PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum

NEC TG-16/TE/TurboDuo => TG-16/TE/TurboDuo Discussion => Topic started by: toymachine78 on October 05, 2013, 02:39:08 PM

Title: PCE Golden Axe
Post by: toymachine78 on October 05, 2013, 02:39:08 PM
Picked up Golden Axe today and well....what a complete shit load of f#!k !!!! Completely busted port!  :x
Title: Re: PCE Golden Axe
Post by: Keith Courage on October 05, 2013, 04:24:02 PM
it is really bad. the only redeeming thing is the music. even though it is a lousy port that hasn't stopped me from beating it a few times.
Title: Re: PCE Golden Axe
Post by: esteban on October 05, 2013, 07:12:55 PM
Picked up Golden Axe today and well....what a complete shit load of f#!k !!!! Completely busted port!  :x


SO very, very true.

I love Black_Tiger, but he may come to the defense of Golden Axe...

 (http://junk.tg-16.com/images/pcgs.png)
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 05, 2013, 07:20:14 PM
hahaha..yeah that one is a turdy. Everyone knows that :lol:
Title: Re: PCE Golden Axe
Post by: esteban on October 06, 2013, 01:02:36 AM
hahaha..yeah that one is a turdy. Everyone knows that :lol:

Why are you up so late? GO TO SLEEP.

Granted, it is difficult to get a restful sleep after the Horror that is Golden Axe PCE.
Title: Re: PCE Golden Axe
Post by: Official Ninja on October 08, 2013, 04:15:59 AM
This version of the game is not so good.
Still I find myself playing it every so often... maybe I like bad games  :-k  :mrgreen:
Title: Re: PCE Golden Axe
Post by: RoyVegas on October 08, 2013, 04:52:17 AM
This sad news. I loved this game in the arcade as a kid and have been wanting to pick it up for a long long time. I'll still pick it up eventually but I'm heartbroken to hear this......
Title: Re: PCE Golden Axe
Post by: DragonmasterDan on October 08, 2013, 05:40:46 AM
yeah, it's pretty terrible. I still managed to have some fun with it but it's a huge disappointment. Especially how good some other Sega ports are (OutRun and Space Harrier come to mind).
Title: Re: PCE Golden Axe
Post by: EvilEvoIX on October 08, 2013, 10:08:58 AM
I wonder why the port was so bad considering how good the other Sega Ports were.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 08, 2013, 11:47:04 AM
yeah, it's pretty terrible. I still managed to have some fun with it but it's a huge disappointment. Especially how good some other Sega ports are (OutRun and Space Harrier come to mind).

Even more so afterburner II, wonderboy monsterlair, bonanza bros. :)
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 08, 2013, 11:49:09 AM
I wonder why the port was so bad considering how good the other Sega Ports were.

the developer behind?
Title: Re: PCE Golden Axe
Post by: Liquid Snake on October 08, 2013, 11:52:37 AM
I wonder why the port was so bad considering how good the other Sega Ports were.

the developer behind?

Telenet, that's why :<
Title: Re: PCE Golden Axe
Post by: ccovell on October 08, 2013, 12:22:08 PM
I wonder why the port was so bad considering how good the other Sega Ports were.

the developer behind?

Telenet, that's why :<

Specifically, the games they knew sucked they stuck on their "Reno" label.
Title: Re: PCE Golden Axe
Post by: DragonmasterDan on October 08, 2013, 01:40:21 PM

Specifically, the games they knew sucked they stuck on their "Reno" label.

Heh, they also used the Renovation label in the US on Genesis games.
Title: Re: PCE Golden Axe
Post by: BigusSchmuck on October 08, 2013, 04:09:46 PM
Can't be any worse than the Commodore 64 version.
http://www.lemon64.com/?game_id=1068
Horrid.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 08, 2013, 04:23:51 PM
lol, what a comparison.
Title: Re: PCE Golden Axe
Post by: toymachine78 on October 09, 2013, 07:50:31 AM
Can't be any worse than the Commodore 64 version.
http://www.lemon64.com/?game_id=1068
Horrid.



Wow! The enemies really are turd brown in that version .... as if they're screaming.... yep we know this game is crap! Lol
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 09, 2013, 01:13:25 PM
lol, it's a c64 you guys are talking here, not a PCE. the c64 was known for very good chip musics, and almost nothing else.
Title: Re: PCE Golden Axe
Post by: rtyper on October 11, 2013, 10:56:13 PM

posted by Tatsujin
Quote
lol, it's a c64 you guys are talking here, not a PCE. the c64 was known for very good chip musics, and almost nothing else.

That's a pretty unfair generalization to make.
The c64 is not quoted in the guinness book of world records as the best selling single format computer ever because it had the best sound chip of that era. (and still sounds excellent)
The c64 had thousands of games, a vast number of which were extremely playable, if not genre defining. It also had a lot of shovelware and which gaming format doesn't?
The demo scene originated on the c64 and still exists to this day. I suggest you download an emulator, seek them out and prepare to be impressed by what 30 year old hardware can do in the right hands.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 11, 2013, 11:10:46 PM
Lol, i had a c64 and c128 for half of my life.
I was a bit joking with the sound only, but it realy was and still is THAT good.
I just wanted, and sure in the defense of the c64 only, to point out, that it is quite unfair to compare its golden axe port to to the ones of graphically such more powerful machines.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 04:52:06 AM


That is all. :lol:
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 20, 2013, 05:20:16 AM
wow rover :D

make it happen..please :D
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 05:45:18 AM
It *is* happening. :D Although it will be awhile before we work on it again... other things have priority right now.
Title: Re: PCE Golden Axe
Post by: Punch on October 20, 2013, 05:45:30 AM
I came.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 06:12:53 AM
Here is an earlier video.


...and another one...
Title: Re: PCE Golden Axe
Post by: esteban on October 20, 2013, 06:46:28 AM
GA-PCE Reboot - Gilius attacks with proper colors! (http://www.youtube.com/watch?v=7XP53PUagaI#)

That is all. :lol:


SWEET JESUS that video is the best tease, ever.

 (http://junk.tg-16.com/images/pcgs.png)
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 07:07:05 AM
Paranoia Dragon did "The Organic Remix" music, using a combination of the PCE version tracks mixed with the PS2 versions and some of his own work. "The Arcade Original" soundtrack is taken from the Sega CD redbook audio, which was recorded directly from the arcade hardware. I originally ripped the tiles from the arcade tile ROM, but Black Tiger wanted in as well, and made the stages look 100 times better than they already were. Charles MacDonald ripped the sprite ROM, so all the sprites we have are pixel-for-pixel arcade-perfect. I did the sprite recoloring, using the arcade palette and aligning to PCE spec, and of course, the code. I also ripped the ADPCM samples from the arcade ROMs, although that was not much work at all. It was quite a team effort even to get this far. We'll resume work on it someday. :) Oh... and it's an arcade card game.

