It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
BanditKeith2: One could use a similar argument you made with 2600 and NES as with a pc and console .. Granted not nearly the same as it'd still be similar in a way ...besides the 2600 came out in 1977 in NA and the NES came out in NA in 1985.. Which if what I have read is true the 2600 and the Famicon (The Eastern O.G NES) was released the same year of 1983.. So looking at the graphic difference and size difference is no surprise plus the format differences .. Whatever the case my point is NES is nowhere as old as the 2600 and the difference in games is very noticable as a result in everyway..
avatar
rtcvb32: The 2600/5200 if i remember right, was the result of them taking 'Pong' from a hardware and mixed circuits to a software approach, something that didn't really exist. They even named the hardware items after pong's elements. You had something like 2 player sprites and 1 ball sprite, which was all they really needed. Amazing they got so much more out of it through programming.

Memory was also expensive and space was limited too. Not only that when developing the 6502 certain instructions/features they had to beg for, else the 6502 would have ONLY been able to do Pong and like 1-2 other titles due to the limitations of the instruction set and memory access.

Worse since they didn't want to invest in additional money in a video chip the 6502 ALSO handled drawing the screen, so much that 95% of the speed is simply refreshing the screen and where all logic took place during the overscan areas and vsync refresh. In Pacman you can see undrawn areas where the programmer had to just force a section for additional logic/gameplay to work because he didn't have enough time. And to handle ghosts each ghost is drawn on every 4 frames making them flicker badly.

This is a far cry from anything more modern where the Xbox was literally a 386 800mhz computer with a GPU thrown in.

avatar
BanditKeith2: Where as now game differences from even 30 years ago to now aren't that noticeable when it comes to graphics, sound and gameplay in none indie stuff.. About the only thing noticeable is control schemes I would say

Still thanks for the game info
avatar
rtcvb32: Depends. 2D and sprite based games, yeah didn't change much. 30 years ago 3D games were slow and a novelty thing. There's also resolution, processing speed and Floating point. Keep in mind Floating point wasn't built into every CPU, you had a CPU and a separate FPU unit, and if you didn't do that you could emulate (very slowly) or do something like fixed-point, but things being either 8 or 16 bit, well... it was far too slow to active use. A simple wireframe house in BASIC on an 8bit machine would take like 3 minutes to render, and that's just a box with a roof, nothing special, vs sprites. I think there's a huge difference there. Though i'm not sure how many mathematical calculations are needed to render such a simple scene, and my trigonometry sucks. You might get away with 16-bit fixed point but very low resolution for things.

But there is a difference, be it the framework or whatnot. I bought a game on steam (when i first got involved) and it was playing in flash, and required SO MUCH CPU TIME. It was effectively an SNES game and i'd have been happier with a SNES game, at least then it wouldn't have pushed my machine so hard for so little. A simple game you can write in 300 bytes like flappy bird on a 6502 takes 3 Megs on a smart phone, and tons of CPU power. Very inefficient, something i loath.

Then there's differences between games using the same port but on different machines that might have a little extra umph, where in contra leaves would shake and other effects while on other NES systems it would be totally static. Maybe not as noticeable, but i'd think it's a big difference under the hood.
I wasn't referencing under the hood stuff just the things none techy aspect is all for example take Cyberpunk a last year game and compare it to saints Row 3 not much visually difference in graphics if one minus was in the same viewing angle and hell I'd say the The Saboteur from 2009 is a similar case and I could think of varies more from afre years before even thats still decently similar in visual/graphical quality among others As graphical difference reach a point not much will be noticed till way longer down the road.. where as the difference in such things doing the Nes and Atari hell even when PlayStation hit the market was noticeable and that keep up till the PS3 era now its not really noticeable hasn't been for 3 console generations now .. So ya

Edited in But the power/tech of the devices you mentioned is also a moot point I was saying too given thats been a argument for a long time thats pointless for pc and console gamers
Post edited October 07, 2021 by BanditKeith2
avatar
FairyFoliage: ...
Hello there! I hope that you'll like it here and you'll decide to stay. :) I see that you have a good taste when it comes to RPGs. I'm also a fan of the Infinity Engine games and Neverwinter Nights series, so we have a lot of in common. Enjoy your stay on GOG!
avatar
Sarafan: Hello there!
General Kenobi!

