I second this motion!
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Could throw in the sweat too. lol
Oh, I just realized the best arcade to 32X port...
4 player Teenage Mutant Ninja Turtles The Arcade Game.
I can dream...
Descent for 32X :cool:
it was cancelled back in the day :(
I want to see Gunstar Heroes or eve Contra: Hard Corps for 32X
:D
I wanted to make a Tecmo Super Bowl 32X, but wouldnt know where to start.
WHY are you people listing ports!?!?!?!? My god, do you know how much work goes into creating a game from scratch? Why waste it on such efforts as ports? I want something new and original. Not a 'hack' or a port. People listing MK this and TMNT that, go play MAME. There's your arcade perfect port just waiting for you.
Something original would be nice. You know, homebrew. Doesn't have to be ginormous and doesn't have to be complex. A simple innovated/fun puzzle game. A short RPG. A short shooter. etc.
I'm with Tomaitheous on this one
and its my 4567th post
How about a brand new TMNT game? ;)
But I think I would like to try developing a four player beat 'em up regardless of brand on the 32X. Maybe a heavily modified port of Beats of Rage? There's a version of OpenBoR for Wii that supports four players, I believe. Not really sure if that is feasible.
I would also LOVE to make a Street Fighter that made usage of TmEE's awesome musical talents, but trying to design and balance a game like that would be hell. Definitely dig the idea of a simple puzzle game, tomaitheous, I'm sure that would still give me a huge headache once I started getting my feet wet.
Anyways, it's good to hear there are many people who are passionate about the subject. I look forward to educating myself about 32X homebrew and collaborating with you folks in the future.
P.S. are there any other resources besides these I could look at? I'm a CS major so I have a little bit of a background but have just started Computer Architecture. I still have much to learn.
http://devster.monkeeh.com/segapage.html
http://www.eidolons-inn.net/tiki-lis...p?galleryId=10
http://gendev.spritesmind.net/forum/...973c1630676c97
http://forums.ps2dev.org/viewtopic.php?t=11630
I guess that the J.F. in the ps2dev.org forum is our Chilly Willy ?
you need some MD knowledge too if you wanna make something good with the 32X :)
Haha yes, it would seem so (at least I hope it's him).
I can see just from some light searching that there appears to be a lot of tools and documentation for Mega Drive development. I'll have to see see if I can even manage to make a demo that will run on the Neo Myth MD.
How about a horizontal/vertical shooter? I would dig that personally.
I am slowly working on a run n' gun for MD.... which might use 32X when present......
I'm a bottomless pit of MD info and I don't keep things to myself, except some means on how to differentiate real HW and emulators :P
My email and other means of contact are all freely available :)
Hey, what about what Chilly Willy's doing, Wolf32x palanning on following with a proper Doom port. Of course these are different cases than games that would have to be done from scratch, as the sourse code is widely available and many sourse ports to go along with that.
I agree in general about it being a wast to rewrite a game from scratch just to make a port, but more paractical ports like this are cool, and useful for other possibilities. (if a nice port of Doom gets completed that could be built on for something like Sonic Robo Blast perhaps, with the actual Robo Blast not being practical for the 32x)
In another discussion, a Sonic themed cart racing game was another thought, more along the "from scratch" category.
Thanks a lot, TmEE, I appreciate it and will definitely keep in touch!
I agree that just listing games you'd like to see is rather futile. There either needs to be source or enough of a following that the game has been dissected enough that you have a good chance of recreating it (like Sonic). It's a bit odd, but I've been involved in ports of Doom on a LOT of platforms... and am STILL working on even more. I have considered SRB... it's an interesting idea for making a 3D Sonic. It's perhaps the best bet for 3D Sonic on the 32X, so I will be thinking about it as I work on Doom 32X.
I do encourage people to try doing something from scratch if they have the will and an idea. It's why I put out my development code for the 32X, with Wolf32X giving examples of how to handle the hardware in an actual game. I'd love to see a homebrew SHMUP on the 32X, or even Tic-Tac-Toe. Don't think that such a thing is too basic - there's basically NOTHING right now, so ANYTHING will be welcome. Do a breakout clone with fancy background images... that's usually easy, and the 32X gives the graphics needed. I'd love to see enough homebrew that people would quit recommending people not get a 32X because there's nothing for it. We want people to jump at the chance to get one. :D
Now I really want to learn programming.