In the process of doing this, Charles and I discovered some unused graphics and determined that the game design was changed from its original plan, probably at the last minute. The large door in the background of the stage 2 boss region is supposed to open, presumably to let out the boss character. Instead, those graphics are never used, and we got the version that we got.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 20, 2013, 07:12:07 AM
it must become alive..ALIVE..IT MUST :D

then we can show WOHS THE MUETAHEFUCLER WITH EBST GOLDNE AXE PORT, YEAH!!!
Title: Re: PCE Golden Axe
Post by: esteban on October 20, 2013, 07:24:20 AM
I don't care if it takes years. I will play this MOST VALIANT, MOST GLORIOUS PCE PORT of Golden Axe before I die. True story.
Title: Re: PCE Golden Axe
Post by: Black Tiger on October 20, 2013, 07:50:51 AM
Golden Axe is a great example of how sub-palette flexibility is more important than an overkill master palette.


System 16 12-bit color:

(http://superpcenginegrafx.net/misc/birdmuarc1.png)



PC Engine 9-bit color:

(http://superpcenginegrafx.net/misc/fstagebsky1n.png)





Quote
I don't care if it takes years.


Good. :P
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 08:58:56 AM
We've also decided to leave certain things intact, such as the dripping blood on the character select screen, the decapitation scene in the attract mode, etc. The scoring should be balls-on accurate too.
Title: Re: PCE Golden Axe
Post by: Arjak on October 20, 2013, 11:00:04 AM
A new, close-to-arcade port of Golden Axe for PCE!?

WHAT IS THIS MAGIC!? :shock:
Title: Re: PCE Golden Axe
Post by: esteban on October 20, 2013, 11:16:28 AM
Golden Axe is a great example of how sub-palette flexibility is more important than an overkill master palette.


System 16 12-bit color:

(http://superpcenginegrafx.net/misc/birdmuarc1.png)



PC Engine 9-bit color:

(http://superpcenginegrafx.net/misc/fstagebsky1n.png)



SWEET JESUS ON A BISCUIT!  (http://junk.tg-16.com/images/pcgb.gif)  (http://junk.tg-16.com/images/pcgb.gif)  (http://junk.tg-16.com/images/pcgb.gif)
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 11:46:08 AM
A new, close-to-arcade port of Golden Axe for PCE!?

WHAT IS THIS MAGIC!? :shock:
Yes, close to, but not quite. :) Black Tiger's pixel wizardry makes it look better than the arcade version, and Paranoia Dragon's audio genius makes it sound better than the arcade version. It runs at a lower resolution though; I'm using 256 pixels instead of the arcade's 320. It won't look that much different on a regular TV though, since things will simply be slightly stretched horizontally.

...and you see that big, wonderfully-colorful eagle? Unlike all other home ports, this one has a moving eye... as does the turtle's head you pass over in a previous stage. Also, there is no screen transition for the final battle, and the "snakes crawling up the floor" part is intact. Lastly, Tyris Flare's highest level spell is not butchered in this version; it uses the same sprites found in the arcade game.

A couple of things are different gameplay-wise. For one, I'm going to do something with the unused door in stage 2. Haven't decided what just yet, but it'll be something different. Also, there's a bonus for anyone who can do really well at the game. :) Finally, the arcade version has an *exceedingly obnoxious* tackle glitch... it won't be present here.
Title: Re: PCE Golden Axe
Post by: Arjak on October 20, 2013, 01:11:32 PM
I definitely agree that Black Tiger's version looks better. It just looks so much more vibrant. The colors of the arcade version feel unnaturally subdued in comparison. I cannot wait to see more!

In fact, I think I need to play some Golden Axe right now! This development has put me in the mood. Time to start up MAME! :dance:
Title: Re: PCE Golden Axe
Post by: esteban on October 20, 2013, 01:20:52 PM
I definitely agree that Black Tiger's version looks better. It just looks so much more vibrant. The colors of the arcade version feel unnaturally subdued in comparison. I cannot wait to see more!

In fact, I think I need to play some Golden Axe right now! This development has put me in the mood. Time to start up MAME! :dance:

Exactly. I actually played (beat) Golden Axe on Genesis because this thread was so ridiculously awesome.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 20, 2013, 01:46:06 PM
(http://www.frozenutopia.com/gapce-tyrismagic.png)

This is just a mockup so the colors are not completely correct, but it will look a lot like this when completed.
Title: Re: PCE Golden Axe
Post by: Black Tiger on October 20, 2013, 02:28:21 PM
(http://superpcenginegrafx.net/misc/gatown1.gif)
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 20, 2013, 02:55:47 PM
I really, really, REALLY hope this will becoming true  :pray:
Title: Re: PCE Golden Axe
Post by: jeffhlewis on October 20, 2013, 04:39:04 PM
Holy crap that looks arcade perfect


Sent from my iPhone 5s using Tapatalk
Title: Re: PCE Golden Axe
Post by: esteban on October 20, 2013, 04:47:20 PM
(http://superpcenginegrafx.net/misc/gatown1.gif)


Simply outrageously gorgeous. (http://junk.tg-16.com/images/pcds.png)
Title: Re: PCE Golden Axe
Post by: roflmao on October 20, 2013, 05:51:28 PM
Holy moly, this looks awesome.
Title: Re: PCE Golden Axe
Post by: whisper2053 on October 20, 2013, 06:23:21 PM
I will second, third, sixty-fourth, or whatever it takes to get you guys on track with this!

WOW!

Just out of curiosity, is there a donate option for the project at all? I'd love to be able to contribute to something as worthwhile as this.
Title: Re: PCE Golden Axe
Post by: ParanoiaDragon on October 20, 2013, 08:16:14 PM
Damn, cat's outta the bag I guess!  :D  A few of the PCE tunes I had to unfortunately redo from scratch, do to them having the wrong notes in a few places.  Also, there was a missing song or 2 not found in the PCE version that I recreated as well.
Title: Re: PCE Golden Axe
Post by: Xak on October 21, 2013, 04:56:37 AM
I actually enjoyed this game a lot. Mainly for the cut scenes despite not being able to understand them. I'd always die on the last stage , I tried many times to beat this game and failed. I probably just suck and should stick to RPGs and Racing games.

