<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Hardware feature freeze</title>
	<atom:link href="http://www.retrode.org/2009/07/hardware-feature-freeze/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.retrode.org/2009/07/hardware-feature-freeze/</link>
	<description>home of the world&#039;s first USB reader for classic console games</description>
	<lastBuildDate>Wed, 08 Sep 2010 13:48:16 +0200</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Matthias_H</title>
		<link>http://www.retrode.org/2009/07/hardware-feature-freeze/comment-page-1/#comment-138</link>
		<dc:creator>Matthias_H</dc:creator>
		<pubDate>Fri, 14 Aug 2009 15:42:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.retrode.org/wordpress/?p=212#comment-138</guid>
		<description>I just added a bunch of extra pins to accommodate SNES connectors. This might turn out a really nice DIY-capable extension...
Unfortunately, the connectors themselves are a pain to get hold of. You&#039;d have to disassemble multitaps from eBay, which is not much of an option on an industrial scale :-)</description>
		<content:encoded><![CDATA[<p>I just added a bunch of extra pins to accommodate SNES connectors. This might turn out a really nice DIY-capable extension&#8230;<br />
Unfortunately, the connectors themselves are a pain to get hold of. You&#8217;d have to disassemble multitaps from eBay, which is not much of an option on an industrial scale :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matthias_H</title>
		<link>http://www.retrode.org/2009/07/hardware-feature-freeze/comment-page-1/#comment-109</link>
		<dc:creator>Matthias_H</dc:creator>
		<pubDate>Fri, 07 Aug 2009 19:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.retrode.org/wordpress/?p=212#comment-109</guid>
		<description>I have now chosen the name + checksum way: e.g. SUPERMARIOWORLD__E5D2.smc, so all ROM and SRAM file names should now be unique and free of special characters, while remaining human-readable. For Japanese titles, we still have the checksum :-)</description>
		<content:encoded><![CDATA[<p>I have now chosen the name + checksum way: e.g. SUPERMARIOWORLD__E5D2.smc, so all ROM and SRAM file names should now be unique and free of special characters, while remaining human-readable. For Japanese titles, we still have the checksum :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: J. Evans Turner</title>
		<link>http://www.retrode.org/2009/07/hardware-feature-freeze/comment-page-1/#comment-94</link>
		<dc:creator>J. Evans Turner</dc:creator>
		<pubDate>Thu, 06 Aug 2009 04:25:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.retrode.org/wordpress/?p=212#comment-94</guid>
		<description>Now that I think about it, showing the checksum value as the file name and having a supplemental text file is the BEST way to do this.

For example, the same game from a different region might have the same internal header name. This would cause conflicts with saved progress data, save states, recorded movies (save state + input events), cheat files, etc.

For quick identification, the text file could be named after the internal header name (ie: &quot;SUPER MARIOWORLD.TXT&quot;).

-Ichinisan</description>
		<content:encoded><![CDATA[<p>Now that I think about it, showing the checksum value as the file name and having a supplemental text file is the BEST way to do this.</p>
<p>For example, the same game from a different region might have the same internal header name. This would cause conflicts with saved progress data, save states, recorded movies (save state + input events), cheat files, etc.</p>
<p>For quick identification, the text file could be named after the internal header name (ie: &#8220;SUPER MARIOWORLD.TXT&#8221;).</p>
<p>-Ichinisan</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: J. Evans Turner</title>
		<link>http://www.retrode.org/2009/07/hardware-feature-freeze/comment-page-1/#comment-93</link>
		<dc:creator>J. Evans Turner</dc:creator>
		<pubDate>Thu, 06 Aug 2009 04:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.retrode.org/wordpress/?p=212#comment-93</guid>
		<description>That&#039;s too bad about the feature freeze. I&#039;ll go ahead and make my suggestions anyway...

I would actually prefer if the SNES / Genesis features were split into two SEPARATE products. Each should have ONE cartridge slot and TWO controller ports.

I realize that this would be like starting a second project from scratch, because you may not already have experience creating USB HID-compliant game controllers...but this would REALLY seal the deal and make this a must-buy product. Most people already want to use their favorite authentic controller / joystick with their emulators. My Ascii Fighter Stick SN, Fighter Stick SG, Capcom Pad Soldier (By Ascii), Capcom arcade stick, and AsciiPad (SNES) would all get some serious play-time if I could easily connect them to my PC!

