Friday, January 4, 2013
Daily Draw: Being Lazy
I've been having a lot piled on my plate in the past week with work and other things, and feel like I've neglected the blog in the meantime. So here is a lazy guy. :)
Wednesday, February 4, 2009
Retrochallenge- it's over
Well, I certainly didn't get much done this time around for the Retrochallenge. I kinda bombed out because of lots of big commitments I had to be present for. So now it's back to normal for me for a while, and back to school. Which means that when I'm not doing work I'll probably be messing with projects some more. Here is my ambitious to-do list for the near future:
1. continue work on my Tandy 102 BBS (for which I am writing my own code)
2. fix all the nagging and annoying bugs in my Apple IIgs internet setup. That Lantronix seems to work just fine until you put it one someone else's network, and then it all breaks loose and strange things happen. I'm still trying to figure out how to keep my TELNET connections from freezing up every couple minutes. I suspect it's something to do with the way the router expects to interact with it, so I turned all the settings to LOCAL mode to prevent outside pings and such from borking my connection. It seems to be working great now, but things can always break again.
3. plan and prepare for my trip to the Midwest Gaming Convention. This is going to be fun.
4. and this is more of a low-priority since I seem to be spending all my money on tuition right now, but I am in the search for a Tandy 200. But anyone knows Ebay can be a fickle beast, so we'll see how that pans out.
I'll post pics or maybe a video of my IIgs in action sometime soon. It's quite a blast to hop on and use Gopher, Links, Alpine, and all the other good stuff Unix has to offer.
1. continue work on my Tandy 102 BBS (for which I am writing my own code)
2. fix all the nagging and annoying bugs in my Apple IIgs internet setup. That Lantronix seems to work just fine until you put it one someone else's network, and then it all breaks loose and strange things happen. I'm still trying to figure out how to keep my TELNET connections from freezing up every couple minutes. I suspect it's something to do with the way the router expects to interact with it, so I turned all the settings to LOCAL mode to prevent outside pings and such from borking my connection. It seems to be working great now, but things can always break again.
3. plan and prepare for my trip to the Midwest Gaming Convention. This is going to be fun.
4. and this is more of a low-priority since I seem to be spending all my money on tuition right now, but I am in the search for a Tandy 200. But anyone knows Ebay can be a fickle beast, so we'll see how that pans out.
I'll post pics or maybe a video of my IIgs in action sometime soon. It's quite a blast to hop on and use Gopher, Links, Alpine, and all the other good stuff Unix has to offer.
Friday, January 9, 2009
A long overdue update
And now it's time for an update, a long overdue update. Things have been going a little slow with my challenge thus far, but mostly because of one problem- my null modem cable stopped working right. Until the new cable is built I can't continue testing my BBS software. In other news, I have procured an Apple IIc, for no particular reason. It's in quite good shape, and came with everything I needed, except a monitor and disks. It even has the special canvas carrying bag too! I'll probably set it up as a terminal or something like that.
I'll be honest, one reason why I haven't built a new null modem cable yet is that I have been having a great time messing with my new Apple IIc, playing games and such. I found a cool program called ADTPro which allows me to transfer disk images to my Apple IIc from my PC. It only needs Java to run, so it's cross platform. (with machines that have Java, that is.) I found a couple boxes of blank 5.25 inch disks in the basement and copied a bunch of programs onto them. The cable I had to build (and which used the spare parts I would have used to make a new null modem cable for my Tandy) was a bit tricky because the Apple IIc doesn't have a regular serial port on it. Instead it has a 5 pin DIN. I ripped a DIN off an old AT style keyboard I had laying around and used that along with a 9 pin dsub connector. It's not pretty, but I was more intent on getting it done and getting on with playing games. Games like Taipan, Oregon Trail, Spare Change, etc.