Will the redone version on the PCE fix some of the gameplay ? The Genesis version just felt better on the hands. Also can you add subtitles to the movie scenes or is that too much to ask?
Title: Re: PCE Golden Axe
Post by: Punch on October 21, 2013, 09:26:47 AM
Look at those backgrounds... I would put them as my PC wallpapers if not for the aspect ratio.

Amazing!
Title: Re: PCE Golden Axe
Post by: MotherGunner on October 21, 2013, 09:34:20 AM
I am in complete awe.  Amazing!
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 21, 2013, 09:51:54 AM
Will the redone version on the PCE fix some of the gameplay ? The Genesis version just felt better on the hands. Also can you add subtitles to the movie scenes or is that too much to ask?
The only thing being reused from the commercial PCE version is the music, and only as a basis for newer tracks. Everything else material-wise is taken directly from the arcade game, so the cutscenes are not included. The gameplay in our remake is not glitched like the arcade version, but it's also not a cakewalk like the Genesis version.
Title: Re: PCE Golden Axe
Post by: vestcoat on October 21, 2013, 03:24:49 PM
Glad to hear the gameplay is getting a facelift. The new graphics look amazing, but the clunky controls on the PCE version have always been a bigger deterrent than the aesthetics.

If you're redoing everything, is there any chance of two-player?
Title: Re: PCE Golden Axe
Post by: BigusSchmuck on October 21, 2013, 03:28:20 PM
Or a exclusive three player mode? :)
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 21, 2013, 04:25:45 PM
Yes, the game is two-player co-op.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 21, 2013, 04:44:30 PM
Or a exclusive three player mode? :)

Or make it shit golden eggs out of the cd tray? :)
Title: Re: PCE Golden Axe
Post by: spenoza on October 21, 2013, 04:45:36 PM
It runs at a lower resolution though; I'm using 256 pixels instead of the arcade's 320. It won't look that much different on a regular TV though, since things will simply be slightly stretched horizontally.

Would you mind sharing the rationale as to why you chose not to use the PCE's 320 mode?
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 21, 2013, 05:45:41 PM
Would you mind sharing the rationale as to why you chose not to use the PCE's 320 mode?
Style issues, mainly. Doing the title screen in 320 pixels would have made it pretty much impossible to do it nicely, since we have such limited amount of sprite pixels and only one background layer to work with... that alone is a VRAM nightmare even at 256 pixels. Also, the HUD looks nicer in 256 pixels, since the life bars stretch a bit... looks more like the arcade that way. Little details like that add up.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 21, 2013, 05:50:15 PM
So it's using full SCD support. How would it turn out made as a ACD game?
Pure hypothetically :)
Title: Re: PCE Golden Axe
Post by: A Black Falcon on October 21, 2013, 06:10:26 PM
This is so awesome!  Golden Axe has always been one of my favorite beat 'em ups... I hope you people manage to finish this. :)

Or a exclusive three player mode? :)
You know, there isn't one single beat 'em up for any console before the PS2 (and it is the PS2; the DC doesn't have any) which has a three or more player mode in its main game.  Guardian Heroes (Saturn) has a six player battle mode, and The Peace Keepers (SNES) a four player battle mode, but neither game supports more than two in the main game, and no others do either.

I'm sure it'd be difficult, particularly on a 4th gen console, but someday someone should correct this problem.
Title: Re: PCE Golden Axe
Post by: ParanoiaDragon on October 21, 2013, 06:31:08 PM
We'll add the thief as the 3rd player as a compromise! :D

In regards to the cinemas, those would take a lot of work.  Besides voice acting, we'd need to translate it, rip the gfx, probably need to recolor them, & add more frames of animation.  But what I think would be the greatest hurdle, is the fact that the original PCE Golden Axe relies on it being only 1 player.  In it, whichever character you choose, has specific cinemas for that character at the beginning & end.  With this being 2 player, we'd have to somehow re-write the cinemas & combine them so that they match up for multi-players.
Title: Re: PCE Golden Axe
Post by: awack on October 21, 2013, 07:30:19 PM
The recoloring is absolutely beautiful, Brawlers along with platform shooters is a genres that the pce is in need of, if this ever comes to fruition, I wouldn't hesitate one sec to purchase it.




Title: Re: PCE Golden Axe
Post by: Punch on October 21, 2013, 09:06:49 PM
Is there any chance of buying pressed copies of the game when it's done or it won't be possible due to copyright issues?

(I also wonder how the hell did that swiss(?) guy pressed a ton of sapphire discs without trouble)
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 21, 2013, 09:27:33 PM
Is there any chance of buying pressed copies of the game when it's done or it won't be possible due to copyright issues?

(I also wonder how the hell did that swiss(?) guy pressed a ton of sapphire discs without trouble)

That swiss(?) guy is in fact a german guy, but which used swiss technology to produce his booties :idea:

He used equipment from a swiss company called care4data.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 22, 2013, 01:25:43 AM
Is there any chance of buying pressed copies of the game when it's done or it won't be possible due to copyright issues?

(I also wonder how the hell did that swiss(?) guy pressed a ton of sapphire discs without trouble)
It'd probably have to be done by a Chinese replicator, since the Chinese have absolutely no respect for copyrights. I could, however, also look into a license to replicate the game.
Title: Re: PCE Golden Axe
Post by: Punch on October 22, 2013, 03:25:47 AM
Is there any chance of buying pressed copies of the game when it's done or it won't be possible due to copyright issues?

(I also wonder how the hell did that swiss(?) guy pressed a ton of sapphire discs without trouble)
It'd probably have to be done by a Chinese replicator, since the Chinese have absolutely no respect for copyrights. I could, however, also look into a license to replicate the game.

I smell a fundraiser...
Title: Re: PCE Golden Axe
Post by: spenoza on October 22, 2013, 04:32:31 AM
Would you mind sharing the rationale as to why you chose not to use the PCE's 320 mode?
Style issues, mainly. Doing the title screen in 320 pixels would have made it pretty much impossible to do it nicely, since we have such limited amount of sprite pixels and only one background layer to work with... that alone is a VRAM nightmare even at 256 pixels. Also, the HUD looks nicer in 256 pixels, since the life bars stretch a bit... looks more like the arcade that way. Little details like that add up.

If I may be so bold... I wouldn't mind a lack of background effects to get the full 320 width. But since you are likely to stick to 256, since most of us will likely play this on real hardware, would you consider thinning some of the sprites just a little so that when they stretch to fill a 4x3 TV screen they don't become overly plump looking? A fat dwarf just won't have the same impact.
Title: Re: PCE Golden Axe
Post by: BigusSchmuck on October 22, 2013, 08:16:41 AM
Would you mind sharing the rationale as to why you chose not to use the PCE's 320 mode?
Style issues, mainly. Doing the title screen in 320 pixels would have made it pretty much impossible to do it nicely, since we have such limited amount of sprite pixels and only one background layer to work with... that alone is a VRAM nightmare even at 256 pixels. Also, the HUD looks nicer in 256 pixels, since the life bars stretch a bit... looks more like the arcade that way. Little details like that add up.

