLOR 4
LOCATE INT((PITTOP * BLOCKSCALE) / 16), INT((PITLEFT * BLOCKSCALE) / 8) + 1
IF GameOver THEN
PRINT "Game over - press Enter to play a new game."
ELSE
PRINT "Score:" + STR$(Score)
END IF
END SUB

SUB DrawBlock (ColorO$, PitX, PitY)
DrawX = PitX * BLOCKSCALE
DrawY = PitY * BLOCKSCALE

LINE (DrawX + (PITLEFT * BLOCKSCALE), DrawY + (PITTOP * BLOCKSCALE))-STEP(BLOCKSCALE, BLOCKSCALE), VAL("&H" + ColorO$), BF
LINE (DrawX + CINT(BLOCKSCALE / 10) + (PITLEFT * BLOCKSCALE), DrawY + CINT(BLOCKSCALE / 10) + (PITTOP * BLOCKSCALE))-STEP(BLOCKSCALE - CINT(BLOCKSCALE / 5), BLOCKSCALE - CINT(BLOCKSCALE / 5)), 0, B
END SUB

SUB DrawPit
LINE ((PITLEFT * BLOCKSCALE) - 1, (PITTOP * BLOCKSCALE) - 1)-STEP((PITWIDTH * BLOCKSCALE) + 2, (PITHEIGHT * BLOCKSCALE) + 2), 15, B
LINE ((PITLEFT * BLOCKSCALE) - 1, (PITTOP * BLOCKSCALE) - 1)-STEP(PITWIDTH * BLOCKSCALE + 2, 0), 0

FOR PitY = 0 TO PITHEIGHT - 1
FOR PitX = 0 TO PITWIDTH - 1
IF GameOver THEN
ColorO$ = "4"
ELSE
ColorO$ = MID$(Pit$, ((PITWIDTH * PitY) + PitX) + 1, 1)
END IF

DrawBlock ColorO$, PitX, PitY
NEXT PitX
NEXT PitY
END SUB

SUB DrawShape (EraseV)
FOR BlockX = 0 TO 3
FOR BlockY = 0 TO 3
PitX = ShapeX + BlockX
PitY = ShapeY + BlockY
IF PitX >= 0 AND PitX < PITWIDTH AND PitY >= 0 AND PitY < PITHEIGHT THEN
IF EraseV THEN
ColorO$ = MID$(Pit$, ((PITWIDTH * PitY) + PitX) + 1, 1)
ELSE
ColorO$ = MID$(ShapeMap$, ((BLOCKSIDE * BlockY) + BlockX) + 1, 1)
IF ColorO$ = "0" THEN ColorO$ = MID$(Pit$, ((PITWIDTH * PitY) + PitX) + 1, 1)
END IF
DrawBlock ColorO$, PitX, PitY
END IF
NEXT BlockY
NEXT BlockX
END SUB

SUB DropShape
IF CanMove(ShapeMap$, 0, 1) THEN
DrawShape -1
IF DropRate! > 0 THEN SOUND 37, .3
ShapeY = ShapeY + 1
DrawShape 0
ELSE
SettleActiveShape
CheckGameState

IF NOT GameOver THEN
CreateShape
DrawShape 0
END IF
END IF
END SUB

FUNCTION GetRotatedShapeMap$ (Shape, Angle)
Map$ = GetShapeMap$(Shape)
NewBlockX = 0
NewBlockY = 0
RotatedMap$ = STRING$(16, "0")

IF Angle = 0 THEN
GetRotatedShapeMap = Map$
EXIT FUNCTION
ELSE
FOR BlockX = 0 TO 3
FOR BlockY = 0 TO 3
SELECT CASE Angle
CASE 1
NewBlockX = 3 - BlockY
NewBlockY = BlockX
CASE 2
NewBlockX = 3 - BlockX
NewBlockY = 3 - BlockY
CASE 3
NewBlockX = BlockY
NewBlockY = 3 - BlockX
END SELECT