Having done some MD stuff, I'll try my hand at 32x sometime. It would be cool to somehow generate some interest for homebrew 32x. Maybe a small prize-less contest? Dunno. There's just something alluring about doing stuff for the 32x. Wish more people would take a poke at it.
Yes, that counts :D Are you really going to port "that" game? HeheheQuote:
Does porting a fangame you made count?
If I knew how to program for the 32X, I most certainly would port my fangames there. Honestly, though, I'd try to port them wherever possible.
Maybe Chilly Willy can setup a loader for you in that you have to worry about learning, is the 32x side. I think someone over at spritesmind was doing 32x projects in C. Chilly Willy was for his Wolf 3D project. So, might not be such a steep learning curve (i.e. don't have to worry about SH2 assembly and such).
How about "Space Harrier in Afterburner"
The jet is replaced by Space Harrier, this could work seeing they share the same engine and they were both ported to the 32x.
My skeleton code for the 32X handles most things. It sets up the machine and calls main(). It provides a way to get the current joypads and a vertical blank timer. From the Wolf32X code you can see how to set up a screen, draw, flip buffers, read/write the SRAM, and do sound. It's all plain C code, so the entry level is fairly low.
Ace, are you talking about this Gradius fangame? http://sega-16.com/forum/showthread.php?t=8489 Are there any others that you're working on?
Why doesn't someone just make a 32x game creator something very simple to use this is just an idea.
I made one previous to Gradius: The Dark Armada, named Unofficial Salamander 3, which is the prequel to Gradius: The Dark Armada. If I knew how to code for multiple game consoles, I'd port BOTH games to those consoles. Primary focus if I learn how to code: a 32X or CD 32X version of those 2 games.
Oh, and I STILL need some posts filled for artists/voice actors. Kool Kitty, wanna be part of the Gradius: The Dark Armada development team?
I didn't code my fangames in C. They were made using Game Maker 7 by YoYo Games, which is a program for Windows made specifically to easily make your own games.
I'm waiting for Chilly Willy to complete his work relating to Wolf 3d / Doom.
Maybe then you could all focus on skinning it up and making some custom wads, etc that are graphically more impressive than the ones within Doom itself?
I dunno....
Yeah, me too! :D
Because of the memory issue, it'll take more than simply throwing some files on a CD... you'll need to preprocess the files. When I have it out, it'll come with the apps to do that. It's also quite possible that some custom wads would be too big. If that's the case, the preprocessor will inform you.Quote:
Maybe then you could all focus on skinning it up and making some custom wads, etc that are graphically more impressive than the ones within Doom itself?
I dunno....
My thoughts on the matter right now is to have the preprocessor generate a level at a time, so you give it the files and any level in the files and it will generate the data needed for the CD 32X for a particular level. So if you ran into levels that were too complex, you could skip them.
Can we get a status on your work with wolf32x.
Of course I can! More than once!! :D
It will be like all my Doom ports - you'll have a setting that tells the game which detail mode to start in, with a button combo to change the def on the fly. The default starting mode will be high def.Quote:
Will it run in High Detail? or will this be strictly a Low Detail affair?
I'm in the middle of a rewrite to improve the resource handling. I'm also still working on the CD code for doing a CD version. The next release will have compressed sounds that are better than the current sounds. I'm looking at how compression affects the graphics as well. Some of this work is geared with a view towards being used in Doom 32X - it's not really needed for Wolf3D, but it serves as a test bed.Quote:
Originally Posted by xXxTWO FACExXx
Sorry to bring up an older post but...
Oh gawd. I'd pay for that game.
I dunno why, but Rayman on a Genesis CD32x gives me goosebumps. Hahah.
Hey, maybe there could be some bonus levels thrown in too if there is extra space. =D
By the way, Chilly Willy, how would you plan on making it? I didn't think they released the source code...
By scratch it would be a serious pain in the arse, no?
I have an idea Linerider on 32x!
How about bejeweled..or what ever it called a simple puzzle game for the 32X..heck the Genesis could pull it off