I'll be honest, one reason why I haven't built a new null modem cable yet is that I have been having a great time messing with my new Apple IIc, playing games and such. I found a cool program called ADTPro which allows me to transfer disk images to my Apple IIc from my PC. It only needs Java to run, so it's cross platform. (with machines that have Java, that is.) I found a couple boxes of blank 5.25 inch disks in the basement and copied a bunch of programs onto them. The cable I had to build (and which used the spare parts I would have used to make a new null modem cable for my Tandy) was a bit tricky because the Apple IIc doesn't have a regular serial port on it. Instead it has a 5 pin DIN. I ripped a DIN off an old AT style keyboard I had laying around and used that along with a 9 pin dsub connector. It's not pretty, but I was more intent on getting it done and getting on with playing games. Games like Taipan, Oregon Trail, Spare Change, etc.
Monday, December 22, 2008
Winter Challenge 09!
It's finally here! (almost.) January of 09 is the month of the Winter Retro Challenge. And this year I am making my own BBS, hosted on my Tandy 102 and served up on a modem. Using that extra landline I never use but comes with my apartment. I pay for it, so I guess I better use it.
And why, you may ask, is this a challenge? Let me enumerate the challenges involved:
1. BBS software. It doesn't exist yet. I'm writing it myself.
2. I don't have a modem for my Tandy, other than the built in 300 baud one. This is a problem for two reasons:
3. First, 300 baud is sickeningly slow, even for a retro computer geek
4. Secondly, my second phone line is a digital line, not analog, so I won't be able to push the baud rate very high (or it might not work at all.) This also excludes the Tandy's built in modem because that is a pulse dialer- sheesh, it really is old.
5. And lastly, it's running on a Tandy 102. I get 32k of RAM. That includes operating space and storage, only 32k total.
A challenge indeed, but a workable one. Most of the problems revolve around the phone line I would like to host it on, and if all else fails I'll run an external modem at 300 baud and the IP compression on the phone line won't be able to change anything anyway. I wanted to host on Telnet, but that is now out of the question because the IT department at the University definitely won't be opening up any ports for me. But they'd never expect a phone line...
And why, you may ask, is this a challenge? Let me enumerate the challenges involved:
1. BBS software. It doesn't exist yet. I'm writing it myself.
2. I don't have a modem for my Tandy, other than the built in 300 baud one. This is a problem for two reasons:
3. First, 300 baud is sickeningly slow, even for a retro computer geek
4. Secondly, my second phone line is a digital line, not analog, so I won't be able to push the baud rate very high (or it might not work at all.) This also excludes the Tandy's built in modem because that is a pulse dialer- sheesh, it really is old.
5. And lastly, it's running on a Tandy 102. I get 32k of RAM. That includes operating space and storage, only 32k total.
A challenge indeed, but a workable one. Most of the problems revolve around the phone line I would like to host it on, and if all else fails I'll run an external modem at 300 baud and the IP compression on the phone line won't be able to change anything anyway. I wanted to host on Telnet, but that is now out of the question because the IT department at the University definitely won't be opening up any ports for me. But they'd never expect a phone line...
Wednesday, November 19, 2008
My home-built Neo Geo MVS console
Well, it's finally finished, my Neo Geo MVS home console is now fully playable. It features an MV-1FZS motherboard, a NeoBitz-S video encoder, power supply from an Apple IIe, and an attractive *cough* wooden base. Made lovingly with a table saw, sabre saw, and gorilla glue.
Pictures!
This next picture shows how huge a Neo Geo MVS cartridge is- truly gigantic compared to an NES cartridge.
For those who are wondering, the MVS cart shown is Samurai Shodown, Japanese edition. Also shown in the pictures above is my current MVS collection- Metal Slug, Metal Slug 2, Samurai Shodown, Samurai Shodown 2 with shockbox, Bust-A-Move, Neo Turf Masters, and King of Fighters 94. All of which are pretty good games in my estimation.
Pictures!
This next picture shows how huge a Neo Geo MVS cartridge is- truly gigantic compared to an NES cartridge.
For those who are wondering, the MVS cart shown is Samurai Shodown, Japanese edition. Also shown in the pictures above is my current MVS collection- Metal Slug, Metal Slug 2, Samurai Shodown, Samurai Shodown 2 with shockbox, Bust-A-Move, Neo Turf Masters, and King of Fighters 94. All of which are pretty good games in my estimation.