 A fat dwarf just won't have the same impact.

But its a fat dwarf with a big golden axe!
Title: Re: PCE Golden Axe
Post by: A Black Falcon on October 22, 2013, 10:43:40 AM
We'll add the thief as the 3rd player as a compromise! :D
Why the thief? :)

Quote
In regards to the cinemas, those would take a lot of work.  Besides voice acting, we'd need to translate it, rip the gfx, probably need to recolor them, & add more frames of animation.  But what I think would be the greatest hurdle, is the fact that the original PCE Golden Axe relies on it being only 1 player.  In it, whichever character you choose, has specific cinemas for that character at the beginning & end.  With this being 2 player, we'd have to somehow re-write the cinemas & combine them so that they match up for multi-players.
That does sound like it'd be a huge amount of work, yeah.  I don't think anyone would expect all that... it would be very cool if done, but doing all that would surely take a lot of time...
Title: Re: PCE Golden Axe
Post by: vestcoat on October 22, 2013, 10:55:26 AM
It'd probably have to be done by a Chinese replicator, since the Chinese have absolutely no respect for copyrights. I could, however, also look into a license to replicate the game.
Licensing will be a can of worms if you're taking music from different sources. Anyway, best not even talk about copyright stuff on the forums or people will freak out and this project will go the way of the Marble Madness prototype and Virtualboy Faceball.
Title: Re: PCE Golden Axe
Post by: Keith Courage on October 22, 2013, 03:41:11 PM
This project looks so freaking awesome!!!!!
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 22, 2013, 04:15:04 PM
I wonder why the programmer/creator in the old days couldn't use these kind of method/techniques more often to port over games from the arcade?

On the PCE I know that they did it for games like Monsterlair, bikkuriman World and partially in games like chicky chicky boys, forgotten worlds, rainbow island etc. but most of the ports were redrawn from very srcatch, and in few cases even very accurate (like R-Type, mr. heli).

sure there were licensing issues, and in case of using hucard, also storage limitations.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 22, 2013, 04:20:04 PM
I wonder why the programmer/creator in the old days couldn't use these kind of method/techniques more often to port over games from the arcade?
Because back then, they didn't have geniuses like Charles MacDonald, Black Tiger, or Paranoia Dragon on their teams. :D
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 22, 2013, 04:33:37 PM
I wonder why the programmer/creator in the old days couldn't use these kind of method/techniques more often to port over games from the arcade?
Because back then, they didn't have geniuses like Charles MacDonald, Black Tiger, or Paranoia Dragon on their teams. :D

you think this was the only reason? yet they were able of creating some of the finest 2D games of all time on their very own?

It's not that they were't able to do it, since they already did it as mention above. but many of 'em choosed the rocky road of re-drawing everything rather than porting it over on the ease.
Title: Re: PCE Golden Axe
Post by: Punch on October 22, 2013, 04:40:05 PM
I'm not sure about console ports but for the home computer ones the company who had a digital video capture device for sprite ripping was king... they received very little support from the original game creators.
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 22, 2013, 05:24:20 PM
Well, in terms of home ports and such, it might have been just space limitations. In this game in particular, there are a *lot* of tiles. I imagine they just did new tiles that were "close enough" in order to not have to deal with that.

Most of the sprites in the Genesis conversion are taken from the arcade version, but some are missing and many are recolored... some are just simple recolors (like Gillius) and some are literally repixeled but use the same base sprites (like Bad Bros). One particularly obnoxious omission from the Genesis version is the total lack of enemy "moving up" frames... also, the player characters have two frames missing from their walking animations. Some of the enemies that can run are missing their run frames... the Bad Bros base set and the Death Adder base set in particular. Bad Bros and Knight are also missing entire attack sequences, and there's also the aforementioned lack of proper movement.
Title: Re: PCE Golden Axe
Post by: ParanoiaDragon on October 22, 2013, 10:14:58 PM
I wonder why the programmer/creator in the old days couldn't use these kind of method/techniques more often to port over games from the arcade?
Because back then, they didn't have geniuses like Charles MacDonald, Black Tiger, or Paranoia Dragon on their teams. :D

Awwwww shucks, tweren't nuthin'! :D
Title: Re: PCE Golden Axe
Post by: awack on October 23, 2013, 02:06:32 AM
Damn, I didn't even think about  license and copyright issues when I opened my big mouth about buying this game, most people would say there is only only one high quality brawler for the pcengine and that's Double Dragon 2, this would make two, I just played the Genesis port like three days before I saw this thread....pressed CD, nice looking back insert and manual, and of course a spine card:) I use to pay between $70 and $100 for pce imports back in the early 90s, I would pay a similar price for this, I really want this in my collection and yeah, Black Tiger did an amazing job on the colors, wow.
Title: Re: PCE Golden Axe
Post by: pixeljunkie on October 23, 2013, 06:44:12 AM
I want to throw my entire wallet at this!!!
Title: Re: PCE Golden Axe
Post by: pixeljunkie on October 23, 2013, 07:29:19 AM
sidenote, in terms of a professional run of these:

I think if the disk gets pressed professionally, then we can all just swap the disk in our Golden Axes.
Title: Re: PCE Golden Axe
Post by: Punch on October 23, 2013, 08:16:38 AM
sidenote, in terms of a professional run of these:

I think if the disk gets pressed professionally, then we can all just swap the disk in our Golden Axes.

Good idea!
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 23, 2013, 08:43:54 AM
i'd be for a double case.

the very goodie and the uber baddy :P
Title: Re: PCE Golden Axe
Post by: pixeljunkie on October 23, 2013, 10:04:38 AM
i'd be for a double case.

the very goodie and the uber baddy :P

I also love this idea.
Title: Re: PCE Golden Axe
Post by: Nando on October 23, 2013, 10:34:00 AM
SO PRETTY!!! the redux version of course.
Title: Re: PCE Golden Axe
Post by: ElSeven on October 23, 2013, 01:16:49 PM
this is very exciting news! can't wait to see the progress unfold on this project.  :clap:
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 23, 2013, 02:10:50 PM
i guess the most difficult part will be implementing/realizing the whole game flow/game play etc., so that it really does replicate the arcade the most faithful way possible. or is there some very simple trickery of adopting/immigrating the original arcade game code to the pce? :)
Title: Re: PCE Golden Axe
Post by: ParanoiaDragon on October 23, 2013, 05:57:07 PM
We'll add the thief as the 3rd player as a compromise! :D
Why the thief? :)

Quote
In regards to the cinemas, those would take a lot of work.  Besides voice acting, we'd need to translate it, rip the gfx, probably need to recolor them, & add more frames of animation.  But what I think would be the greatest hurdle, is the fact that the original PCE Golden Axe relies on it being only 1 player.  In it, whichever character you choose, has specific cinemas for that character at the beginning & end.  With this being 2 player, we'd have to somehow re-write the cinemas & combine them so that they match up for multi-players.
That does sound like it'd be a huge amount of work, yeah.  I don't think anyone would expect all that... it would be very cool if done, but doing all that would surely take a lot of time...