(Yes, I'm hard-wired to do that whenever opportunity presents itself. Sorry.)
Post edited October 08, 2021 by Breja
Old JRPGs you say? Bring on Knights of Xentar... uncensored! ;)

My first RPGs were Eye of the Beholder, Dungeon Master, and Black Crypt on the Amiga. Not that I was good at any of them because I was wee bit too young for them at the time, but I've loved dungeon crawlers ever since. It's great to see that since the release of Legend of Grimrock this sub-genre has seen a resurgence. :)

I also remember watching my father/brother playing Legacy of the Ancients on C64 before that, but that was way too complicated for 5-year old me.

So anyway, if you may be interested in the genre, I definitely recommend giving either Legend of Grimrock and/or
its sequel a look as they are pretty much the modern standout examples of their genre. The latter is one of my favorite games of the past decade.
Post edited October 08, 2021 by Mr.Mumbles
low rated
First of all, why are you only saying high to the guys?

With that out of the way, I'm into old games, where "old" means like NES/SNES or earlier (and even then, later SNES games in some genres, like RPGs, don't feel as old; I consider Final Fantasy 6 to be the first modern Final Fantasy game, and it's worth noting that I don't like the modern FF games as much as the earlier ones).

My first RPG was Dragon Warrior (though I remember watching Bard's Tale 1 being played), but I don't mind playing games older than that (though I will not play Wizardry 1-3 or 5 without save states).
avatar
Darvond: You youngin' my first RPG that I sank my teeth into was Exile II: The Crystal Souls. From 1996.
Too modern for my tastes.

(Remember: By my definition, it came out *after* the first modern Final Fantasy game.)
avatar
WinterSnowfall: Heh. Mine was either the first Exile (Escape From The Pit) or Ultima VI :P. And I was quite late to the RPG genre.

Most of the early stuff I played were either platformers, strategy games or simulators of all kinds.
avatar
Darvond: It was that and Secret of Mana for me, but I was also late to the party.
Secret of Mana is one of those games I've never considered to be an RPG. It was definitely a fun game, and it did have RPG elements in it, but to me it doesn't fill the RPG slot if I'm deciding what game I want to play.

Also, the early part, before you get access to magic, is a bit boring and longer than I would like.
avatar
BanditKeith2: I don't even see Nes titles as ''Old'' Though I see the Atari 2600 and what was on it as ''oldish''.. Whatever the case I could have sworn a Ni No Kuni title was on the ps2 or something with '' Ni No Kuni '' in the title somewhere but I could easily be mistaken on both fronts seeing as I have a big collection of games and was buying ps2 games even when the ps3 and Ps4 was out so ya just saying
I see the NES as being the first in its lineage of game consoles, as:
* It's not the successor to any previous consoles.
* In fact, none of its contemporaries are.
* The Atari 2600 died without a successor, mainly due to the video game crash; the consoles that followed really can't be considered to be its descendents.
avatar
rtcvb32: I'm sure a lot of people will think of 'older' as NES or C64 titles, like playing Bard's tale with 6 floppy disks or the like.
Floppy drives? How about cassette tapes?

Ever play a game stored on a cassette tape?
Post edited October 08, 2021 by dtgreene
avatar
BanditKeith2: I don't even see Nes titles as ''Old'' Though I see the Atari 2600 and what was on it as ''oldish''..
avatar
rtcvb32: 2600 and NES use the same CPU, the 6502. The difference of a better video output and more memory being the only difference. Namely most 'games' on the 2600 were like 2k in size, while segments in NES is 32k.
I believe the NES only has 2k of RAM.

