Of course no, we´ll do that from the arcade version, add the missing stage and bonus rounds, and we´ll add the close up attacks, after all Genesis is better than the TG16.
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I love so so much shinobi arcade, one of my favorite games of all the times :p
I also wished a sega genesis port back in the time. Badly sega never did it. I discovered the pce engine port many years later thanks to emulation. Great port! what a pity that I discovered it too late.
Some years ago I begun to program a shinobi demo based in shinobi's arcade graphics for the sega master system and I hope that I can get finished it some day...
My dream is make it with more accurate graphics to the arcade with more new enemies, levels and other "play modes".
Hey, maybe you could will play my game in your sega genesis with a power base converter in a distant future!
Hey...wait!... you can play right now the original shinobi for master system using the power base converter...duuuu! U.U
Maybe, but what we try to do is a port using the capabilities of the Genesis, that means using the FM, and some other stuff related. Fortunately we can do it closer to arcade due to very well documented VDP stuff, such as Hightlight/Shadow modes.
Also the Genesis VDP uses a higher resolution mode, which is closer to arcade original.
And maxx, i don´t have still the PBC, the seller in MercadoLibre told me it was busted and it had serious problems, so i didn´t buy it. But i´m planning to do the Master system converter as Tiido says, so i´m going to ask him for detailed instructions.
The System 16A version of Shinobi should have had no trouble being adapted to the Genesis. Oddly enough, system16.com shows a Shinobi for Megatech hardware but has no info on it.
I would love to see a Shinobi adaptation to the Master System on par with the existing Shadow Dancer SMS.
I found out that, the Megatech hardware version of Shinobi, was the Master System version of Shinobi.... For arcades! :daze:
Heheh, well it is a very different game thanks to the energy bar and new upgrades (ball n chain isn't in the Arcade is it?). But it would have needed to have come out before Bad Dudes to have been anywhere near competitive in main Arcade markets.
Villahed94,Quote:
Maybe, but what we try to do is a port using the capabilities of the Genesis, that means using the FM, and some other stuff related. Fortunately we can do it closer to arcade due to very well documented VDP stuff, such as Hightlight/Shadow modes.
Do you have experience with sega genesis programing?
If that is the case, do you or someone else have some work done for this port? Or is only a hypotetical discussion?
Anyway, Im no familiar with sega genesis programming but in a side note, at least in theory, shadow\hilight mode could it be no necesary for "preserve" the colorful arcade graphics in the sega genesis. As I stated in an old topic before, some tests of my own show me that 256 color graphics of "old machines" can be ported to the sega genesis acurately by optimizing the palette useage and put some care in it. ;)
In any case that part could it be the easy part. Program a game from zero, and even more a program a game as shinobi...that could it be...my god!...an incredible effort.
If anyone were actually serious about this, I highly recommend going the hacking route. Take the existing system16 binary, trace through the code and find the map and sprite handing routines. Use your own hooks, etc. Get the code to run on the Genesis. Cart size be damned. That's your best option IMO, and fairly doable. I wouldn't bother with S/H nonsense. It's a fairly big waste of VRAM/tile space, and it limits you pretty much down to 1 BG layer. Play to the strengths of the Genesis and use both layers. Shinobi isn't that color heavy usage of a game to begin with. I think the game graphics would translate pretty decently.
Sort of... can get quite some help from Tiido about this and i´m sure he will be interested as well.
Tomaitheous, that would be awesome, but needs speed adapting because arcade runs @10 and stock genesis runs @ 7.7 mhz, anyway going to ask Tiido, but just a last question...
Which set of the arcade Shinobi is easier to port in H/W terms?
Timing is done by vblank, so it's not going to specifically run at 10mhz or 7.67mhz, but whatever refresh rate the arcade runs at (and now runs at the console rate - 60hz for NTSC). But if the game does need more than 7.67mzh resource, it will slow down in those areas. I highly doubt it though. Shinobi is a fairly simple game.Quote:
Tomaitheous, that would be awesome, but needs speed adapting because arcade runs @10 and stock genesis runs @ 7.7 mhz, anyway going to ask Tiido, but just a last question...
You won't know until you start researching more details. And I don't know off specifically either. This isn't the easiest method. You have to be fairly experienced with 68k and console hardware. But it is the fastest method (I've used this method for other systems).Quote:
Which set of the arcade Shinobi is easier to port in H/W terms
Do like Tomaitheous said. I think that no direct clock comparison can be done here...Quote:
Tomaitheous, that would be awesome, but needs speed adapting because arcade runs @10 and stock genesis runs @ 7.7 mhz
We don't know how much of that 10mhz were really needed, I don't think it uses 100% of the CPU most of the time. Is not acceptable to see slowdown on arcades, so they usually made hardware with some "extra power" (compared to the then actual common hardware), many times not used. And, I don't know if using VDP the screen updates could be somehow "lighter" than the original arcade... Really, I don't know, but I think that the needed bandwidth should be smaller using VDP. Am I saying shit? Maybe.
Worth a test, at least. Some information about hardware comparisons:
http://forums.sega.com/showthread.ph...aDrive-Genesis
Many 80's arcade board used M68000 @10mhz.
And many games from that boards were successful converted to MD (Toaplan games come to mind...). By programmers that were very familiar with 68k assembly though...
And if i´m based on System 16A?