I figure having the thief as a 3rd player, is the most likely way of having 3 players do to his size.  He'd still be 1 sprite extra onscreen, same as Ax Battler & Tyris(I think Gilius will take up 2 sprites for him & the axe).  I'm sure it still wouldn't work, or if it did, there'd be flicker/slowdown, so maybe as a cheat.


As for licensing, yeah, that could be a real problem.  I know when Xseed was brining Ys 1-3 for PSP over, they were trying to include the PCE versions of the music(& possibly others) but there were quite a few hurdles.  You have Hudson whose now owned by Konami, you got Ryo Yonemistu who did the redbook, the musicians for the chiptunes, Falcom & JDK(not sure if they're 1 or 2 legal entities), & the original composers(such as Yuzo Koshiro).  All or most of these entities being involved made it impossible, or atleast, stupidly expensive.

For Golden Axe, you got Sega, musicians for the arcade Golden Axe, Renovations musicians, & Telenet whose properties are MOSTLY owned by Sunsoft(but not all).  So, for all I know, the music of this version could have ties to Wolfteam, & I believe they're part of Bandai/Namco.  Most or all of them could be involved. :/
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 23, 2013, 06:52:34 PM
yeah, f*ck the whole licensing and bring it out as hombru with a neat case and artwork (preferred on pressed cd) which can be puchased as kind of a donation fee within the community only.

Beside, that tobias twat is selling booties for many years now all over the world without anything happening to him, simply because nobody gives a f*ck about what a minority on an 25 year old, long abandoned system is doing these days.
Title: Re: PCE Golden Axe
Post by: esteban on October 23, 2013, 10:18:36 PM
yeah, f*ck the whole licensing and bring it out as hombru with a neat case and artwork (preferred on pressed cd) which can be puchased as kind of a donation fee within the community only.

Beside, that tobias twat is selling booties for many years now all over the world without anything happening to him, simply because nobody gives a f*ck about what a minority on an 25 year old, long abandoned system is doing these days.

Sapphire isn't an immensely popular property like Sega's Golden Axe or Capcom's Megaman. Sega/Capcom are much more likely to do something.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 23, 2013, 11:04:44 PM
yeah, f*ck the whole licensing and bring it out as hombru with a neat case and artwork (preferred on pressed cd) which can be puchased as kind of a donation fee within the community only.

Beside, that tobias twat is selling booties for many years now all over the world without anything happening to him, simply because nobody gives a f*ck about what a minority on an 25 year old, long abandoned system is doing these days.

Sapphire isn't an immensely popular property like Sega's Golden Axe or Capcom's Megaman. Sega/Capcom are much more likely to do something.

the same guy did also megaman (capcom) for PCE -> no claim so far :idea:
Title: Re: PCE Golden Axe
Post by: DragonmasterDan on October 24, 2013, 12:58:56 AM


the same guy did also megaman (capcom) for PCE -> no claim so far :idea:

No claim that we know of.
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 24, 2013, 01:01:14 AM


the same guy did also megaman (capcom) for PCE -> no claim so far :idea:

No claim that we know of.
       

And still selling it.
Title: Re: PCE Golden Axe
Post by: MotherGunner on October 24, 2013, 07:42:43 AM
I like the double CD option.  Perhaps an artwork insert with credits for the main booklet.  Hell, Sparky can do stickers!

(http://www.packagingshop.com.au/media/catalog/product/cache/1/image/265x/5e06319eda06f020e43594a9c230972d/X/C/XCDDS.jpg)
Title: Re: PCE Golden Axe
Post by: Arkhan on October 24, 2013, 09:18:42 AM
i guess the most difficult part will be implementing/realizing the whole game flow/game play etc., so that it really does replicate the arcade the most faithful way possible.
That's the easy part.  The hard part is writing the game engine in general. (The scrolling, tiling, enemies, and all of that shit).

Quote
or is there some very simple trickery of adopting/immigrating the original arcade game code to the pce? :)

No.   If it were simple, it would be done already.
Title: Re: PCE Golden Axe
Post by: Kusanagi on October 24, 2013, 10:16:11 AM
Can't be any worse than the Commodore 64 version.
http://www.lemon64.com/?game_id=1068
Horrid.



the poor C64 was far more capable than whoever ported the game to it =\ 
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 24, 2013, 01:08:43 PM
i guess the most difficult part will be implementing/realizing the whole game flow/game play etc., so that it really does replicate the arcade the most faithful way possible.
That's the easy part.  The hard part is writing the game engine in general. (The scrolling, tiling, enemies, and all of that shit).



basically what I ment (sry), since the engine is primarily responsible for all the later game flow/flawness as well replication of the game play eyc.


Quote
or is there some very simple trickery of adopting/immigrating the original arcade game code to the pce? :)

No.   If it were simple, it would be done already.

that's sad :(
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 24, 2013, 01:35:21 PM
I'm not sure how well a 68000-to-65C02 conversion would go. :lol:
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 24, 2013, 02:01:09 PM
I'm not sure how well a 68000-to-65C02 conversion would go. :lol:

converting man, converting :lol:

these days, everything can be converted in anyting :lol:
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 24, 2013, 02:04:47 PM
Someone convert air to cash for me then... :lol:
Title: Re: PCE Golden Axe
Post by: Nando on October 24, 2013, 02:26:43 PM
Someone convert air to cash for me then... :lol:


(http://mimg.ugo.com/201203/7/8/3/219387/cuts/perriair_480_poster.jpg)
Title: Re: PCE Golden Axe
Post by: Arkhan on October 24, 2013, 02:30:46 PM
the poor C64 was far more capable than whoever ported the game to it =\ 

Not really.

and, the C64 version didn't turn out too bad all in all.
Title: Re: PCE Golden Axe
Post by: jeffhlewis on October 24, 2013, 03:50:51 PM
the poor C64 was far more capable than whoever ported the game to it =\ 

Not really.

and, the C64 version didn't turn out too bad all in all.