The reason the games are bigger than you'd expect are as follows:
* The cartridge maps into the upper 32k of the address space. This means that games do not need to load data from the cartridge into RAM; rather, they just access the data as though it were always in RAM.
* Cartridge can contain RAM on board. Sometimes this RAM would be connected to a battery, allowing its contents to remain if the system is powered off. (The Legend of Zelda was one of the first games to do this; you also see this in Dragon Quest 3 (Japanese DQ1/2 used password saves), and Final Fantasy.)
* There's also the handling of video, which has its own memory, and uses tilemaps for its rendering. (It's not like home computers of the time that typically had a framebuffer, as the NES doesn't have the ram for that.)

avatar
oldgamebuff42: Ahh. . .the good old days. The game that made me fall in love with RPGs was Secret of Evermore for the SNES, even though it has many flaws, including a sometimes bare-bone, cliched story and a near-impossible-to-beat-final-boss that I never took down without a "barrier" spell that makes you invulnerable, until it runs out and then you can cast it again with no cooldown.
That game had other issues as well, like the fact that the game ended too suddenly (so you don't have a chance to level up late-game spells, as you do in Secret of Mana), permanently missable spells (and some that require ingredients to cast that aren't readily available), and bugs that can prevent further progress.

Also, what's with the fact that you can swing your weapon at an enemy, clearly have the swing collide with the enemy, only to have the word "Miss!" pop up and the enemy not being hit? (I believe this also applies to enemies attacking you, at least.)
Post edited October 08, 2021 by dtgreene
avatar
dtgreene: Floppy drives? How about cassette tapes?

Ever play a game stored on a cassette tape?
Yes, thankfully it wasn't the main medium for it all though.

avatar
rtcvb32: 2600 and NES use the same CPU, the 6502. The difference of a better video output and more memory being the only difference. Namely most 'games' on the 2600 were like 2k in size, while segments in NES is 32k.
avatar
dtgreene: I believe the NES only has 2k of RAM.
RAM yes. The size of the Game ROMS are much bigger... sometimes in the megs. There's a video on making Micro Mages, which they get into the sprites and memory limits and making a game with only 40k ROM data, whereas nearly all NES games are much larger, meaning they switch segments for data depending the section you are in.

avatar
dtgreene: The reason the games are bigger than you'd expect are as follows:
* The cartridge maps into the upper 32k of the address space. This means that games do not need to load data from the cartridge into RAM; rather, they just access the data as though it were always in RAM.
* Cartridge can contain RAM on board. Sometimes this RAM would be connected to a battery, allowing its contents to remain if the system is powered off. (The Legend of Zelda was one of the first games to do this; you also see this in Dragon Quest 3 (Japanese DQ1/2 used password saves), and Final Fantasy.)
* There's also the handling of video, which has its own memory, and uses tilemaps for its rendering. (It's not like home computers of the time that typically had a framebuffer, as the NES doesn't have the ram for that.)
Actually nearly all 8bit machines mapped hardware to the upper 32k, as there were no GPIO pins or anything like that, where the 65C02 and later included new pins. So you could include a ROM connection to data and have it work but never communicate with it. Workaround? Use a bit-wise hardware redireciton to addresses to different hardware components. This is why you'd poke to memory locations to change colors or make sounds or read/write to disk.
Post edited October 08, 2021 by rtcvb32
avatar
rtcvb32: Actually nearly all 8bit machines mapped hardware to the upper 32k, as there were no GPIO pins or anything like that, where the 65C02 and later included new pins. So you could include a ROM connection to data and have it work but never communicate with it. Workaround? Use a bit-wise hardware redireciton to addresses to different hardware components. This is why you'd poke to memory locations to change colors or make sounds or read/write to disk.
Actually, this depends on the CPU.

The Game Boy, with its Z80-like CPU, actually maps cartridge ROM to the lower 32k, with the upper half being RAM and memory mapped hardware registers.