MID$(RotatedMap$, ((BLOCKSIDE * NewBlockY) + NewBlockX) + 1, 1) = MID$(Map$, ((BLOCKSIDE * BlockY) + BlockX) + 1, 1)
NEXT BlockY
NEXT BlockX
END IF

GetRotatedShapeMap = RotatedMap$
END FUNCTION

FUNCTION GetShapeMap$ (Shape)
SELECT CASE Shape
CASE 0
Map$ = "0000333300000000"
CASE 1
Map$ = "0000111000100000"
CASE 2
Map$ = "0000666060000000"
CASE 3
Map$ = "00000EE00EE00000"
CASE 4
Map$ = "0000022022000000"
CASE 5
Map$ = "0000555005000000"
CASE 6
Map$ = "0000440004400000"
CASE ELSE
Map$ = ""
END SELECT

GetShapeMap$ = Map$
END FUNCTION

SUB InitializeGame
RANDOMIZE TIMER
PLAY "ML L64"

SCREEN 12
COLOR 9
LOCATE 1, 1
PRINT "QBBlocks v1.00 - by: Peter Swinkels, ***2019***"

CreateShape

GameOver = 0
Pit$ = STRING$(PITWIDTH * PITHEIGHT, "0")
Score = 0

DrawPit
DisplayStatus
END SUB

SUB Main
StartTime! = TIMER
DO
Key$ = ""
DO WHILE Key$ = ""
IF NOT GameOver THEN
IF TIMER >= StartTime! + DropRate! OR StartTime! > TIMER THEN
DropShape
StartTime! = TIMER
END IF
END IF
Key$ = INKEY$
LOOP
IF Key$ = CHR$(27) THEN
SCREEN 0
END
ELSEIF GameOver THEN
IF Key$ = CHR$(13) THEN InitializeGame
ELSE
SELECT CASE Key$
CASE "A", "a"
DrawShape -1
IF ShapeAngle = 3 THEN NewAngle = 0 ELSE NewAngle = ShapeAngle + 1
RotatedMap$ = GetRotatedShapeMap(Shape, NewAngle)
IF CanMove(RotatedMap$, 0, 0) THEN
ShapeAngle = NewAngle
ShapeMap$ = RotatedMap$
END IF
DrawShape 0
CASE CHR$(0) + "K"
DrawShape -1
IF CanMove(ShapeMap$, -1, 0) THEN ShapeX = ShapeX - 1
DrawShape 0
CASE CHR$(0) + "M"
DrawShape -1
IF CanMove(ShapeMap$, 1, 0) THEN ShapeX = ShapeX + 1
DrawShape 0
CASE " "
DropRate! = 0
END SELECT
END IF
LOOP
END SUB

SUB RemoveFullRows
Full = 0

FOR PitY = 0 TO PITHEIGHT - 1
Full = -1
FOR PitX = 0 TO PITWIDTH - 1
IF MID$(Pit$, ((PITWIDTH * PitY) + PitX) + 1, 1) = "0" THEN
Full = 0
EXIT FOR
END IF
NEXT PitX
IF Full THEN
FOR RemovedRow = PitY TO 0 STEP -1
FOR RemovedColumn = 0 TO PITWIDTH - 1
IF RemovedRow = 0 THEN
ColorO$ = "0"
ELSE
ColorO$ = MID$(Pit$, ((PITWIDTH * (RemovedRow - 1)) + RemovedColumn) + 1, 1)
END IF

MID$(Pit$, ((PITWIDTH * RemovedRow) + RemovedColumn) + 1, 1) = ColorO$
NEXT RemovedColumn
NEXT RemovedRow

Score = Score + 1
END IF
NEXT PitY
END SUB

SUB SettleActiveShape
PLAY "N21"

FOR BlockY = 0 TO 3
FOR BlockX = 0 TO 3
PitX = ShapeX + BlockX
PitY = ShapeY + BlockY
IF PitX >= 0 AND PitX < PITWIDTH AND PitY >= 0 AND PitY < PITHEIGHT THEN
IF NOT MID$(ShapeMap$, ((BLOCKSIDE * BlockY) + BlockX) + 1, 1) = "0" THEN
MID$(Pit$, ((PITWIDTH * PitY) + PitX) + 1, 1) = MID$(ShapeMap$, ((BLOCKSIDE * BlockY) + BlockX) + 1, 1)
END IF
END IF
NEXT BlockX
NEXT BlockY

RemoveFullRows
END SUB

It's hardly a complete game. Feel free expand it or not.

