I'm certain. I notice you gloss over the most significant of these matters. And I'm certain your contributions to the video game community at large are surely on par with a (semi-)major company such as, say, Atlus. How many full game translations have you completed?
I have been working on salvage and restoration projects in relation to online game consoles for more than 5 years now. I am featured in the O'Reilly book "Gaming Hacks - 100 Industrial-Strength Tips & Tools". I run the #1 internet community for Dreamcast Online gaming (built, coded, designed by myself). I assisted in the development of server software for Starlancer. Via my efforts, online capabilities for a variety of other games have been salvaged and released to the public. Thus preserving the online experience for future generations. I collaborated with a friend on critical improvements to the Win98 PCDC server process, which enables you to route Dreamcast games connecting via the systems modem onto broadband. My salvage efforts are the reason why most of the DC's downloadable game content is actually available. 95% of it was deleted from the internet years ago. I have been working on a book for the past few years that tells a story few people even know about with regards to gaming history.
I understand what goes into translating a game. However this is nothing when compared to reverse engineering the functions for an online game where you don't have any network packets from the specific game you are trying to save. Imagine spending weeks of 7 hour per day sessions (after a full days work at another job), logging detailed network packets for a game on one console, in the hopes of reverse engineering the server software for a game on another console. Different systems, different games, same network development kit. Now imagine, as you are doing this you are working under a deadline because the game is about to be terminated in under 20 days. The game will be taken offline so you have no way to go back and retrieve network data you may have missed. So you are trying to compile enough research for work that you will be doing down the road.
Reverse engineering stuff like this is no joke. Its like throwing a tennis ball at Helen Keller's face, watching to see how she reacts. Then you write down your observations, and then throw another tennis ball. Meanwhile she is bleeding, wandering around aimlessly wondering what the hell is going on; and you have no idea what to try next. You are essentially working backwards trying to get the game to tell you how it worked online back when it was still functioning. It is a methodical process of guess work, and trial & error.
Hell, I wish the stuff I was working on was as involved as a game translation project.
Get this through your head.
I am sorry, this is as far as I got. I will read what you have to say when you grow up a bit.
Couldn't we just have one "ports fucking suck" topic? And of course the obvious answer is "go the consolized MVS / Super Gun route". But that won't work because the carts aren't "collectible enough" or some bull shit.
I'm with deuce on this one, I'm all for helping people but shut the fuck up and get the real goddamn thing.
At least that's how I feel, not like it matters what anyone thinks on the internet.
Nobody is flat out saying the ports suck. We are taking an interest in deconstructing their quality. We want to know, "why" they suck so to speak. Plus, in all of these recent threads nobody is asking about purchasing advice. Arthur-Otaku wasn't bringing up SS Collection to ask which version of these games he should buy, he was bring it up to discuss their accuracy and taking an interest in the technical nature of the port.
I made a similar topic looking to discuss the differences between the Sunsoft Collection and the Saturn/PS1/AES versions of Waku Waku 7, but was met with the same level of resistance and attitude where people were telling me to shut up and get MVS.
People within the Neo community take pride in their detail oriented perspective on Neo collecting. People get hung up on things like getting complete MVS kits, little plastic baggies, and insertion marks. However if you turn down MVS in favor of ports based on similar nit picky reasons, you will get bitched at. I understand MVS is the real arcade experience, but I do not like the art materials that come with it or the way the carts look. It is the main reason I have not gone MVS, and I even own
the mother of all Superguns. I have taken a 3 prong route with NeoGeo games. I have them spread out across AES, Dreamcast, and PS2. I know you can always go with shockboxes but I just prefer the presentational look of AES, or even top quality ports, over MVS.
Some of the PS2 NeoGeo Online compilations really are fantastic. Art of Fighting, World Heroes, FUUN Super Combo, and both Fatal Fury collections, all have zero sprite flicker and render with scan lines. They even have the proper NeoGeo AES startup chime and logo. This is another reason why some people are taking such an active interest in analyzing the PS2 Neo compilations. They are so all over the place its interesting to figure out how they all differ. Some are near flawless, where-as others have all types of display differences.
The SS Collection sounds like it may have the worst port quality of the bunch. I don't have it yet so I cannot comment further. This stuff is worth discussing since ADK Spirits is coming out soon and Ninja Masters is going to be on that compilation. Ninja Masters hasn't been on any other platform than AES/MVS/NCD, and the AES version is quite pricey.