I was reunited with my NES Advantage earlier this week and I have played for HOURS AND HOURS on my original NES. This is the only joystick I use with platformers like Super Mario Bros 3, and it&#039;s BETTER than using a gamepad! Nothing else even comes CLOSE (though I haven&#039;t tried the SNES Super Advantage, by Ascii).

I realize that asking for a direct-access controller API for emulators may be too much to expect...but I&#039;d be happy anyway if the device simply allows me to use two regular controllers with my PC.

Also, if there was a tiny amount of writable storage on the device, you could store your emulator of choice on the device along with controller configuration settings, saved states, cheats, etc. An &quot;autorun.inf&quot; file could be generated automatically, and it would launch the emulator with a parameter specifying the .SPC filename.

This would be an AMAZING experience for newcomers to console emulation.

Please tell me: Is an &quot;autorun.inf&quot; file understood by operating systems other than Microsoft Windows? Even if it&#039;s not supported in Linux / OSX / etc, I&#039;m sure those operating systems would just ignore it and everything else would function just the same.

If the automatically-generated &quot;headername&quot;.spc causes problems with foreign games, etc...it might make sense if the game name always shows up as the unique checksum value &quot;XXXXXXXX.SPC&quot;. This way, each game would have a unique name and would always match up with its own SRAM saves, screenshots, recorded movies, and save states. In addition to the SPC and SRM files, a third file could appear in ASCII text format that contains readable information about the game, such as the internal ROM header information, size, etc. I believe the ROM&#039;s internal header can identify the developer, region, size, checksum, title, co-processor type, etc.

-Ichinisan</description>
		<content:encoded><![CDATA[<p>That&#8217;s too bad about the feature freeze. I&#8217;ll go ahead and make my suggestions anyway&#8230;</p>
<p>I would actually prefer if the SNES / Genesis features were split into two SEPARATE products. Each should have ONE cartridge slot and TWO controller ports.</p>
<p>I realize that this would be like starting a second project from scratch, because you may not already have experience creating USB HID-compliant game controllers&#8230;but this would REALLY seal the deal and make this a must-buy product. Most people already want to use their favorite authentic controller / joystick with their emulators. My Ascii Fighter Stick SN, Fighter Stick SG, Capcom Pad Soldier (By Ascii), Capcom arcade stick, and AsciiPad (SNES) would all get some serious play-time if I could easily connect them to my PC!</p>
<p>I was reunited with my NES Advantage earlier this week and I have played for HOURS AND HOURS on my original NES. This is the only joystick I use with platformers like Super Mario Bros 3, and it&#8217;s BETTER than using a gamepad! Nothing else even comes CLOSE (though I haven&#8217;t tried the SNES Super Advantage, by Ascii).</p>
<p>I realize that asking for a direct-access controller API for emulators may be too much to expect&#8230;but I&#8217;d be happy anyway if the device simply allows me to use two regular controllers with my PC.</p>
<p>Also, if there was a tiny amount of writable storage on the device, you could store your emulator of choice on the device along with controller configuration settings, saved states, cheats, etc. An &#8220;autorun.inf&#8221; file could be generated automatically, and it would launch the emulator with a parameter specifying the .SPC filename.</p>
<p>This would be an AMAZING experience for newcomers to console emulation.</p>
<p>Please tell me: Is an &#8220;autorun.inf&#8221; file understood by operating systems other than Microsoft Windows? Even if it&#8217;s not supported in Linux / OSX / etc, I&#8217;m sure those operating systems would just ignore it and everything else would function just the same.</p>
<p>If the automatically-generated &#8220;headername&#8221;.spc causes problems with foreign games, etc&#8230;it might make sense if the game name always shows up as the unique checksum value &#8220;XXXXXXXX.SPC&#8221;. This way, each game would have a unique name and would always match up with its own SRAM saves, screenshots, recorded movies, and save states. In addition to the SPC and SRM files, a third file could appear in ASCII text format that contains readable information about the game, such as the internal ROM header information, size, etc. I believe the ROM&#8217;s internal header can identify the developer, region, size, checksum, title, co-processor type, etc.</p>
<p>-Ichinisan</p>
]]></content:encoded>
	</item>
</channel>
</rss>