THUMBS UP for that! I will also check it out later when I can.

Thank you! Curious to hear your opinion.

Do not read if you don't like attention seeking self-advertisements!

Did you read it anyway? Well, you can find all sorts of stuff I made using various programming languages over here:
https://github.com/peterswinkels

Reply 13264 of 27388, by xjas

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Technically this is more of a 'retro-inspired' activity, and it was yesterday, but I'm posting it anyway. First I went to an arcade:

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...I didn't stay long. 😜

Then I hit up another iteration of our awesome local chiptune show, which this time hosted an ALL-STAR lineup of indie game musicians. It was GODDAMN AMAZING.

Here's Danimal Cannon destroying the floor at 195 BPM:

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Lena Raine doing a gorgeous chillout set with music from Celeste:

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And here's Danny Fucking Baranowski opening his set with the overmap tune from Super Meat Boy. I listened to this song EVERY DAY for a quite a few months back in ~2012-13 when I was big into this game (and lots of times since then of course!) Seeing & hearing it live on stage in a packed venue was SURREAL.

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Did I mention it was packed? BECAUSE IT WAS PACKED. And also like 32 degrees up by the stage because the air con in the venue was out. So much fun.

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If you're lucky enough to live somewhere where events like this happen, get out and support them & have an amazing time! The chiptune/game music scene is unbelievable right now.

twitch.tv/oldskooljay - playing the obscure, forgotten & weird - most Tuesdays & Thursdays @ 6:30 PM PDT. Bonus streams elsewhen!

Reply 13265 of 27388, by liqmat

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RetroLizard wrote:
bjwil1991 wrote:

I also fixed up the Duke controller as the wiring was exposed and only worked at a certain angle of the wiring. I shortened the wires and wrapped them around one by one using electrical tape.

Contrary to popular opinion, I find I actually prefer the Duke over the smaller controller. The Duke just feels better to use, imo.

Absolutely love the Duke. One of my all time favorite controllers and we are not alone and why they brought it back in a USB iteration.

Reply 13266 of 27388, by PTherapist

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Today I setup my 3 8-bit micros for some like for like Game comparisons, just for fun nothing serious.

PHan0D6l.jpg

The Spectrum had to screen share.

Tested the following games on all 3 systems:

  • Turrican (C64 wins the first round of comparisons: faster gameplay & nice sound effects. The Spectrum version is nice and colourful, whilst the Amstrad version has the nicer graphics but slower framerate than the other 2.)
  • Chase HQ (A game where the Amstrad CPC shines, at least the 128K version, with it's nice graphics, smooth gameplay & quirky speech synthesis. I didn't really like the C64 version of this and found the Spectrum version a bit more playable than that.)
  • Stuntman Seymour (C64 wins here - it's a game that really plays to the strengths of the C64 hardware. The Spectrum version is horrible & Amstrad is even worse with a terrible framerate and sluggish controls - possibly a lazy Spectrum port to blame.)
  • Buggy Boy (C64 version wins again - faster framerate & actual colours for the objects in the game, though I love the size of the graphics on the Spectrum version. Both Amstrad & Spectrum versions tend to run a bit sluggish.)
  • R-Type (I prefer the ZX Spectrum version out of the 3, found the controls on the C64 a bit sluggish, though autofire is certainly a fun option on the C64 version. The Amstrad version is still very playable however, but succumbs to the usual flaws inherent in Spectrum ports.)
  • Bubble Bobble (The newer "Bubble Bobble 4CPC" version for Amstrad is my favourite port overall. Whilst of the original 80s ports - the C64 wins there, though it is insanely more difficult by the lack of a working Credits system.)
  • BMX Simulator (All very playable, tied top spot between C64 & CPC.)

