Puscifer
Member
Analogs made due before, no doubt this timeI’d wait for proof of all features rather than trusting a year old interview but the concept and physical design is very appealing.
Analogs made due before, no doubt this timeI’d wait for proof of all features rather than trusting a year old interview but the concept and physical design is very appealing.
Never heard of any emulator being able to do that.If they could make a PAL cart perform exactly like it’s NTSC version without downloading a ROM, that’d be literal magic.
Did they do that with the Snes version? If I‘m not mistaken there was a Snes that sold out at some point and didn’t get any more restocks.I wish it had a clear casing at launch so I'll probably wait until more color options are announced/launched.
Super NT with transparent case.Did they do that with the Snes version? If I‘m not mistaken there was a Snes that sold out at some point and didn’t get any more restocks.
Ask why Nintendo waited several months to sue Palworld creators…This is not Analogue's first product of this kind that replicates a Nintendo system. Nintendo hasn't sued so far, why would they just now?
These look fantastic however isn’t analogue the company where the internals are just a complete cheapo mess?
Paired with an Everdrive for convenience this could be a great piece under the TV.
Yeah, but with new MiSTer clones barrier for entree is quite low at under $200, so Analogue can’t just coast as usual.Pretty awesome, but what’s way more exciting is if this will eventually get openFPGA support. This could be a MiSTer competitor if they decide to open up the platform more. But I doubt they’ll do that since it’d devalue their other FPGA consoles.
Yeah, but if the Analogue 3D can actually use other cores, it could potentially be a better value than the MiSTer clones. It’s got 4K output and built-in N64 ports, and is presumably more consumer-friendly than the MiSTer. Plus the hardware is aesthetically pleasing.Yeah, but with new MiSTer clones barrier for entree is quite low at under $200, so Analogue can’t just coast as usual.
Ask why Nintendo waited several months to sue Palworld creators…
Why did they wait years to sue Yuzu and get Ryinjinx shutdown.
Nintendo DGAF
Well, no since it produces actual usable results(game being played by the user).Isn't it technically "simulation" as opposed to "emulation"?
I just want the controller.
Also what the fucks going on with that pad? Not all N64 games used the left right prong grip.
not a fan of that controller design tho.
I don't understand how every single one of these modern N64 controllers miss the fact that the majority of N64 shooters allow you to aim with the stick and move with the D-Pad.
so an optimal modern N64 controller would IMO have 2 analog sticks and a switch that lets you switch between 2 modes.
one mode that has the N64's stick mapped to the left stick and the C Buttons to the right stick.
and one that maps the stick inputs to the right stick, and maps the Dpad to the left stick.
with that 8bitdo controller they are marketing alongside the console, you literally can not play games like Perfect Dark, GoldenEye, Quake 2, or Turok 3 optimally.
I agree that mode-switching would be very elegant. But was there an actual benefit to using D-Pad instead of C-Buttons? Is it just to aim with your right thumb instead of left?
You need to pay the high price of losing access to two face buttons.
I liked C buttons in 007 because they were more precise with no chance for incorrect inputs...same reason Tetris is better played with a joycon than pro controller because the separated "d-pad" won't ever create a false down input and slam your piece down. I mean dpad would have been fine too, but I thought C was good plus had A and B near it. The dpad seems more like a preference than an established optimal config.
Because the D-Pad doesn't have A/B nearby and C does. It comes down to whether this is irrelevent...IMO it isn't.99% of people are used to aim with the right thumb, as it is the default now and has been for 2 decades. it's not that easy to just switch hands back and forth.
however, there are of course games like Daikatana that only allow for C-Button movement... so maybe a third mode that maps C to the left stick or the D-Pad would actually be also a great idea here lol.
I am not sure I understand what you mean there... why would you lose 2 face buttons?
I'm in a minority -I dislike modern twin stick FPS setups and use a m/kb. If I want to play a FPS on console it's probably on N64 (or maybe Wii). My preference is to not move away my aiming thumb for a function like reload or interact. Using the default 64 setup, your thumb is firmly planted on the stick and never has to move away to reach anything as in a modern game -similar to how you never lose aim with a physical mouse. That way, all 6 buttons are available to your right thumb instead of only 4...where it gets complicated is everyone being used to reversed sticks, but if someone can't adjust back to a N64 style, I suspect they might also be nonplussed by A and B being on a side of the controller they aren't holding, I just think more work would be needed to solve this. As for the L button -you're losing the R button so you haven't gained anything, nor lost.most of these shooters also only need A and B for less important stuff like reload and interact. almost all games map jump to the L button in these configs. quickly reaching over to B or A to reload isn't an issue I think. that's literally how people play modern shooters.