I was going to say - judging by the videos on YouTube it looks kind of impressive for the time.

Edit - also it still blows my mind that there's a Wonderswan version, haha.
Title: Re: PCE Golden Axe
Post by: BigusSchmuck on October 24, 2013, 04:36:45 PM
Someone convert air to cash for me then... :lol:
Put a donation page and I guarantee your wish will come true. Well close enough at least. 
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 24, 2013, 04:51:40 PM
Edit - also it still blows my mind that there's a Wonderswan version, haha.

I have that and it's a wonderful port :)
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 24, 2013, 05:46:28 PM
Put a donation page and I guarantee your wish will come true. Well close enough at least.
Such a thing feels wrong to me for some reason... I'm not quite sure why.
Title: Re: PCE Golden Axe
Post by: Keith Courage on October 24, 2013, 07:54:03 PM
I don't know much about programming. It's too bad you can't just take the original pc engine game and update the character sprites and backgrounds.
Title: Re: PCE Golden Axe
Post by: Xak on October 25, 2013, 12:20:44 AM
I never realized how bad the PC Engine CD port was untill seeing the pics , I remember how bad it was letterboxed.  I forgave it due to the cool looking cut scenes, then the gameplay was unaccpetable
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 25, 2013, 02:44:32 AM
I don't know much about programming. It's too bad you can't just take the original pc engine game and update the character sprites and backgrounds.
Would be a waste of time to try, really. The gameplay is broken, and the sound is broken too. There is nothing salvageable in the original PCE game... the whole thing needs to be tossed and started anew, so that's what I did. :)
Title: Re: PCE Golden Axe
Post by: Tatsujin on October 25, 2013, 03:31:55 AM
so that's what I did. :)

I thought, that's what your doing? :D

or can I buy it already?
Title: Re: PCE Golden Axe
Post by: nodtveidt on October 25, 2013, 04:10:31 AM
I tossed it and started anew... that's what I did. :)
Title: Re: PCE Golden Axe
Post by: munchiaz on January 23, 2014, 09:32:50 AM
**posted in wrong thread
Title: Re: PCE Golden Axe
Post by: RyuHayabusa on January 23, 2014, 12:31:33 PM
This looks amazing! Telenet did such a horrible job on the original PCE port so it's cool seeing what could've been done. Of course the original was a pre-Super System Card CD port and not an Arcade Card port but still it's terrible. This is an example of something that I always wonder about: How much better could lackluster ports have been with better programmers? For instance, Final Fight on the SNES or Strider PCE. Could a 16meg port of Final Fight made later in the SNES' life have been 2 player, included Guy, and had all the missing stuff put in? Could Strider PCE have been made to look better and play smoother had it been handled by different developers? Just from what has been shown in these preview videos it shows that the PCE could've had a much, much, much better port of Golden Axe. Can't wait to see how this progresses. Great job so far!!
Title: Re: PCE Golden Axe
Post by: imparanoic on January 23, 2014, 12:58:50 PM
I am impressed with this homebrew remake
Title: Re: PCE Golden Axe
Post by: SegaSonic91 on February 02, 2014, 09:27:14 PM
Wow, very impressive results there.  I was always pissed that SEGA never made a proper MEGA-CD version of GA ( and sooooo many others!) so this looks like a nice alternative, even with the Wii/360 versions I have.

It's a damn shame that NEC Home decided not to make the arcade card/SFII' combo in '93.  By the time the arcade card arrived, it was far too late and apart from Hudson's very impressive NEO-GEO conversions, it was wasted.  Other AC only games such as Mad Stalker and of course, the giant turd that is Strider Hiryu, wasted their potential.

Strider could most certainly have been a hell of a lot better if NEV had not given it to the crappy, inexperienced team that made it.  Just as an 8-mbit Daimakaimura on the MD could have matched the SGX version.  Whether ACD version of SH could live up to the MD version, I am not sure.  It could have been close though.

As for a 16-mbit Final Fight on the SFC being better than the original, I doubt it would have made much of a difference.  The SFC would NEVER be able to touch the MEGA-CD version anyway.  That shitty, ancient Famicom processor they stuck in the SFC could never compare to the CPS-I or MEGA-CD.  Every beat em up/fighter on the SFC ran at a greatly reduced resolution with only 2 or 3 enemies on screen at a time because that's all it could handle.  All the colour in the world could not make up for that processor and it never had a hope in hell of an arcade quality game like Bare Knuckle II.  Maybe if the CD system had been released but the arrogant morons decided against that because CD was not the future.  That worked out so well for the N64, lol!
Title: Re: PCE Golden Axe
Post by: ccovell on February 02, 2014, 10:06:01 PM
Strider could most certainly have been a hell of a lot better if NEV had not given it to the crappy, inexperienced team that made it.  Just as an 8-mbit Daimakaimura on the MD could have matched the SGX version.  Whether ACD version of SH could live up to the MD version, I am not sure.  It could have been close though.

As for a 16-mbit Final Fight on the SFC being better than the original, I doubt it would have made much of a difference.  The SFC would NEVER be able to touch the MEGA-CD version anyway.  That shitty, ancient Famicom processor they stuck in the SFC could never compare to the CPS-I or MEGA-CD.  Every beat em up/fighter on the SFC ran at a greatly reduced resolution with only 2 or 3 enemies on screen at a time because that's all it could handle.  All the colour in the world could not make up for that processor and it never had a hope in hell of an arcade quality game like Bare Knuckle II.  Maybe if the CD system had been released but the arrogant morons decided against that because CD was not the future.  That worked out so well for the N64, lol!

Um, while some of us here would agree with a few things you say, your arguments are scattershot.
Title: Re: PCE Golden Axe
Post by: Black Tiger on February 03, 2014, 12:09:13 AM
Wow, very impressive results there.  I was always pissed that SEGA never made a proper MEGA-CD version of GA ( and sooooo many others!) so this looks like a nice alternative, even with the Wii/360 versions I have.

It's a damn shame that NEC Home decided not to make the arcade card/SFII' combo in '93.  By the time the arcade card arrived, it was far too late and apart from Hudson's very impressive NEO-GEO conversions, it was wasted.  Other AC only games such as Mad Stalker and of course, the giant turd that is Strider Hiryu, wasted their potential.

Strider could most certainly have been a hell of a lot better if NEV had not given it to the crappy, inexperienced team that made it.  Just as an 8-mbit Daimakaimura on the MD could have matched the SGX version.  Whether ACD version of SH could live up to the MD version, I am not sure.  It could have been close though.

