Columns...for the 32x!
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People should suggest only projects with source. Anything else would be too much work unless the dev is already considering it themselves, in which case your suggestion is worthless either way.
How about N-Warp Daisakusen for the MD/G or 32X?
Port Sonic the Hedgehog 2 to 32x.
*runs*
It's all assembly language, and the processor in the SNES is not one of the ones in the MD/32X. So while it's possible, it's still a LOT of work since you'd have to convert from assembly language.
You can get commented disassembly of Sonic 1 through 3 over at sonic Retro, and someone there "ported" Sonic 1 to the 32X. The problem is that Sonic is 68000 assembly, and the Sonic 1 "ported" to the 32X is still running 68000 code on the MD, it simply also turns on the 32X. So it's not really ported, but the 32X is on so it COULD be used for SOMETHING if you wished to upgrade the game. That would be similar for Sonic 2 or 3 on the 32X.Quote:
Originally Posted by Flygon
Better would be to start with something already in C and to compile it for the 32X, like Open Sonic.
But yeah, I want to see Rayman for the 32x.
Has a prototype been released yet?
Nope. I won't be working on that until after Doom is done. It's on the list right after that. :cool:
There's one thing I should mention that may help 32X homebrew a lot - the Neo Myth flash cart has at least 5 MB of RAM in it. When you select a rom from the menu, it's copied into RAM and played from that, not the flash directly. Looking at the source for the menu (which was released on the Neo forum), it should be relatively easy to use the RAM from homebrew... which has always been the main shortcoming of the SEGA MD/CD/32X - lack of RAM.
And when you use that RAM, you'll pretty much break compatibility with all stuff, and people without the Neo cannot use your stuff....
Like a hot hot chick waiting for you to get to her, but you cannot because there's someone else waiting for you, hehehee
No, they're just nicer about making things open than other folks. Dr Neo already made the menu program in the cart open source under an MIT license, and that has most all the info you need to figure out how to write enable the ram, bank select it (if needed), etc.
I think more people would get one of these if a bundle deal could get made by folks here as the price break on 10 of these things is big.
An example of something that is possible with the Neo Myth that isn't without it would be Quake. QuakeDS was modified to run in 4 MB of RAM (what a DS has stock). There's simply no way possible to squeeze Quake into the 512 KB or 256 KB of RAM you have on the SEGA CD 32X.
haha you port Quake and I'll buy one....... damn that sale was too easy!
I'd love to see a 4 player beat em up on the 32X that supported scaling like Arabian Fight.
Even supplementing that with ROM? (or would you need a huge ROM for that, any any on-the-fly decompression would eat up CPU resource as well... though also increase data coming from the limited cartridge bus)
Note of course it would be the Shareware Version, inless you own Quake, in which case you should be able to add the later levels in as well. (like the way Wolf32x and Doom are supposed to work)
I think 32X homebrew is an awesome new frontier that shouldn't be wasted on porting stuff. We can play that elsewhere, and better too. Let's make some brand new games-- even 15 years later we can expand the 32X library and make it a unique system worth owning.
I work on games, though I'm more artsy so I use easy GameMaker-like tools, and have some proposals for 32X game ideas that I would design and do art and music for if anyone is interested in taking on programming. I want to see the 32X's library improve but I can't wrap my head around code to save my life!
It would use the CD for storage, otherwise it would need more ROM space. There is one mode of the NeoMyth that would work, but it would complicate things: copy mode. It's called that because it's the mode you put the cart in to copy from the flash rom into the psram. In that mode, up to 1MB of flash can be mapped at cart address 0 (where the rom starts in the MD), and up to 1MB of PSRAM can be mapped at cart address 0x200000 (2 MB, or half way through the cart space). Both the rom and the ram are bank selected, the rom in the flash rom, and the ram in the total amount of PSRAM. So if you wrote the homebrew correctly, you could have up to 64 MB of ROM and 5MB (maybe 8MB of RAM... still not sure how much the NeoMyth has, but it's at least 5MB) of RAM, just accessible 1MB at a time. Clearly, it would be easier to just require a CD.
I agree and disagree with this point - yes, new stuff would be nice, but ports are easier and quicker, especially for individual developers. Doing an all-new game is a LOT of work, and would require multiple people (it's not likely one person would be able to do the programming, the artwork, the sound, and the music all by themselves).Quote:
Originally Posted by Mr. Ksoft
Besides, once you've ported a game, you can often modify it for different games. Look at SRB2 - it's made from Doom.
