FM Chiptune Musician | DX Complex Staff | SEGA, MSX and Retro Tech Dork | He/Him

Formerly _NetNomad@kbin.run
Microblogging at _NetNomad@oldbytes.space
https://netnomad.dxcomplex.com/

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Joined 1 year ago
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Cake day: August 15th, 2024

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  • the history of the xbox layout is fascinating and frustrating. i got a little carried away, so wall of text incoming, sorry! TL;DR the XBox layout is the SEGA six button layout with two buttons chopped off

    once upon a time, SEGA released the SG-1000, which had two buttons on it’s joystick. it didn’t have a D-Pad because it came out the very same day as the NES, but future revisions- the SG-1000 II and the Master System- would come with a joypad very similar to Nintendo’s. The numbers were not labelled on the SGs, but on the Master System and SK-3000 computer they were assigned 1 and 2, with 1 corresponding to B (and also labelled start) and 2 corresponding to A.

    the Mega Drive/Genesis was backwards compatible with the MS in a few ways, one of which was controllers. the Mega Drive controller is mechanically a Master System controller with two extra buttons, one being Start and the other being… A. despite 1 and 2 mapping to B and A in Nintendoland, SEGA relabelled those buttons B and C on their new controller- plug your MD controller into a Master System and A does nothing! notably the MD also reverses the letter order from right to left to left to right, so it goes A B and C.

    i’m not sure what was in the water that generation, because SEGA was not alone in their malarky. the SNES had A and B buttons right where you’d expect them but for NES ports and sequels often used X as B and B as A. despite the fact that perfectly good A and B buttons in the same orientation as the NES II and Gameboy were right there. sorry muscle memory! the Virtual Boy retained the regular A B layout, so one wonders if button position was a contested point for Miyamoto and Yokoi.

    but i digress- the MD later tacked a second row of buttons, X Y and Z, to a second row above A B C and this carried over to the Saturn’s default and analog controller. the analog controller was based on the Micomsoft (not Microsoft) XE-1AP, a third party analog controller for the MD and JP microcomputers that retained the Nintendo A and B position and bizarrely has E1 and E2 buttons on the left hand side in a mirrored configuration. the Saturn analog controller however used the familiar MD/Saturn right hand six button array.

    so here we are, and SEGA is collaborating with Microsoft (not Micomsoft) on their next generation console. everyone at SEGA had their own pet theory for why the Saturn didn’t take over the world and one that kept coming up is that the controller was too convoluted. the undisputed winner of last generation used the same four-button array used by the SNES, which overtook the MD at the tail end of the generation before. the obvious move would be to mimic that, so despite the C button being the first and main button on the SG-1000, the “real A button,” it and the Z button above them got the boot, creating the Dreamcast controller. when the Dreamcast failed, Microsoft decided they weren’t out of the fight just yet and early plans for their DirectX Box included backwards compatability with the Dreamcast, leading it to have the same button layout but with a size more akin to the Saturn analog and XE-1AP controllers. Nintendo would return to the SNES layout the next generation for the DS and Wii Classic Controller, and things have been steady for the in the two decades since

    and that’s why we’re stuck arguing which layout is “right” until the end of time!






  • i think you’re mixing up a few different things here. beam-racing was really only a thing with the 2600 and stopped once consoles had VRAM, which is essentially a frame-buffer. but even then many games would build the frame in a buffer in regular RAM and then copy everything into VRAM at the vblank. in other cases you had two frames in VRAM and would just swap between them with a pointer every other frams. if it took longer than one frame to build the image, you could write your interrupt handler to just skip every other or every three vblank interrupts, which is how a game like super hang-on on the megadrive runs at 15 FPS even though the VDP is chucking out 60 frames a second. you could also disable interrupts when the buffer was still being filled, which is how you end up with slowdown on certain games when too many objects were on the screen. too many objects could also lead to going over the limits of how many sprites you can have on a scanline, which is why things would vanish- bit that is it’s own seperate issue. if you don’t touch VRAM between interrupts then the image shown last frame will show this frame as well



  • i think threadiverse is the move. partly because it’s already in regular use and partky because it’s very self-explanatory. forumverse could have some legs to it now that more traditional forum software like nodebb and soon flarum support federation now, maybe it could refer to the broader category containing traditional forums and the threadiverse, but i feel like leaving out the “fedi” part kinda defeats the point (threadiverse at least partially maintains it by being a pun on it). maybe fediforums is the way to go?

    it’s a whole 'nother can of worms but ironically in my experience the “verse” part of threadiverse is more offputting than the “thread” part because people think “metaverse,” but that’s just anecdotal and the term fediverse itself already has too much momentum to easily fall out of fashion







  • despite my love for the Saturn, there’s no denying that between it’s bizzaro architecture and short lifespan to make way for the Dreamcast, it ended up leaving a lot on the table. thankfully the homebrew community is picking up more and more speed

    if you’ll stretch the definition of console to include computers, the MSX Turbo-R is another example. it was an 8-bitter but with a souped-up, faster z80 meant to at least give it a fighting chance against the onalaught of 16-bitters, but the few games it’s known for are all RPGs that look great but don’t exactly flex the speed of the new processor. and while the MSX homebrew scene is massive and still pumping out games by the dozen, the Turbo-R is a rare target for new games with it still commanding 1000+ USD prices. someday!



  • it’s a shame that this period of chaos at SEGA ended up giving console add-ons such a bad name. people were willing to shell out for add-ons in the cartridge, with how well SuperFX games did even though you were essentially buying the same upgrade over and over. people were and still are happy to buy mid-generation refreshes too like the DSi or the Master System even though if they already had the system they had to essentially buy it again. add-ons like this are more consumer friendly and more environmentally friendly





  • i’ve seen a few pictures like this before but it only just dawned on me- why is the card 3dge connector for mega drive and 32X games the same? you’d think even if it was all the same signals they’d add a few duds to the 32X card slot so that you don’t try to plug a 32X into a 32X or a 32X game into a mega drive. even a piece of plastic like the ones used to keep 3DS carts from being inserted into a DS would get the job done. i guess they wanted you to always leave the 32X in even when playing standard games?