Overall the Commodore 64 still retains my number 1 favourite spot, with Spectrum 2nd and Amstrad 3rd.

Now if this was a comparison between serious productivity/business kind of apps, things would change a bit, with the Amstrad CPC's support for CP/M making it a clear favourite. Though the Commodore 64 with it's GEOS software is quite the healthy competition! Speaking of which, I'd been wanting to run GEOS on a real Commodore 64 for years and now I finally can -

cpzGXPzl.jpg

Reply 13267 of 27388, by RetroLizard

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liqmat wrote:
RetroLizard wrote:
bjwil1991 wrote:

I also fixed up the Duke controller as the wiring was exposed and only worked at a certain angle of the wiring. I shortened the wires and wrapped them around one by one using electrical tape.

Contrary to popular opinion, I find I actually prefer the Duke over the smaller controller. The Duke just feels better to use, imo.

Absolutely love the Duke. One of my all time favorite controllers and we are not alone and why they brought it back in a USB iteration.

Is the USB version of the Duke any good? (I'm guessing you've tried it out)

Reply 13268 of 27388, by bjwil1991

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Took two stubborn screws out of my Toshiba Satellite Pro 410CDT that held the metal bracket in place above the heatsink using a pair of wire cutters and it did work. Placed spare screws in the bottom of the laptop in the vicinity of the laptop battery and hard drive caddy and placed the screws from the caddy and battery area into ththe bracket. I will add thread locker to the screws where the heatsink is later on.

Discord: https://discord.gg/U5dJw7x
Systems from the Compaq Portable 1 to Ryzen 9 5950X
Twitch: https://twitch.tv/retropcuser

Reply 13269 of 27388, by schmatzler

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FAMICOMASTER wrote:

3x 512MB modules? Is that stable in general, or under 9x? I've always heard 9x was unstable with more than 1GB

It gets unstable with more than 512MB of memory, but it depends on the hardware if it'll actually boot.

On my IBM T23 it won't even install with too much memory and will complain about not having enough of it before even starting the setup. On my Apollo Pro desktop PC it will install fine but as soon as I install a graphics driver, it will hang at boot.

Both systems run very stable after applying PATCHMEM from rloew, though. So that's what I usually do when setting up a new retro machine.

"Windows 98's natural state is locked up"

Reply 13270 of 27388, by TheAbandonwareGuy

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bjwil1991 wrote:

Removed the clock cap on an Original Xbox 1.0 revision motherboard, which did not leak and I desoldered the cap as it is better to do a desolder than it is to twist the cap off, which can cause the cap to spew its guts out. I also fixed up the Duke controller as the wiring was exposed and only worked at a certain angle of the wiring. I shortened the wires and wrapped them around one by one using electrical tape. Both the system and the controller work without any major issues, and I also cleaned out the Original Xbox (man, was it dusty). I will do a soft mod on the Xbox and do a hard mod with an HDD swap later on.

I just spliced up a USB to Xbox Port adapter the other day. Only to find out xbox only works with flash drives under 4GB. The Xbox is generally a shitty platform to work with in 2019.

Cyb3rst0rms Retro Hardware Warzone: https://discord.gg/jK8uvR4c
I used to own over 160 graphics card, I've since recovered from graphics card addiction

Reply 13271 of 27388, by FAMICOMASTER

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TheAbandonwareGuy wrote:

I just spliced up a USB to Xbox Port adapter the other day. Only to find out xbox only works with flash drives under 4GB. The Xbox is generally a shitty platform to work with in 2019.

Because it... Doesn't support a device that didn't exist, or was at least out of consumer reach, when it was being designed and produced?

At least it has USB disk support at all.