Oh, I know it isn't... I make games myself (crappily, and in an unprofessional manner, but yeah. And it's not easy going for sure, seeing as I've been working on one game for over a year and am only 4 levels in due to bug-fests)
Just sayin' over time the 32X could become a neat platform. I mean, I like ports, but they just don't feel to me like they really accomplish much when you can play the game elsewhere. Additionally with these ports it's not like we can legally make carts and have that advantage of playing them on the system, ala the recent Genesis homebrew, unless it's a freeware title that's being converted. (Well, ok, there are flash carts, but those always feel like I'm playing roms)
Of course, if these early ports help pave the path for original 32x brew, I'm game.
How about this for an idea?
http://i60.photobucket.com/albums/h1...Starfox32x.jpg
Seeing that Star Wars 32x had simular graphics. The 32x could handle this. There have been unofficial SNES to MD ports/conversions in the past.
Ugh... I'm a Nintendo fan and SF is one of my SNES favorites, but no, just no. That would definitely be one of those games that would have to be written by scratch, and really not the kind of thing that would be attractive to do. It's something that has crossed my mind (particularly in comparison with Super FX and SVP), but if anything a more original take on such a game, and still quite an undertaking for homebrew.
I have wondered how some of those tunes would sound remixed on the Genesis though. ;)
Interesting that you mention that though, as I was recently thinking about another, related game: Starglider, or rather Starglider II, an earlier, independednt game by Argonaut that had some influence on Star Fox, but also was a big multiplatform computer game. (Amiga, ST, PC, Macintosh) With it being prominantly featured on Atari ST and Amiga, it would have seemed like a great game to port to the Sega CD, maybe even with some improvements. (like CD soundtrack, though perhaps just a CD version of the amazing soundtrack casette that came with it originally, probably similar sound effects as the Amiga version, maybe a bit of improvement there too, and probably smoother framerate with the faster CPU, maybe the ASIC could help a little as well)
Already in 16-colors, and the ST had a 9-bit palette like the Genesis, so friendly there as well. (of have the CD and genesis CPUs work in tandem, Fonzie mentioned you could probably render polygons 3x faster than on the Genesis alone with that type of setup)
I don't think they ever released the source though, so that's probably a no go for homebrew, still a cool what-if.
And it really is an awsome soundtrack: http://www.youtube.com/watch?v=CR4pj1ds5pM
Mmm the only polygon based game that ever made me go WOW was Virtua Racing. I find it hard to contemplate being amazed by anything that doesn't have some sort of texture mapped to it :) I find games like Thunder hawk and Battle corps more impressive but I guess that’s partially because I was privileged to own a pc back in the old days *gets out walking stick*
I rather like the look of many older, untextured 3D games, X-Wing being one of my favorites. (note it does used polygon "decals" to approximate textures) And Star Fox does actually have some texture mapping in it on a few buildings and such. (and the Andross Cube) A bit in Stunt Racer FX as well.
How about Game Genie 32X - upgrade the Megacart/Neo's bios to allow support and use codes for the 32x games stored on the cart.
Or: Game Genie support for the Mega/Sega Cd.
Why doesn't someone finish cough...X-Men 32x?
Playing as Rogue in that would have been so hot too.
Or cough cough....Virtua Hamster 32x?
Would it be possible to port your code to C++? It's the only language I'm relatively familiar with (Besides Objective-C, which is useless unless you're an Apple fan) and I'd really like to get something going on the 32x.
Yeah, I was thinking the same thing. How much assembly have you done on the 32x? Is it pretty much standard SuperH asm?
32X has unmodified SH chips so the ASM is same as what programming manual for SH CPU says.
Yeah, SH2 assembly is no problem on the 32X. Look at the crt files in Wolf32X - lot's of good assembly there. As to C++, if you can program that, you should have no trouble with C. You just get rid of the object junk and go with straight functions. It's very simple compared to C++.
I was bored today and threw on Metal Head 32x. The textured 3d city background is actually pretty impressive looking, too bad the mechs look and control like feces. I was thinking how if you could have the virtua racing cars instead of mechs this game might actually make a fun extra level for virtua racing. May as well just throw on some machine guns and grenade launchers to those virtua cars also.:)
A customized version of Amulets and Armor (controls, visuals, tweak game play, ?systemlink? etc)
Its an abandonware first person rpg.
Link: http://www.abandonia.com/en/games/65...and+Armor.html
Gameplay:
http://www.youtube.com/watch?v=kPcUHFk8c2w
http://www.youtube.com/watch?v=QF4_UsrBFgU
Exactly!:) I realize there is probably no feasible way to mix two different game codes like that, but a guy can dream cant he?
I just have four words for 32x homebrew efforts:
PERFECT, OUTRUN, ARCADE, PORT
An arcade perfect Outrun (similar to Afterburner) would be mindblowingly awesome