As for a 16-mbit Final Fight on the SFC being better than the original, I doubt it would have made much of a difference.  The SFC would NEVER be able to touch the MEGA-CD version anyway.  That shitty, ancient Famicom processor they stuck in the SFC could never compare to the CPS-I or MEGA-CD.  Every beat em up/fighter on the SFC ran at a greatly reduced resolution with only 2 or 3 enemies on screen at a time because that's all it could handle.  All the colour in the world could not make up for that processor and it never had a hope in hell of an arcade quality game like Bare Knuckle II.  Maybe if the CD system had been released but the arrogant morons decided against that because CD was not the future.  That worked out so well for the N64, lol!


How many enemies do you need at once in a <2 player game?

If you really need more than 3 on-screen, here you go:




At least many SNES beat em ups have huge sprites and unlike Final Fight CD, decent color.
Title: Re: PCE Golden Axe
Post by: Punch on February 03, 2014, 01:24:44 AM
more enemies at once does not necessarily mean better game.
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 03, 2014, 02:16:16 AM
This is an example of something that I always wonder about: How much better could lackluster ports have been with better programmers?
Better programmers are just one of the many details. It normally takes several people to make a successful game. Each person focuses on their specialty, which has the potential to raise the overall quality of the product. You also have to have someone who can manage this team of specialists. Whoever was working on the Telenet version of Golden Axe clearly didn't have a lot of skill. The in-game graphics and sound effects are deplorable, and the cutscenes, while interesting, are very basic. The gameplay is downright broken and that comes from horrible coding. So you've got at least three areas where their production was a total failure, and one where it just barely makes the grade. Paranoia Dragon's sound and music expertise will ensure that our version sounds great, Black Tiger's pixel wizardry will make sure it looks great, and my coding experience will make sure it plays great. We don't have a deadline for this, so we are not forced to work under pressure, plus we don't have to cram everything into 128KB (I'm sure the Telenet version used the ADPCM RAM for things other than ADPCM data, considering I never heard a decent sample in the whole game). We could technically do this on the normal System 3.0, but utilizing the ACD means that not only can everything be preloaded, but we can also display more complex tilemaps, load more samples, and greatly reduce (maybe even eliminate) load times, making it feel so much more like the arcade game (only without the obnoxious bugs the arcade game has in it).
Title: Re: PCE Golden Axe
Post by: geise on February 03, 2014, 03:06:16 AM
What is BT working on graphic wise?  Is the game mostly sprite/ background rips?  I take it a lot of rework?
Title: Re: PCE Golden Axe
Post by: Black Tiger on February 03, 2014, 04:37:44 AM
The background in the PCE version is converted, the sprites are not.


Arcade<---------> PCE

(http://superpcenginegrafx.net/misc/charselarc.png)(http://superpcenginegrafx.net/misc/charselpce1.png)

MD:
(http://superpcenginegrafx.net/misc/charselmd.png)
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 03, 2014, 04:41:23 AM
BT is doing the background graphics. They are taken from the arcade game, but he spruced them up and did PCE-friendly recoloring to make them bright and vibrant. The sprites didn't need any modifications; they're direct copies from the arcade ROMs, although the colors have been aligned to PCE specs.
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 03, 2014, 04:42:38 AM
Wow, I just realized how horrid the MD version looks compared to ours. :lol:
Title: Re: PCE Golden Axe
Post by: GohanX on February 03, 2014, 04:48:13 AM
I ordered some white two CD cases so that I could have original disc and one translation/hack in the same case. I'm throwing Golden Axe in one in anticipation.
Title: Re: PCE Golden Axe
Post by: toymachine78 on February 03, 2014, 05:52:00 AM
Man that looks spectacular! What is your estimated release date?
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 03, 2014, 06:36:25 AM
"When we finish it." :lol:
Title: Re: PCE Golden Axe
Post by: geise on February 03, 2014, 10:18:59 AM
That's looking really good!  I remember the quick demo you showed me Rove.  It really is exciting to see the concept and how it "can" be done.  BT I really like the touch to the background at the character select screen.  Some details stand out a lot better.
Title: Re: PCE Golden Axe
Post by: lukester on February 03, 2014, 10:32:51 AM
MD:
(http://superpcenginegrafx.net/misc/charselmd.png)




Title: Re: PCE Golden Axe
Post by: Radtastic89 on February 05, 2014, 09:16:25 AM
That looks amazing! Give me, give me now. :)
Title: Re: PCE Golden Axe
Post by: pixeljunkie on February 06, 2014, 06:03:21 AM
The background in the PCE version is converted, the sprites are not.


Arcade<---------> PCE

(http://superpcenginegrafx.net/misc/charselarc.png)(http://superpcenginegrafx.net/misc/charselpce1.png)

MD:
(http://superpcenginegrafx.net/misc/charselmd.png)



quoted for HOTNESS
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 07, 2014, 09:52:47 AM
One detail I should point out that most people tend to miss about the character select screen is that the player sprites on the arcade original scale in and out. That is missing from the MD conversion. I fake it for the PCE remake, so it looks like it did in the arcade original.
Title: Re: PCE Golden Axe
Post by: Sadler on February 07, 2014, 10:00:50 AM
One detail I should point out that most people tend to miss about the character select screen is that the player sprites on the arcade original scale in and out. That is missing from the MD conversion. I fake it for the PCE remake, so it looks like it did in the arcade original.

Any chance you want to show it off, perhaps via youtube? :D
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 07, 2014, 11:52:31 AM
Not without a working title screen... still working on that part. :) Soon... patience, grasshopper. :)
Title: Re: PCE Golden Axe
Post by: toymachine78 on February 07, 2014, 12:05:19 PM
When you are ready rover, just send me a copy and I'll play the hell out of it and post everything on YouTube  :mrgreen:
Title: Re: PCE Golden Axe
Post by: EvilEvoIX on February 09, 2014, 07:29:04 AM
An amazing effort.  All we need now is a time machine.
Title: Re: PCE Golden Axe
Post by: ccovell on February 09, 2014, 10:10:10 AM
One detail I should point out that most people tend to miss about the character select screen is that the player sprites on the arcade original scale in and out.