The NES, with a 6502-like CPU, maps cartridge ROM to the upper 32k, allowing the zero page (which is faster to access than the rest of the memory) to be used as RAM.

(Apparently, the Game Boy does have something like the zero page, which can be accessed quickly with special instructions, but it's actually at the top of memory rather than the bottom.)
Welcome!

Indeed, GOG is a bit lacking in the RPG part, but what's here usually appears to be well received.

Some introductions to the store:

First, if you care about DRM free gaming check the links below:
https://www.gog.com/forum/general/drm_on_gog_list_of_singleplayer_games_with_drm/page1
https://www.gog.com/forum/general/drmfree_multiplayer_list_of_games_that_actually_are_100_drmfree/page1
https://www.gog.com/forum/general/lists_games_that_need_galaxy_for_multiplayer_and_the_ones_that_dont/page1

A word of warning: maybe you'd want to avoid the Agarest games here. They're RPGs too, but they're missing a bunch of contents (mostly DLCs from what I could gather, but still), and it seems even part of the plot of one of them is censored.

And if you don't want to miss games that could/will get removed (game delisting seems to be becoming pretty common pretty much everywhere, sadly), you may want to keep an eye in the sticky posts here in the general forums (Ctrl F then type STICKY helps), as well as checking this post every now and then.

There's some useful links in this post as well: https://www.gog.com/forum/general/links_every_gamer_should_have

And avoid grey markets. If a game is listed on a key seller on Is There Any Deal (link mentioned in the post right above), it's likely legit, but legit GOG keys are pretty rare, specially if they're not developed by GOG's sister company, CD Projekt RED, so proceed with caution either way.

Other than that, maybe you want to check other posts here in the general forums. Some can be pretty helpful.
You can also bookmark posts by ticking the "this is my favorite topic" box in each post that interests you. It also helps going past the forum's small limit of displayed posts and all the noise of the forum games. Ctrl F is super helpful, then.

And lastly, try to not mind about rep (it can be and is easily abused) and the conversations some times getting kinda heated (luckily offenses are rare, tho).

Hope you enjoy your stay!

edit: added 2 words I forgot
Post edited October 08, 2021 by _Auster_
avatar
dtgreene: Actually, this depends on the CPU.
It certainly does. But i was pretty much referring to the 6502 family and the 8bit machines including popular computers that came out with it, which i can't say all do it, but it seems fairly easy to assume so. Besides checking 1 bit to see if it should go to ROM or other hardware is a very simple check, thus the 32/32 or 48/16 mappings for that popular CPU.

Still it's interesting.
avatar
dtgreene: Actually, this depends on the CPU.
avatar
rtcvb32: It certainly does. But i was pretty much referring to the 6502 family and the 8bit machines including popular computers that came out with it, which i can't say all do it, but it seems fairly easy to assume so. Besides checking 1 bit to see if it should go to ROM or other hardware is a very simple check, thus the 32/32 or 48/16 mappings for that popular CPU.

Still it's interesting.
There were actually two main CPU families used in microcomputers of the day, the 6502 and the Z80, and it happens that those two CPU types are quite different at the instruction set level, and in how memory is mapped. The Z80 puts the interrupt pointers at the start, while the 6502 puts them at the end, for example.

Also, apparently those two CPUs don't run C code well, so it was common for programs to be written in assembly language. The 8086, I believe, could handle C code much better, and it may be one of the reasons that CPU ended up dominating the market, even with its strange segmented address space (which allowed access to 1MB of memory, but also made memory addresses and pointers more complex).
avatar
dtgreene: There were actually two main CPU families used in microcomputers of the day, the 6502 and the Z80, and it happens that those two CPU types are quite different at the instruction set level, and in how memory is mapped. The Z80 puts the interrupt pointers at the start, while the 6502 puts them at the end, for example.
And x86 the first 1-2k is the inturrupt table as well.