Monday, November 17, 2008
mini-review: Samurai Shodown 2
Since I am on a Neo Geo trip lately, with my recent project being to build a Neo Geo console and all, I'll review another game for the Neo Geo. This one is called Samurai Shodown 2.
Published in 1994 by SNK, Samurai Shodown 2 was also known as Shin Samurai Spirits, or "New Samurai Spirits." I think it's a more appropriate name, as this game is more than a sequel usually is, and takes possibly the biggest step upwards of any of the games in the long Samurai Shodown series.
The game increases the roster of playable characters dramatically, and includes some of my personal favorites, which do not appear again in any of the later games. The most notable of these is Neinhaldt Seiger, who has a giant gauntlet/cannon combo arm and also happens to be Prussian. The notoriously cheap Tam-Tam from SS1 has been replaced with Cham-Cham, who is not only less garish in appearance, but also more fun and balanced to play with or against. Kyoshiro, the red haired kabuki master, shows up much improved, and Wan-Fu has been given a big overhaul and an appropriate attitude adjustment. All of which is very good.
The game is still graphically impressive to this day, with very smooth animations and scrolling, and an appropriate amount of slowdown and zoom during critical hit moments, which not only provides a bit of drama but also aids in performing time-critical combos. Unlike some Neo Geo games of the time, like *shiver* Art of Fighting games, the zooming is not sickening nor do the characters noticeably pixelate. Detailing is of course top notch, as is to be expected from a Neo Geo game.
But, all this aside, the biggest advantage of Samurai Shodown 2 is it's immense playability. 1 player mode is admittedly boring, like most fighting games, and there are some incredibly cheap fights towards the end which literally require you to pump in the quarters like there's no tomorrow. But 2 player mode is where this game really shines. The characters are all pretty evenly matched, but despite this they are all widely varied and each character is really unique. Each has his own set of combos, style of fighting, and even different combo systems. Choosing the right character in a 2 player match is more of a matter of personal taste, style, and ability than anything else, unlike some games where you simply play a fancy version of rock-paper-scissors to find the fighter that will win you the match.
There are only two weak points with this game- first, it's hard to find. It was released on the Neo Geo in both home and arcade versions, but was never released in the United States in any other medium until 2008 on XBox Live Arcade. However, given the prevalance of emulation and the high-selling nature of this game in arcades it shouldn't be too hard for a serious gamer to track down something he can play.
The other weak point is the really bad, truly abominable translation this game got. Going from Japanese to English has always been bad for SNK, but this game really got screwed up badly. if you like a nice bit of Engrish then all the better (I happen to enjoy it some of the time) but if you are looking for something deadly serious, which by all respects this game is supposed to be, you won't find it. I personally feel that the Japanses version is really the definitive version because of the lack of hilarious Engrish and some other cosmetic changes, but every now and then a little Engrish does some good for a game.
On a scale of 1 to 10, I'd rate this an 8, mainly it's lower because of age, scarcity, and really bad translation. I have played better games overall, but this is truly one of the finest 1 on 1 fighters out there.
Published in 1994 by SNK, Samurai Shodown 2 was also known as Shin Samurai Spirits, or "New Samurai Spirits." I think it's a more appropriate name, as this game is more than a sequel usually is, and takes possibly the biggest step upwards of any of the games in the long Samurai Shodown series.
The game increases the roster of playable characters dramatically, and includes some of my personal favorites, which do not appear again in any of the later games. The most notable of these is Neinhaldt Seiger, who has a giant gauntlet/cannon combo arm and also happens to be Prussian. The notoriously cheap Tam-Tam from SS1 has been replaced with Cham-Cham, who is not only less garish in appearance, but also more fun and balanced to play with or against. Kyoshiro, the red haired kabuki master, shows up much improved, and Wan-Fu has been given a big overhaul and an appropriate attitude adjustment. All of which is very good.