I really might have to buy this controller. Ironically if I got this console I would use an existing N64 controller, and the 8bitdo pad for Switch or Ship of Harkinian. But I'd be pleasantly surprised if it was good enough to replace a real one on real hardware (nothing else has yet, it's the sticks!)8bitdo's newer controllers all have a high precision D-Pad that has very tactile feedback. so such a d-pad would not be worse or less precise than the C-Buttons.
Because the D-Pad doesn't have A/B nearby and C does. It comes down to whether this is irrelevent...IMO it isn't.
I'm in a minority -I dislike modern twin stick FPS setups and use a m/kb. If I want to play a FPS on console it's probably on N64 (or maybe Wii). My preference is to not move away my aiming thumb for a function like reload or interact. Using the default 64 setup, your thumb is firmly planted on the stick and never has to move away to reach anything as in a modern game -similar to how you never lose aim with a physical mouse.
I think the only hardware solution with all options for all games is a Xbox style twinstick controller with 6 face buttons, with all your stick/dpad crossing modes.
This controller mockup is...unsettling.for most people I bet it is.
well, that isn't really the case is it? one of the downsides of a mouse for aiming is that you do not have infinite range. on a controller I can do a 900° turn if I want to, without pause and without loosing my ability to aim at any point.
with a mouse you will need to lift up and reposition your mouse every so often, which means you lose aim during that point.
if you are good on a controller you can press reload or any other face button just as quickly as a mouse player can readjust a mouse.
then there's of course claw grip or paddle controllers, but that's less relevant to this topic.
that would be my preferred solution yes.
...alternatively...
maybe they could make the controller narrower and have a single central analog stick.
there's room for improvement from this rough edit I made there of course, but a central analog stick on a more narrow controller could in theory be used with both hands
...just an idea
And one too many. The white one really makes no sense. If this came out a few years ago, you’d have people making meme ads for this spoofing that notorious “white vs black PSP” ad, lol.only two colours
The first system of this kind, the Analogue NT, came out seven years ago. And the point of these machines (on paper, of course) is that they allow you to play original cartridges. Nintendo would have more ground going against Everdrive carts, or the hundreds of clone consoles with preloaded ROMs on them. And they aren’t. I think Analogue is safe.Ask why Nintendo waited several months to sue Palworld creators…
Why did they wait years to sue Yuzu and get Ryinjinx shutdown.
Nintendo DGAF
The controller is still a better deal than a vertical standI stopped reading at " it doesn't come with a controller, but ..39.99". I mean, c'mon man..Christ.
It's hardware emulation which usually is closer to the actual OG console playing the games then software emulation.
More accurate than software emulation running in Windows.Could you elaborate on that?
What do you mean by "closer"?
This controller mockup is...unsettling.
More accurate than software emulation running in Windows.
But indeed, if latency is your primary concern, I concede that FPGA devices are currently the way to go. Software emulation latency is almost imperceptible these days with the advent of adaptive sync, WASAPI/ASIO, 1000hz USB polling, etc, but it cannot be eliminated so long as users wish to run emulators right alongside their web browsers and photo editors.
The reason for this is once again not magic: the Super Nt runs without an operating system in the way. Yet when you run an emulator on your desktop, it has to share resources with a thousand other processes that also want access to your video card, your sound card, your input devices, etc. This time sharing results in added latency. A software emulator can reasonably expect to get within 30-50ms of the latency of a pure hardware approach.
But again, it's not magic: there is nothing preventing an emulator written in C from running on bare metal, without an operating system in the way. It isn't done only because the demand isn't there to produce a robust real-time kernel environment that gives software emulators direct ownership access to all hardware resources. And thus, emulator developers cannot bypass the need to share these resources. Yet.
I never made the point that FPGA was magic compared to the other options, did I? FPGA has latency on other points so that's why it gets my preference.Ulysses 31
You ignored the first part?
And also, latency is a different topic from emulation accuracy.
No, you just claimed FPGAs are inherently more accurate.I never made the point that FPGA was magic compared to the other options
Not really, no. Because the emulator itself doesn't produce the extra latency. It doesn't have anything to do with it.Latency is part of the accuracy though.
there is nothing preventing an emulator written in C from running on bare metal, without an operating system in the way.