I would highly recommend Shonumi's contemporary devlog focusing mainly on rare or difficult to emulate peripherals for the gameboy and GBA, ranging from infrared modems to Sonar-based fish detection dongles!
I managed to find my first published app on archive.org from like 1994, but it's a music visualizer and requires audio input.
Wow, that brings back childhood memories.
> I should mention that I was a huge Battle Network fan growing up with the GBA. I joined my first online community (GameWinners.com) specifically for the Mega Man forum.
> My first username (Team Shadow V2) was actually a riff on one of the new features found in MMBN2.
> In a way, Battle Network is a huge reason why I'm here trying to preserve old games.
> The Battle Network games will always hold memories of joy and nostalgia for me, so I wanted to see the Battle Chip Gates fully emulated not only for the benefit of video game history, but also for my own enjoyment.
Me too... MMBN2 is a big reason why I learned English and became a programmer. Huge respect.
I still love it so much. It's fun to think back on it and reflect on how oddly prescient it was.
PCs reachable directly from the internet, hosting home pages: a world without NAT. Internet connected doghouses and dishwashers. Mobile handheld AI capable personal computers. Everyone has their own custom AI agents that help navigate the complexity of the cyberworld, and also for self-defense. What I can only assume to be vulnerabilities, reified as literal weapons used by the AIs. Underworld networks normal people don't dare to navigate into. Cyber terrorists everywhere doing things like trying to burn people's houses down by electronically sabotating ovens, causing major damage and loss of life by hacking water mains, power grids, traffic signals, trying to nuke dams, actually hacking entire nations and genociding their AI populations, disrupting global environmental control systems, hacking autopilot systems in planes to bring them down like 9/11...
constant slap fights between contributors (usually involving haze or guru)
important PRs left ignored due to internal drama
8GB+ memory leak during building that they're in no rush to fix
I also won't be naming any of them because those "committed" mame devs are very quick to inject themselves into any story about them, and harshly judge everything else that touches their code that didn't come from them.
Has its pros and cons, of course.
What about Final Burn Alpha/Neo? They're extremely popular.
I worry that the likes of the extremely difficult to crack, on-chip DRM found within e.g. the Xbox One X, designed at every available opportunity to resist hobbyists understanding and using the hardware, will show up as a big gap in museum exhibits in our cultural memory in the 2200s. DRM has a long tail, and we societally pay quite the underappreciated price for it, for sure.
The Reverse Engineering scene is quite a scene.
I think the HNG64 just had obscure/undumped/not understood hardware.
They had a proprietary decryptor chip that sat between the program roms and the CPU. The decryptor used a table held in a small SRAM that was powered by a battery. When the SRAM lost power (battery died, or someone was trying to reverse engineer the board), the decryption key would be lost.
We broke it because someone noticed that the FC1 pin was tied to the drcyptor chip. In retrospect this made sense because only the program roms were encrypted, not the gfx roms (FC1 and FC0 pins were 01 for data access and 10 for program access [1]). Whenever the 68000 was requesting an instruction, it would set FC0 low and FC1 high, and when requesting data it would be opposite - this is how the decryptor knew when to decrypt.
But there was an achilles heel!
If you use PC-relative addressing, this ALSO causes FC0 low and FC1 high (because PC-relative is assumed to be accessing more program code). So all you had to do was fetch each address using PC-relative MOVEs, and it would happily give you the decrypted instruction words.
But then there was a secondary protection scheme: The decryptor chip would mysteriously shut down after a short while! WTF!
It wasn't until Capcom released their home console based off the original CPS board, along with backports of games like Street Fighter Zero, that the penny dropped. These backports were full of mysterious reads of weird addresses that made no sense.
It turns out that these weird addresses were what the decryptor chip was waiting for on the address bus. If no such address appeared within a timeout period, the chip would stop decrypting until you reset.
But the guys backporting CPS2 games didn't take the instructions doing these accesses out - even though the original CPS board didn't need it (probably it would have been a lot of work), so that secret leaked out.
After that, it was a simple matter of writing a program that read via PC-relative addresses, sent those weird accesses from time to time to keep the watchdog happy, and then output to a dumper via IO pins.
[1] Section 3.8: PROCESSOR FUNCTION CODES (FC0, FC1, FC2)
One example I'm excited about is the recent progress emulating professional music synthesizers like the legendary Yamaha MU-series (https://en.wikipedia.org/wiki/Yamaha_MU-series). These are significant not just to musicians but also gamers because in the late 80s PC games started supporting MIDI music soundtracks. Throughout the 90s, most PC gamers only heard these soundtracks through fairly primitive PC sound cards which had limited audio sample memory, bit rates and simultaneous voice counts. So we usually heard chintzy, partial renditions of the lush full soundtracks the game's composer originally created (many composers used external MIDI hardware).
If you were a hardcore gamer with serious money you got an external MIDI sound module like the Roland Sound Canvas which could elevate your favorite game's sound from chintzy to breathtakingly beautiful. However, the absolute best MIDI game hardware was the $699 64-voice Yamaha MU80. I heard one back in the day and it blew my mind what I'd been missing (MU80 Demo Song: https://www.youtube.com/watch?v=FwWxEN2NGHA). Now thanks to MAME I can have a full software emulation of this powerful, pricey professional hardware I could only lust for back then.
Pretty sure I just used it to play genesis games
(And if you don't enjoy the technical stuff, well, now you can actually download some of those laserdisc games you apparently didn't get to play as a kid, haha!)
- Battle Toad in Battlemaniac (Battletoads in Battlemaniacs) = 53900 JPY.
- Akumajou Dracula XX (Castlevania: Vampire's Kiss) = 27500 JPY.
- The King of Dragons = 39800 JPY.
Wait, Data West? Apparently there was indeed such a company: https://www.mobygames.com/company/6613/data-west/
They're founded later than Data East, but also Japanese. They don't appear to be any sort of spinoff of Data East or anything, but I have to wonder if with the name they were hoping to confuse people somewhat into thinking they were Data East, or to ride on their reputation...