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
I worked on Satellaview preservation and also server emulation and reverse engineering since around 2009, I'm very familiar with it. We're even busy trying to make the actual hardware work for documentation reasons.
And about #Satellaview preservation itself:
It's doomed. We are just scraping what we can get and a lot of money is needed.
We never get clean soundlink audio, we never get server data, even for something as simple as BS Zelda, we don't have everything.
And I don't even mean like, we just got BS Zelda Map 1 Week 1... but even if we get every Memory Pack dump of it, we will never get the intro and ending data, which were downloaded to BS-X cartridge's RAM only and gone on power off. That's how sad it gets.
For BS Zelda Ancient Stone Tablets (the ALTTP one): We have all the ROMs.
...except it's only fully playable if we have the PSRAM data. The game will crash if you play the unmodified ROMs.
If it wasn't for the hard work of fans who recreated this data, it wouldn't be playable.
Even if Nintendo was down to rerelease Satellaview games, we don't know to what extent their archive is like, and even if they did rerelease, a lot of the Satellaview experience would be ignored anyway...
And chances are, the rereleases would be altered for licensing issues.
So I still call to Nintendo to do whatever they can to make them playable, but it shouldn't stop our plan to continue preserving as much as we can in our own terms.
Also I think summing up Satellaview to its games would be doing a disservice: Satellaview had addons to games that supported it, but also magazines of a lot of kinds, the service was ambitious, I dare say it almost wanted to be replacing the TV channels but to be more interactive
Satellaview compatible games were also comprised of RPG Maker 2, Sound Novel Maker and Music Maker.
You could save user content to Memory Packs... and those were responsible for A LOT OF LOST CONTENT.
To this very day: Only one Satellaview title got an official rerelease, BS Fire Emblem had a complete remake on DS as part of Fire Emblem: New Mystery of the Emblem as bonus content (Japan only).
Columbus Circle in Japan has produced cartridges of Kaizou Choujin Schbibinman Zero (prequel of Shockman on PC Engine), and Square-Enix has remembered Dynami Tracer by putting the main theme to one of its discs during Tokyo Game Show.
This thread went on for a bit too long but, Satellaview is basically, in my opinion, the worst preserved Nintendo thing, alongside Famicom Network System cards.
Thankfully there are many VHS recordings of Satellaview games, which provides us context for many things. No thanks to Content ID on YouTube however.
Also yes, Satellaview games weren't always games with radio narration over them, there were also perfectly playable SNES games without bells and whistles like Special Tee Shot or Sutte Hakkun. There were a lot of them.
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 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.
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...