My opinion about GTA Trilogy is this: They should have left the games as is. No graphical upgrades, just the original game in HD resolution. The only improvements I'm down with are purely about the interface: The wheel to choose weapons and stuff is honestly pretty cool.
Also I remember seeing people going like "Switch cannot manage open worlds that's why it lags"
No, I'm pretty darn sure the Switch can run the trilogy at 60 FPS, they were PS2 games and if you make them run natively and adapted properly it should have been honestly perfect.
The work done is very subpar and completely automated to its detriment, I'm sure even the devs of this think it looks like shit. The art direction is complete shite and butchered. Just leave it as is, if you want better graphics play GTA4 and 5.
However, I still want people to do their research: There are many bugs shown from the new trilogy port that were actually from the originals or the mobile versions.
At least I can sorta say in terms of game logic and everything that it is sorta accurate to the originals.
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There's some interest about #Satellaview lately so quick thread.
Satellaview preservation for the past 21 years is basically this: Buying Memory Packs at random and hope it has something interesting by dumping it.
We don't check the contents because it's not reliable.
When it comes to dump data analysis, there's no secrets, I'm mostly the guy checking the data manually through a hex editor, graphics viewer and tools. If you have made a dump, chances are you go through me to figure it out lol
Random overlooked fact: Satellaview service was FREE.
Everyone assumed you needed a St. GIGA subscription because they had one, but in reality you really never had to subscribe to them to play Satellaview. The signal itself was descrambled when the Super Famicom Hour started.
Outside of the Super Famicom Hour, the signal would be scrambled again as it would be St. GIGA's own service from that point. You would need a St. GIGA subscription for that service, but not Satellaview, it never had one.
My opinion on N64 Switch Online is this:
- I don't necessarily expect the most accurate emulation, because N64 emulation is genuinely hard to do.
- However I expect an attempt that respects the original game so the fog and other graphical issues are frankly unacceptable.
- Ocarina of Time seems to be an outlier overall in terms of emulation compared to the rest, but it's still unacceptable for such a game.
- Controller Pak emulation is a thing and they didn't use it. Save states are supposed to be an alternative, not the way to save for Winback.
- Still no functioning 64DD emulation. So I'm not giving much hopes about F-Zero X Expansion Kit.
- This version of the emulator has a lot to make the job seemingly easier to support games (Lua script for game hacks, RPT files for Texture Replacements, etc).
Controller Pak emulation seems functional in N64 Switch Online so I don't get it, it just needs file management I believe... but when I looked even further I found out something else about it.
They can literally make a combination of Controller Pak and Rumble Pak with some hacks, I don't see any addressing that actually conflicts with each other.
The N64 Transfer Pak emulation is just turn the power on and off. That's it.
Anyway here's the thing I have to say about N64 Switch Online:
They have bothered to hack every game to run on their emulator with less issues (with more or less success), some with even more complicated hacks to pull.
What this means is that the emulation team is actually actively reverse engineering games to fix issues with Lua scripts and other means...
They should do hacks about the Controller Pak then, in ways that allows seamless transitions between that and Rumble Pak without asking the user to do anything. Save states are cool, but they're there to give help, not to be mandatory to use for certain titles...