Reply 13272 of 27388, by Caluser2000

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PTherapist wrote:
Today I setup my 3 8-bit micros for some like for like Game comparisons, just for fun nothing serious. […]
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Today I setup my 3 8-bit micros for some like for like Game comparisons, just for fun nothing serious.

PHan0D6l.jpg

The Spectrum had to screen share.

Tested the following games on all 3 systems:

  • Turrican (C64 wins the first round of comparisons: faster gameplay & nice sound effects. The Spectrum version is nice and colourful, whilst the Amstrad version has the nicer graphics but slower framerate than the other 2.)
  • Chase HQ (A game where the Amstrad CPC shines, at least the 128K version, with it's nice graphics, smooth gameplay & quirky speech synthesis. I didn't really like the C64 version of this and found the Spectrum version a bit more playable than that.)
  • Stuntman Seymour (C64 wins here - it's a game that really plays to the strengths of the C64 hardware. The Spectrum version is horrible & Amstrad is even worse with a terrible framerate and sluggish controls - possibly a lazy Spectrum port to blame.)
  • Buggy Boy (C64 version wins again - faster framerate & actual colours for the objects in the game, though I love the size of the graphics on the Spectrum version. Both Amstrad & Spectrum versions tend to run a bit sluggish.)
  • R-Type (I prefer the ZX Spectrum version out of the 3, found the controls on the C64 a bit sluggish, though autofire is certainly a fun option on the C64 version. The Amstrad version is still very playable however, but succumbs to the usual flaws inherent in Spectrum ports.)
  • Bubble Bobble (The newer "Bubble Bobble 4CPC" version for Amstrad is my favourite port overall. Whilst of the original 80s ports - the C64 wins there, though it is insanely more difficult by the lack of a working Credits system.)
  • BMX Simulator (All very playable, tied top spot between C64 & CPC.)

Overall the Commodore 64 still retains my number 1 favourite spot, with Spectrum 2nd and Amstrad 3rd.

Now if this was a comparison between serious productivity/business kind of apps, things would change a bit, with the Amstrad CPC's support for CP/M making it a clear favourite. Though the Commodore 64 with it's GEOS software is quite the healthy competition! Speaking of which, I'd been wanting to run GEOS on a real Commodore 64 for years and now I finally can -

cpzGXPzl.jpg

Awesome stuff. My kids had a couple of C64s and had a lot of fun on them.

There's a glitch in the matrix.
A founding member of the 286 appreciation society.
Apparently 32-bit is dead and nobody likes P4s.
Of course, as always, I'm open to correction...😉

Reply 13273 of 27388, by Caluser2000

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FAMICOMASTER wrote:
TheAbandonwareGuy wrote:

I just spliced up a USB to Xbox Port adapter the other day. Only to find out xbox only works with flash drives under 4GB. The Xbox is generally a shitty platform to work with in 2019.

Because it... Doesn't support a device that didn't exist, or was at least out of consumer reach, when it was being designed and produced?

At least it has USB disk support at all.

Probably as easy to work on as a new iMac mini 😀 He could always slap Linux on it and I'm sure that'll read bigger USB pen drives https://en.wikipedia.org/wiki/Xbox_Linux

There's a glitch in the matrix.
A founding member of the 286 appreciation society.
Apparently 32-bit is dead and nobody likes P4s.
Of course, as always, I'm open to correction...😉

Reply 13274 of 27388, by xjas

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RetroLizard wrote:
liqmat wrote:
RetroLizard wrote:

Contrary to popular opinion, I find I actually prefer the Duke over the smaller controller. The Duke just feels better to use, imo.

Absolutely love the Duke. One of my all time favorite controllers and we are not alone and why they brought it back in a USB iteration.

Is the USB version of the Duke any good? (I'm guessing you've tried it out)

You can actually bodge an Xbox 360 USB breakaway cable onto an original Duke and make your own USB one. Basically you just file away the inside shape of the port on the breakaway cable until it fits. There are drivers for it on Win32 (including Win98), Win64, Mac OS/X, and Linux (built into the kernel.) Works pretty well!

