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The core gameplay was solid but everything surrounding it was just weird and offputting.
As I said in the Sonic thread, hopefully this makes it to the Wii U's eShop, as I'm trying to wean myself off of the Xbox 360 by next summer.
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Yeah, exactly. There was some good gameplay here and there but to get there, you had to go through plenty of bad gameplay and sit through frequent, embarrassing, long, unskippable cutscenes.
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The non-NiGHTS parts really killed the game for me.
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It doesn't say if it'll include Christmas Nights!
...although that probably just means that it doesn't.
Still, this is good news.
My Backloggery
According to TSR in the Sonic thread, it does include Christmas NiGHTS.
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It's included.
The Saturn had a number of gems on it, some of which have been redone (Guardian Heroes) and some of which I thought were destined to either be import only as collections or only on that platform (Dragonforce, Burning Heroes, Panzer Dragoon Saga and Zwei, etc.). This gives me hope that we'll see some of those other ones brought to newer platforms and perhaps be updated graphically.
Yay!
My Backloggery
Running around as sonic in christmas nights was also cool.
Also: I enjoyed the versus mode with a couple of friends. They were all really bad at it. I have some weird hope that it makes the cut.
With some of the worst character models and voice acting I've ever heard in a game ever ever.
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I still own a lot of games I want to play on it, though, like Dragon Force.
My Backloggery
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Considering Sega bought Girigiri at one point because it could emulate PDS? Yeah, they could still just bundle that up and release that. I'd buy it.
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They don't need it if they're doing emulation. They don't even necessarily need it for a port, but it's probably a lot of work they wouldn't be willing to do.
Saturn emulation is next to impossible.
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No, it's not.
You battery was dead. It's a $2 fix. Just pop off the little opening in the back and replace the battery.
Maybe I'm just confusing Saturn emulation with Sega CD emulation. :oops: Either way, it's never going to happen.
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It's a common practice. Virtually every source code prior to the PS2 generation is gone. This is not a sega-only practice, and they didn't "lose" it like it was an accident. They threw it out, like everybody throws out their source.
There is evidence that every single Zelda source code is lost, too. And confirmation that the Link's Awakening source code is gone.
It was brand new at the time!
And I didn't have the internet to learn these things. :P
But how? Isn't all of the code still there in the game? Can't you simply rip it
But isn't the code in the game itself..the code? Isn't it just compiled source code? Can't you just rip it?
I guess I don't understand how the process of Source Code -> Game works, if you can somehow have one without the other.
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Burning Rangers next, please - talk about games that need proper love and care.
I'm not sure what you arr even asking. Reverse engineering is wildly different from a disassembly, and modern games absolutely are written in a high level language which is compiled into machine code.
I think he's asking how a game can be pirated if the anti-piracy stuff is included in that high-level code. If it becomes unreadable..how do you figure out how to crack it?
The problem is that we're discussing technical terms here. Reverse engineering is a specific process, even if it is used liberally by the common man.
That's all I needed to hear!
Pity Sonic Adventure didn't have all the fun holiday stuff from the Dreamcast for its release...
...or did it?
Weird, in my opinion. Out of curiosity, where is the Link's Awakening confirmation, and what's the evidence of the other Zeldas being gone (wait, "every?" So even stuff like Twilight Princess?)?
You know me, it's not that I don't believe you; I just like to soak in as much of the info around this stuff as I can.
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it didn't.
It's not that weird. People forget how young this medium is. We're barely 30 years removed from a period where programmers were forbidden to credit themselves with the creation of a game. We're 20 years removed from an era where the names of the people who made said games were accessible only via a special code, and they'd go by pseudonyms during the normal credits. It was just a different time. Why save the source code to your games? The idea that we'd need them to port a game to another console 20 years later never crossed these people's minds.
As for the Zelda stuff - various bits of trivia and hacking. The link I posted earlier shows how suspicions about Link's Awakening arose - the rom space padding for the game used memory for the pc which compiled the game that wasn't cleared prior to compile, thus you can see what was available in memory on that PC at the time, and the guy had his IDE open with the source code to the game. And while some of the code is well documented and looks like drafted assembly (mainly parts that would be portable between games, like polling controller inputs), other parts are very obviously machine disassembled. And there is only one reason you'd ever use a machine disassembled source code over a drafted one - you lost the original source. Other stuff like this has been found within BS Zelda and various other zelda ports which supports the theory. In the case of LA, a programmer for LA:DX confirmed that the original source was lost on another forum.
And, to clarify, I meant every zelda up to, and including, OoT.
From the information provided, I highly, highly suspect that this is a port of the PS2 re-release: the graphics look exactly the same (albeit running in a higher resolution) and, like, the PS2 remake, has content from Christmas NiGHTS integrated (along with an optional "Saturn Mode").
Still, as NiD remains my favourite console game 16 years after its release, this'll be a day one purchase.