I didn't miss that!   Also, Gilius' thunder magic scales as well; don't forget to put that in! ;-D
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 09, 2014, 04:40:42 PM
I didn't miss that!   Also, Gilius' thunder magic scales as well; don't forget to put that in! ;-D
It does? Even I must have missed that one... I know the earth magic does, but I didn't notice the lightning magic doing it too.
Title: Re: PCE Golden Axe
Post by: ccovell on February 09, 2014, 05:01:12 PM
Whoops, I meant Ax=Battler's then.  Tyris' scales a bit too at each level except for max.
Title: Re: PCE Golden Axe
Post by: nodtveidt on February 09, 2014, 05:53:33 PM
Yeah, I just checked out Tyris Flare's magic and it does appear to scale on most levels. Level 4 was hard to tell for sure, but I'll check the sprite collection and compare them against some screenshots and see what's up. Level 2 appears to scale vertically, but those may be sprited to do that already... not 100% sure. The rest (except 6 of course) all have scaling. Ax Battler's level 4 magic scales both the mushroom cloud and the rocks that fly out of it.
Title: Re: PCE Golden Axe
Post by: Tatsujin on February 09, 2014, 07:41:43 PM
I'm so excited!!
Title: Re: PCE Golden Axe
Post by: GohanX on February 10, 2014, 12:58:23 AM
I put my Golden Axe inserts and CD into a two CD jewel case in anticipation :D
Title: Re: PCE Golden Axe
Post by: Dyna138 on February 10, 2014, 05:36:50 AM
Wow very impressive work! Good luck to you guys in finishing the project. Golden Axe is one of my favorite games and the pc engine version just makes me...sad.
Title: Re: PCE Golden Axe
Post by: GohanX on February 10, 2014, 06:44:54 AM
True story: The reason I even own Golden Axe is because I was up too late on the computer and bit on a last minute auction at like 3am. I barely remember it, and a few weeks later I got a package with Golden Axe in it and I was all "WTF? Why did I order this?"
Title: Re: PCE Golden Axe
Post by: whisper2053 on February 10, 2014, 07:38:19 AM
I bought it with some foolish notion that maybe, just maybe, all those internet reviews couldn't be right...could they? I mean, it's the PC Engine...what could be so bad?

*cradles face in palms*

Oh how wrong I was...   :(
Title: Re: PCE Golden Axe
Post by: Funknflowturbo on February 12, 2014, 10:05:20 AM
I cannot wait for this!!!
Title: Re: PCE Golden Axe
Post by: GMO on February 12, 2014, 10:43:00 AM
The only reason I got this game is the game store had it for $20 bucks and I just wanted to make codes for it. Games are games but I have definitely seem worse ports than this
Title: Re: PCE Golden Axe
Post by: pixeljunkie on May 12, 2014, 09:37:32 AM
any updates?
Title: Re: PCE Golden Axe
Post by: Black Tiger on May 12, 2014, 12:13:44 PM
any updates?

Lucretia is the priority for now.
Title: Re: PCE Golden Axe
Post by: esteban on May 15, 2014, 05:29:46 PM

any updates?


Lucretia is the priority for now.


As it should be  (http://junk.tg-16.com/images/pcgs.png)
Title: Re: PCE Golden Axe
Post by: Tatsujin on May 15, 2014, 10:38:20 PM
but don't neglate the best goldenaxe there ever will be for consoles!!!
Title: Re: PCE Golden Axe
Post by: HyperionAlpha on May 16, 2014, 01:17:33 PM
 :shock:
Title: Re: PCE Golden Axe
Post by: Punch on May 16, 2014, 01:24:06 PM
but don't neglate the best goldenaxe there ever will be for consoles!!!

Yep. My body is ready for the Arcade Card obey.
Title: Re: PCE Golden Axe
Post by: nodtveidt on May 16, 2014, 01:32:46 PM
but don't neglate the best goldenaxe there ever will be for consoles!!!
We aren't. :) It will get finished, don't you worry. :)
Title: Re: PCE Golden Axe
Post by: HyperionAlpha on May 16, 2014, 01:42:11 PM
Maybe I missed it but what is the planned distribution for this? Just a torrent or a download or, what?
Title: Re: PCE Golden Axe
Post by: nodtveidt on May 16, 2014, 01:56:24 PM
Don't know yet. This is still a hot property and Sega isn't likely to just sit around and let it go. I doubt we will be able to actually physically press it, unless we somehow convince them to give consent... for a significant royalty, I'm sure. It will just be a download otherwise... a torrent is probably the best way to fly.
Title: Re: PCE Golden Axe
Post by: synbiosfan on May 16, 2014, 02:12:31 PM
Once done, would you take a gift for your efforts at least?

Not everyone will obviously but I like encouraging creativity 8)
Title: Re: PCE Golden Axe
Post by: nodtveidt on May 16, 2014, 03:26:22 PM
Knowing that my favorite console got the greatest retro console home port of one of the most influential arcade classics in history, and that I was a small part of making it happen, is the only reward I want. :)
Title: Re: PCE Golden Axe
Post by: technozombie on May 16, 2014, 03:30:28 PM
I have fond memories of my cousins and I dropping down quarters on Golden Axe in the grocery store. I lived in a small town and there weren't any actual arcades. It was all grocery stores and gas stations for my arcade fix.
Title: Re: PCE Golden Axe
Post by: Dicer on May 17, 2014, 01:11:52 AM
Hot diggity damn, how did I miss this...

Awesome work  :clap:
Title: Re: PCE Golden Axe
Post by: ParanoiaDragon on May 17, 2014, 05:54:09 PM
Knowing that my favorite console got the greatest retro console home port of one of the most influential arcade classics in history, and that I was a small part of making it happen, is the only reward I want. :)

Here here! 

Yeah, as far as physical distribution, I hold no hopes of it happening.  If it does, awesome sauce, but even if it doesn't, it being completed 4 da Turbob is still awesome sauce!
Title: Re: PCE Golden Axe
Post by: RyuHayabusa on January 18, 2015, 08:32:06 AM
Ok, so any news on this project? Looks pretty awesome from what has been shown.
Title: Re: PCE Golden Axe
Post by: WoodyXP on January 18, 2015, 09:01:53 AM
Is there a kickstarter for this?  I'd like to throw some money in.  Great work!
Title: Re: PCE Golden Axe
Post by: Samuray on July 19, 2015, 09:13:46 AM
Soooo....half a year later. Any news?

Don't mean to rush anyone but it would be awesome to know the project's still alive, you know?
Title: Re: PCE Golden Axe
Post by: DragonmasterDan on July 19, 2015, 01:31:08 PM
Soooo....half a year later. Any news?

Don't mean to rush anyone but it would be awesome to know the project's still alive, you know?

I know Nod/Old Rover moved not too long ago, this may be on hold for a while.
Title: Re: PCE Golden Axe
Post by: esteban on July 19, 2015, 02:31:44 PM

Soooo....half a year later. Any news?

Don't mean to rush anyone but it would be awesome to know the project's still alive, you know?

I know Nod/Old Rover moved not too long ago, this may be on hold for a while.

Yeah, I don't care about the video games, I just hope Old_Rover and his family are OK.

:)