Author Topic: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?  (Read 1542 times)

Necromancer

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #30 on: November 05, 2014, 07:53:08 AM »
Sorry I ment Snes for Ghouls n Ghost.

Of course it could be ported, but it'd be a port like any other port and nothing like bonknut's conversion of Megaman (or other NES titles) where original code is mostly intact.
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ishiyakazuo

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #31 on: November 05, 2014, 09:01:25 AM »
To be honest, I'm surprised that no one's said "buy the friggin' SuperGrafx, dude!"  People's time isn't free, and I think the amount of time and effort involved in this could pay for many SuperGrafx units.  Unless someone has a vested interest in doing something like this, it isn't going to happen.

ccovell

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #32 on: November 05, 2014, 10:14:15 AM »
We're all too polite here.  But I did say this: "Easy?  Hell, no, but have fun doing it, Nighttrate."

Of course that means, "do it yer damn self."

imparanoic

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #33 on: November 05, 2014, 01:19:32 PM »
i think an arcade card port of this sgx is possible with minimal compromises, while gaining advantages such as red book audio, maybe an extend cut scene, let's hope they don't make a mess of it like arcade card ver of strider.

out this generation, the very rare x68000 ver is the best port, but it's unfair comparison as x68000 is very similar to arcade pcb technology and very fast and powerful ( at the time) alternative to the PC

ccovell

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #34 on: November 05, 2014, 03:30:29 PM »
i think an arcade card port of this sgx is possible with minimal compromises, while gaining advantages such as red book audio, maybe an extend cut scene

How could there be little compromise?  The SGX has 2 background layers and 128 sprites.  The Arcade Card has 0 background layers and 0 sprites, but 2MBytes of RAM.

It's like saying a house can go faster than a car because a house is much bigger.   :lol:

let's hope they don't make a mess of it like arcade card ver of strider.

Who, exactly, is this they?
« Last Edit: November 05, 2014, 03:33:10 PM by ccovell »

HailingTheThings

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #35 on: November 05, 2014, 07:36:21 PM »
How could there be little compromise?  The SGX has 2 background layers and 128 sprites.  The Arcade Card has 0 background layers and 0 sprites, but 2MBytes of RAM.

It's like saying a house can go faster than a car because a house is much bigger.   :lol:

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VenomMacbeth

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #36 on: November 06, 2014, 03:40:27 AM »
Hm, how posable?  Depends on how many points of articulation it has...
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fragmare

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #37 on: November 06, 2014, 05:46:31 AM »
I think an SGX Super-CD port of Daimakaimura would be fun, with improved sprite/bg colors and redbook audio.  I don't think it would be worth the effort to try and smash all the two-layer parallax into one bg layer and make it a standard PC-Engine Super-CD game, though... you'd have to virtually rewrite the entire game code.

That being said, the sprites in SGX Daimakaimura are the EXACT same size as the arcade.  They're not downsized at all, just color reduced to 9-bit... and color reduced badly, i might add.  Which leaves room for improvement.

Nighttrate

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #38 on: November 06, 2014, 09:29:16 AM »
To be honest, I'm surprised that no one's said "buy the friggin' SuperGrafx, dude!"  People's time isn't free, and I think the amount of time and effort involved in this could pay for many SuperGrafx units.  Unless someone has a vested interest in doing something like this, it isn't going to happen.

Buying a SuperGrafx isn't a problem for me, Ive already had a SuperGrafx in the early 90's (along with the white PCE / Cd rom2 I have now) until the AV output broke so I binned it as Im based in the UK & I didn't know anyone that could fix it or even afford to get it fixed on my £5 pocket money back then.

My question wasn't even asking anyone to do it, but wether it could be done & use a few references & examples.


We're all too polite here.  But I did say this: "Easy?  Hell, no, but have fun doing it, Nighttrate."

Of course that means, "do it yer damn self."

I would if I could, What I was trying understand why something like this hasn't been done before also to get a better understanding of what the CD Rom2 with the added System / Arcade Card brings to the table & some of the hurdles from people that know what there talking about.

ccovell

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #39 on: November 06, 2014, 10:09:07 AM »
Well, I think the basic gist of the conversation is that the Arcade card doesn't add anything that aids in downward porting of SGX (and arcade, for that matter) games to regular PCE.  Hence, Arcade card Strider CD major fumbletitude.

It just has loads and loads of storage for animation frames, BGs... but the poor PCE still has to manage this with its (major, for '90s arcade games) tile, 1 BG, and 16 (on a line) sprite limitations.

Punch

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #40 on: November 06, 2014, 02:59:07 PM »
Just port the NES Ghosts & Goblins*. That game is hard? Yes. But it is as fun as the later installments even with the graphical compromise of the NES port.

*Bonknuts: I know how to program the NES except for the audio stuff, where do I start to try porting a NES game to the PCE like you do? I really don't have time for anything these days but who knows, maybe someday I could try.

fragmare

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #41 on: November 06, 2014, 08:21:35 PM »
I'll just leave this right here...



The SuperGrafx version has better graphics than the Genesis version, overall... but damn, did they mangle Arthur's sprite colors.
« Last Edit: November 06, 2014, 08:23:42 PM by fragmare »

fragmare

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #42 on: November 10, 2014, 03:29:49 PM »
I'll just drop this off here too... *whistles*



The last image actually uses less unique colors than the original SGX version... yet looks far more arcade accurate.  I'm starting to think the pixel artist responsible for SGX Daimakaimura was just plain lazy and/or rushed.  All the tiles I used were pretty much just dropped on top of the old tiles, with *NO* extra palettes needed.  Anybody else smell a quick hack?  :)
« Last Edit: November 11, 2014, 02:38:29 AM by fragmare »

SamIAm

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #43 on: November 11, 2014, 02:01:41 AM »
While I agree that the SGX palette for this game left something to be desired in a couple of places, I would guess that the increased contrast in the main character's sprite might have been done so that it would show up better on a period TV set through composite video.

Also, using fewer colors in general makes the graphics compress better. Daimakaimura isn't a very colorful game anyway, I would think that the people making the port probably thought it was more important to have as many more graphical tiles than the Genesis version as possible. That's what makes the SGX port stand out in a side by side comparison.

Punch

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Re: Would it be posable to convert Ghouls & Ghost to play on a PCE CD Rom2?
« Reply #44 on: November 11, 2014, 07:36:23 AM »
I'll just leave this right here...



The SuperGrafx version has better graphics than the Genesis version, overall... but damn, did they mangle Arthur's sprite colors.


If I had to guess I would say that they probably converted the sprites by eye. Look at his face and the detail loss.