I'm also a fan of the big old Duke. I have fairly average-size dude hands and I find it comfortable to use & not as cramped as the S or Playstation controllers. The Dreamcast controller is okay, but it doesn't feel as solid, and they made the cable come out the wrong damn end. Why would they do that??

A long time ago I got pretty good at playing Soul Calibur 1 & 2 (DC & Xbox) with the controllers flipped over so I could use my eight fingers on the face buttons and D-pad/sticks, and my two thumbs on the two triggers. The L-R movement direction is "reversed" (sort of - although not if you think about it in terms of which way you're pushing a pivot), but that was easy enough to get used to. It made sense to me! I'm not nearly as good at those games as I used to be, but I still play that way.

IMHO, the worst 1st party controller ever IS... the freaking Gamecube pad (more like Lamecube AMIRIGHT?) I even think they're worse than the N64 one. Clumsy layout that was designed to look weird instead of be comfortable, JUST AWFUL analog sticks that feel like they should be on a pirate direct-to-TV thing (with that weird octagonal slot you're supposed to roll them around in, so they can't trace out a nice circle - why??), nonsensical ABXY button layout, uncomfortable 'lips' on the triggers which are hinged on the wrong side, and that Z button that's so stupidly placed you forget it's there 99% of the time. The worst part is, tournament Smash players go through them like candy so the prices are through the roof for a piece of dogturd. I "had" to get one for playing the odd GC game on my Wii, but the originals were so stupid I just bought the cheapest 3rd party schlock pad I could find. It's not great, but it's marginally better than an 'official' one.

twitch.tv/oldskooljay - playing the obscure, forgotten & weird - most Tuesdays & Thursdays @ 6:30 PM PDT. Bonus streams elsewhen!

Reply 13275 of 27388, by RetroLizard

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xjas wrote:

IMHO, the worst 1st party controller ever IS... the freaking Gamecube pad (more like Lamecube AMIRIGHT?) I even think they're worse than the N64 one.

I can't say I've ever used an N64 controller... But yes, the Gamecube controller is just outright uncomfortable to use, especially for games like Metroid Prime. The console has some pretty good games, though.

Reply 13276 of 27388, by PTherapist

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I don't mind the Gamecube controller, always found it comfortable to handle and use. The layout works well for the games designed for it, with my only real criticism being the lower number of buttons vs the PlayStation or Xbox controllers, which did hamper some cross-platform games.

Agreed on the N64 controller though, I was never a fan of that. Though it was probably more of a case of me not being a fan of the controls of that era of consoles in general, as I'd primarily switched to PC gaming at that point in time. My friends all loved Goldeneye on the N64, but I found it an absolute nightmare to control and was awful at it. I find it just about playable nowadays on emulation, with the buttons remapped into a more "modern"/sensible style with a DualShock or Xbox 360/One controller.

xjas wrote:

I "had" to get one for playing the odd GC game on my Wii, but the originals were so stupid I just bought the cheapest 3rd party schlock pad I could find. It's not great, but it's marginally better than an 'official' one.

You can softmod the Wii and use whatever controller you like for GameCube games with Nintendont. I've not tried it, but apparently you can use PS2/3/4 DualShock controllers in addition to the Wii's Classic Controllers. I have tested the Wii Classic Controller Pro on GameCube games and it's a nice novelty to have, but I prefer the original GameCube controller.

I have a couple of cheap 3rd party GameCube controllers myself and apart from the triggers being a little stiffer, they're not bad. But I still prefer the official one.

Reply 13278 of 27388, by PTherapist

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kaiser77_1982 wrote:

Today I have to test a 2600XT Pcie.

I had an AGP version of one of those back in the day (still have it installed in an old Athlon XP build actually). Was a nice budget card for HTPC usage, allowing 720p/1080p HD decoding & Blu-Ray/HD DVD playback, back before HDMI & audio passthrough became common. If I recall, it wasn't very great for 3D gaming and most people just got them for media playback.