General Category > General Discussion
Retron 5 (aka 4)
dashv:
--- Quote from: TyrannicalFascist on June 02, 2014, 12:56:39 AM ---Welcome to the boards! Your review is very in-depth. I found a lot of the same things with my system, although my NES slot has a pretty tight grip - tighter than Genesis. Well as you might find with a quick browsing of the Photo Gallery forum topics, some people on here have huge collections. I'm not really one of them myself. :P
I've tested most of the games I owned on the last page just checking compatibility, recognition of the game name and testing the first level or so. I cleaned most of my games pretty thoroughly before testing. Hopefully our tests are helpful and I hope a few more members get a system and can test the really obscure stuff. :) Glad to hear that Hyperkin is watching your list!
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Thanks for the welcome and the kind words!
A decent consistency rate with our current compatibility list is one of our acceptance criteria for new folks. :) Mainly because there are so many variables with these old games it's easy to get conflicting information. Everything from a problematic Retron 5 unit to games with dead batteries and/or filthy contacts.
I am certainly not perfect but I do have all the original consoles and I crosscheck everything that I find non-working on the Retron 5 against the real deal. Doing that I've found a few games I had to re-clean and 1 (Tailspin) that actually does appear to have a legitimate problem with the Cartridge (doesn't work in my Retron 5 or Genesis Model 2. But it does work in my Genesis model 1 and my RDP... figure that one out.)
Monsterman:
--- Quote from: dashv on June 02, 2014, 12:32:36 AM ---Hey guys. :)
TyrannicalFascist pointed me to this thread.
I did a review of the Retron 5 that's quite in depth.
http://vgcollect.com/forum/index.php/topic,4918.0.html
Also myself and another fellow with the handle MMan are maintaining a compatibility list in Google docs here:
https://docs.google.com/.../tn3xCad0cVguOzw81367Tfg/htmlview
We're pretty verbose with the information we collect on each game. Some entries in our compatibility list even have game play footage recorded straight from the Retron 5 thanks to MMan.
Right now we carefully guard who can contribute to the list (we are kinda paranoid about the list getting filled with incomplete/incorrect data.)
But we are looking for folks with large game collections that are willing and able to contribute. :)
Hyperkin has already directly addressed some of the problems I mentioned in my initial review and flagged in the compatibility database when they released Firmware 1.1.
Chances are pretty good that if your issues make our list Hyperkin will see it and look into it.
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MMan (or Monsterman) here - Thanks for the shout out Dashv!
wiggy:
--- Quote from: Ozzy_98 on June 01, 2014, 10:16:08 PM ---There's two main types of zappers, ones that track via the horizontal refresh rate, and ones that when you pull the trigger, only the targets are shown in white. If there's 2-3 targets, each one lights up per frame, so it can tell which one it saw. So I'm not sure why a nes light gun would have issues with any newer TV. Other zappers like the SMS, sure, there's no refresh.
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The Zapper and most every other light gun actually use both to track where the gun is pointed. The white boxes to know if the gun is even aimed at a target area and the refresh to determine WHICH white box the gun is aimed at. That's why they don't work with modern TVs.
TyrannicalFascist:
Welcome to The Cover Project, Monsterman! :)
Ozzy_98:
--- Quote from: wiggy on June 02, 2014, 01:09:52 PM ---The Zapper and most every other light gun actually use both to track where the gun is pointed. The white boxes to know if the gun is even aimed at a target area and the refresh to determine WHICH white box the gun is aimed at. That's why they don't work with modern TVs.
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Nes zappers do not track horizontal refresh like other system's guns, it only has two bits to check, light sense and trigger, bits 3 and 4 located at registers $4016/$4017. When you program the games, you have to show only one target at a time per frame on a nes (VS any other system), then check the next target. There's some info over at http://wiki.nesdev.com on it too. So to check a target, you show it with color $20, check is bit three and four are both on, if so, it's a hit. If just trigger but no light sense, it's a miss. Just light sense but no trigger, they were looking at the target at least. You generally check the trigger, then show targets, then check light sense since you know they just pulled the trigger.
And not to seem rude, but you seem to try to correct me a lot.
http://www.thecoverproject.net/forums/index.php?topic=16336.msg141669#msg141669
http://www.thecoverproject.net/forums/index.php?topic=15674.msg139112#msg139112
http://www.thecoverproject.net/forums/index.php?topic=15837.msg137332#msg137332
And a few more but I'm busy at work and can't search. I'm not exactly a noob you know. If I say something, maybe look up what I say to make sure how you understand something is actually how it works. I mean heck, I've developed on many of these consoles. (Making lines on a 2600 counts as developing, damnit. That ones HARD to make stuff work)