The game is still graphically impressive to this day, with very smooth animations and scrolling, and an appropriate amount of slowdown and zoom during critical hit moments, which not only provides a bit of drama but also aids in performing time-critical combos. Unlike some Neo Geo games of the time, like *shiver* Art of Fighting games, the zooming is not sickening nor do the characters noticeably pixelate. Detailing is of course top notch, as is to be expected from a Neo Geo game.
But, all this aside, the biggest advantage of Samurai Shodown 2 is it's immense playability. 1 player mode is admittedly boring, like most fighting games, and there are some incredibly cheap fights towards the end which literally require you to pump in the quarters like there's no tomorrow. But 2 player mode is where this game really shines. The characters are all pretty evenly matched, but despite this they are all widely varied and each character is really unique. Each has his own set of combos, style of fighting, and even different combo systems. Choosing the right character in a 2 player match is more of a matter of personal taste, style, and ability than anything else, unlike some games where you simply play a fancy version of rock-paper-scissors to find the fighter that will win you the match.
There are only two weak points with this game- first, it's hard to find. It was released on the Neo Geo in both home and arcade versions, but was never released in the United States in any other medium until 2008 on XBox Live Arcade. However, given the prevalance of emulation and the high-selling nature of this game in arcades it shouldn't be too hard for a serious gamer to track down something he can play.
The other weak point is the really bad, truly abominable translation this game got. Going from Japanese to English has always been bad for SNK, but this game really got screwed up badly. if you like a nice bit of Engrish then all the better (I happen to enjoy it some of the time) but if you are looking for something deadly serious, which by all respects this game is supposed to be, you won't find it. I personally feel that the Japanses version is really the definitive version because of the lack of hilarious Engrish and some other cosmetic changes, but every now and then a little Engrish does some good for a game.
On a scale of 1 to 10, I'd rate this an 8, mainly it's lower because of age, scarcity, and really bad translation. I have played better games overall, but this is truly one of the finest 1 on 1 fighters out there.
Saturday, November 8, 2008
Update: I am not dead!
For those who actually deign to spend time on my blog, a little update.
I survived my midterm examinations and such, and things are beginning to flow a little better here at school. I still have lots of work, but nothing more than what I am expecting. Lots of reading and papers, as is the norm for any philosophy major.
I have had some time for projects lately, mostly tinkering with my new Neo Geo project. Essentially what I have accomplished in my spare time is to get the arcade board working with an old Apple II power supply (from a dead IIe) and I also made a fairly simple RGB to NTSC adapter, which is based on a chip from Analog devices. I used a kit from a guy named Jeff Kurtz, known as the NeoBitz-S encoder. It works like a charm, and was pretty easy to build.
I have one controller and 1 controller port for the unit, so I need to finish my second controller and wire up a port for it. The first controller is a regular Neo Geo home system controller, which has a DB-15 connector on the end, pretty straightforward. I have been working on a second controller of much higher quality, with real arcade parts from Seimitsu and a plexiglass overlay and everything. Once it's done it should be very nice.
So, honestly, most of my lack of posting is because I have been doing other things, mostly school, tinkering. I'll post some pictures of my project once I feel the first really complete version is done.
I survived my midterm examinations and such, and things are beginning to flow a little better here at school. I still have lots of work, but nothing more than what I am expecting. Lots of reading and papers, as is the norm for any philosophy major.
I have had some time for projects lately, mostly tinkering with my new Neo Geo project. Essentially what I have accomplished in my spare time is to get the arcade board working with an old Apple II power supply (from a dead IIe) and I also made a fairly simple RGB to NTSC adapter, which is based on a chip from Analog devices. I used a kit from a guy named Jeff Kurtz, known as the NeoBitz-S encoder. It works like a charm, and was pretty easy to build.
I have one controller and 1 controller port for the unit, so I need to finish my second controller and wire up a port for it. The first controller is a regular Neo Geo home system controller, which has a DB-15 connector on the end, pretty straightforward. I have been working on a second controller of much higher quality, with real arcade parts from Seimitsu and a plexiglass overlay and everything. Once it's done it should be very nice.
So, honestly, most of my lack of posting is because I have been doing other things, mostly school, tinkering. I'll post some pictures of my project once I feel the first really complete version is done.
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