6502 i believe there's the zero page files, which basically would point to a starting address and then you'd add an offset, i didn't delve deeply on how that worked, but that would be a major reason the zeropage wasn't the inturrupt handler.

avatar
dtgreene: Also, apparently those two CPUs don't run C code well, so it was common for programs to be written in assembly language.
Doesn't sound right. C might have been complex enough editing, and compiling C on 6502 would have been difficult, but it would have to be fairly simple code. The x86 broke the compiler into several steps in order to compile programs, 6502 would be MORE limited. If you dropped the preprocessor then C probably wouldn't have much issue at all. Though depends on how it handles function calls and the like, and usually C object files all calls point to NULL, and are updated when linking. Plus you probably couldn't do hardly any optimizing of code due to those limitations.

avatar
dtgreene: The 8086, I believe, could handle C code much better, and it may be one of the reasons that CPU ended up dominating the market, even with its strange segmented address space (which allowed access to 1MB of memory, but also made memory addresses and pointers more complex).
And certainly not the 32k-128k limited slow floppy drives everyone had to use for said systems; as well as moving to 16bit instructions registers, as well as a non-proprietary system.

The x86 dominated more the market because of clever use and single byte shortcut instructions for a lot of stuff (vs other 16bit machines). Though it seems that isn't nearly needed today, but when memory was $50 per Meg, you saved as much as you could any way you could. Also hard drives came to them. First system i remember getting had a 200Mb drive, something unthinkable with the 6502 systems.
Welcome! GOG has a decent selection of free titles to check out while you deliberate on what/whether you want to buy. They also run sales very regularly so stick around and you might find a deal you want!

IMHO, GOG is the best way to buy games right now. In many ways, it hearkens back to the days where you'd buy a physical product and own what you purchased (you don't actually own what you buy on most platforms but you do on GOG). Plus, the games are curated with a community wishlist so we have a little bit of control over which games we get here though licensing often proves to be an issue since GOG's DRM-free philosophy scares away a lot of publishers. There's also the fact that we have the option of using/not using the GOG client based upon your preferences, and of course, the goodies.

But yeah, definitely stick around and take a look around the forums, maybe wait for a deal or two and pick some stuff up!
I see a discussion arose, but I'm fairly young. I'm 27. Most of older titles I played later, too, especially Baldur's Gate.
Post edited October 08, 2021 by FairyFoliage
avatar
dtgreene: Also, apparently those two CPUs don't run C code well, so it was common for programs to be written in assembly language.
avatar
rtcvb32: Doesn't sound right. C might have been complex enough editing, and compiling C on 6502 would have been difficult, but it would have to be fairly simple code. The x86 broke the compiler into several steps in order to compile programs, 6502 would be MORE limited. If you dropped the preprocessor then C probably wouldn't have much issue at all. Though depends on how it handles function calls and the like, and usually C object files all calls point to NULL, and are updated when linking. Plus you probably couldn't do hardly any optimizing of code due to those limitations.
There's issues that make the 6502 not well suitable to languages like C, like the fact that you can only use 8-bit offsets in array indexing. This, for example, means that pointers, commonly used in C (and behind the hood in OOP languages and LISP dialects), give poor performance if they can be implemented at all.

I also note that you didn't have dynamic linking on microcomputers back then, so executable files just had the call addresses hard-coded. Also, note that the 6502 doesn't have an indirect call instruction, so you had to use work-arounds like pushing the address you want to call onto the stack, and then executing an RTS instruction (to "return" to the new routine). Or you use self-modifying code.

Speaking of the stack, you only get 256 bytes of stack space on the 6502, and that's not enough to comfortably handle C code. (In assembly, you can get around this by using the registers and zero-page to store short-term variables, but that doesn't work so well in C, and it doesn't work well with recursion.)


avatar
rtcvb32: First system i remember getting had a 200Mb drive, something unthinkable with the 6502 systems.
But doable on a Commodore 64 with modern technology:
http://www.ide64.org/
Post edited October 08, 2021 by dtgreene