Author Topic: PCE Golden Axe  (Read 3863 times)

Tatsujin

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Re: PCE Golden Axe
« Reply #15 on: October 08, 2013, 04:23:51 PM »
lol, what a comparison.
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toymachine78

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Re: PCE Golden Axe
« Reply #16 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

Tatsujin

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Re: PCE Golden Axe
« Reply #17 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.
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

rtyper

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Re: PCE Golden Axe
« Reply #18 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.

Tatsujin

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Re: PCE Golden Axe
« Reply #19 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.
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

nodtveidt

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Re: PCE Golden Axe
« Reply #20 on: October 20, 2013, 04:52:06 AM »


That is all. :lol:

Tatsujin

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Re: PCE Golden Axe
« Reply #21 on: October 20, 2013, 05:20:16 AM »
wow rover :D

make it happen..please :D
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

nodtveidt

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Re: PCE Golden Axe
« Reply #22 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.

Punch

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Re: PCE Golden Axe
« Reply #23 on: October 20, 2013, 05:45:30 AM »
I came.

nodtveidt

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Re: PCE Golden Axe
« Reply #24 on: October 20, 2013, 06:12:53 AM »
Here is an earlier video.


...and another one...
« Last Edit: October 20, 2013, 06:14:36 AM by The Old Rover »

esteban

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Re: PCE Golden Axe
« Reply #25 on: October 20, 2013, 06:46:28 AM »


That is all. :lol:


SWEET JESUS that video is the best tease, ever.

 
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nodtveidt

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Re: PCE Golden Axe
« Reply #26 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.
« Last Edit: October 20, 2013, 07:09:13 AM by The Old Rover »

Tatsujin

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Re: PCE Golden Axe
« Reply #27 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!!!
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

esteban

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Re: PCE Golden Axe
« Reply #28 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.
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Black Tiger

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Re: PCE Golden Axe
« Reply #29 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:





PC Engine 9-bit color:







Quote
I don't care if it takes years.


Good. :P
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