This!
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While this is very cool and impressive, I wish people giving more love to the MSX/X68000 version of Gradius 2, a completely different game from the arcade title but also pretty good. Some even consider it the better than the original:
https://www.youtube.com/watch?v=S3C6UYVcHjg
They included the MSX original in Gradius Collection for the PSP but not the X68000 superior port, for whatever reason...
Ha, didn't think I'd see someone use one of my own videos to get their point across. :D
But that's besides the point, you are correct in saying the X68000 port of Gradius 2 for the MSX needs more attention. In fact, I think a Genesis port (possibly even a Sega CD port) would have worked quite well. There might have been a bit more possible options if the port was done for the Sega CD as the X68000 version of Nemesis '90 Kai has mixed FM/ADPCM sound effects, but there are three music options:
-FM (via YM2151)
-LA Synthesis (via Roland MT-32)
-General MIDI (via Roland SC-55 or other equivalent MIDI modules, but the music was composed with the SC-55 and its variants in mind)
With a Sega CD port, overlapping PCM samples like when the game is played on a 16MHz X68000 (XVI model) would be possible to prevent the percussion from dropping out with the FM soundtrack and the YM2612 could be used to generate sound effects at all times as well as the FM soundtrack, and the MT-32 and SC-55 soundtracks could have been pre-recorded and streamed from the disc. Just an idea.
https://www.youtube.com/watch?v=_TVpLpHvWG4
Nice background, really good use of colors considering that the arcade has a much larger color count.
Of course you guys were on this 2 months ago, I just found out about it through a visit to racketboy, where Erik_Twice links to this site:
http://www.indieretronews.com/2016/0...coming-to.html
Which ironically tries to suggest Konami would have done as good a job porting it :p.
It looks like the same guy is working in Genesis Darius I port.
https://www.youtube.com/watch?v=AVX51yVh9uw
Nice!
This guy is on fire O.O
Fantasy Zone:
https://www.youtube.com/watch?v=KrEYywTnSBE
Legend of Kage Port:
https://www.youtube.com/watch?v=3wN8IshGqfU
It really cool to see these, but I think it's confirmation that they're strictly planning on continuing to do demos instead of reasonably fleshed out ports.
"Those videos aren't even in order" is a good start. There's an actually beatable boss in the Darius port:
https://www.youtube.com/watch?v=O9VJ0xLAnW4
I'd love a proper Darius port on the Genesis. Legend of Kage, too. :(
Also, I refuse to pronounce it as "Ka-gay," which means "I took a shit" in Spanish. I pronounce it as "cage." :lol:
Well, "Ka-Gay" is Japanese for shadow. For the record, "Ah-Ra-Shi" (arashi) is Japanese for storm. Guess what a certain G.I. Joe ninja's last name is :p.
Anyway, yeah, it'd be cool to see any of those projects completed, but if not, it's not like there aren't hundreds of games on the console to tide anyone over anyway. Hell, I could live the rest of my life with just Streets of Rage 2.
A follow up video:
https://www.youtube.com/watch?v=0Kh8Jh8XYcY
Looks like this guy has an entire library of WIP games:
https://www.youtube.com/watch?v=T50qfcvPP44
I wish he'd finish some of them. :(
Actually finishing a game, ironing out all the bugs, tweaking, etc is by far the most boring part. Some people just lose interest, it takes a special type of person to actually see it through to the end. Maybe he should release the source so someone else can finish it?
You're all also making the assumption those aren't just "what if" experiments rather than attempts at actual full blown ports.
Although that part about bugs is precisely why most indie stuff is never finished (especially true for homebrew too).
After programming the engine and perhaps a full stage or two it's difficult to stay motivated.Every programmer has a folder full of ideas/unfinished projects.What's been shown looks very good though.
Nowadays porting older stuff is not as useful since we can easily emulate the older systems on our computers and even our phones. So porting something basically allows the programmer make an engine and reuse existing content (sprites, backgrounds, music, etc). To make new content using the port's engine to make a unique game is outside of the scope of what they can do so all we get left with is a demo port showing the technical abilities. I don't think it is bugs that keeps these projects shelved.
A unique game isn't outside the scope of a programmer that can recreate an engine,designing a game is beyond the majority of programmers.When porting a game there is no need for game design as it's already done,and I don't see game designers offering their skills all that often.People who don't program don't realize the importance of a designer.
I am pretty sure it is lack of motivation and ability to concentrate on one project until the end.
The huge string of unfinished and unreleased projects that this person displays on their YouTube channel is pretty revealing of a pattern. Also, as others mentioned, a few levels or areas are not a full game, fixing bugs, ironing out slowdowns, figuring out weird data formats in the original ROMs so the full game can be run, etc. is all time consuming and this person seems too eager to work on the next game rather than finish the tedious but necessary closing parts.
Finishing a game requires way more dedication and willpower than starting it.
japs trolling us again
https://www.youtube.com/watch?v=G8PFfYtRALk
At least this one has a complete stage.
Somebody was just looking for an excuse to try some trick (switching video mode halfway through the screen). You can't get a HUD like this easily because you can't change the vertical scroll position mid-screen, but you can switch to one of the SG-1000 modes which don't do scrolling. Also that thing is 2 megabit (256KB) =P
There isn't much use for this tricks outside HUDs and won't work on a Mega Drive though (its backwards compatibility doesn't include those video modes, so you won't see the HUD).
Looks pretty nice though for a Mark III game!
It wouldn't be the first SMS game to break on a MD anyway =P F-16 Fighting Falcon uses a SG-1000 mode in-game (to make it feasible to do a screenful of 3D), and a bunch of PAL-only games make the assumption that sprite magnification works (this doesn't work on the MD either). On the other hand, the Game Gear shouldn't have any problems with either of those two!
You can double the size of the first 4 sprites, an unintended side-effect of the backwards compatibility with the TMS9918. I think that's what it is at least.
Note that it's bugged up in the early revisions: for some reason only up to four sprites in a line get magnified, so in practice games normally don't rely on this. Later revisions fix it and magnify all sprites, so some PAL-only games use it (pretty much all PAL machines have the fix), as well as some Game Gear games (e.g the zooming in Virtua Fighter Mini). The Mega Drive on the other hand completely gets rid of the feature instead.
Of course it's more commonly used on the SG-1000. See bonus stages in Girl's Garden, or when your ship explodes in Zoom 909.
Girl's Garden featuring parallax is also impressive.
The problem is that it's the four sprites on the scanline. Remove one of the earlier sprites in the scanline and a later one will get magnified. This is a severe problem when your sprites are moving around vertically, and on top of that the behavior is different for later systems so in practice you could only reliably use four sprites (and forget about the non-magnified ones), period. At that point you may as well just use eight normal sprites unless you're really tight on memory.
Mega Drive lacks the magnification feature since the bit that enabled it got replaced with the 128KB mode toggle instead.
Sega intended to add scaling hardware to the Mega Drive but they ran out of die space so it had to go =/ (suddenly Space Harrier II and Super Thunder Blade make a lot more of sense, huh?) That's why they added that hardware in the Mega CD instead (which by the way originally was just an enhancement add-on, the CD drive came in much later).
This seems like a good enough use to me. ;)
It could also be used mid screen to temporarily display text in RPGs, display pre boss warnings in schmups, transition effects (make it cover the gameplay area while it still scrolls, etc.) and I am sure a few more.
In which way is the SG-1000 mode more compatible with 3D? Is it chunky based?