Author Topic: Comparing the 16-bit Homebrew...  (Read 1844 times)

Nando

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Re: Comparing the 16-bit Homebrew...
« Reply #30 on: December 26, 2013, 06:33:20 AM »

 SNES dev scene seems to have died off. Even then, most of the dev scene for SNES was in relation to translations and hacks. I can think of only one homebrew game that got released on cart for the SNES.


It's supposed to be a nightmare to develop for. If it was as easy to orogram as the Genesis, there would be a steady stream if new games.


I've been wondering about this, with as much "love" as this console gets, one would think there would be more Homebrew on it.

Any standout Homebrews for the SNES/Super Fami?

 SNES dev scene seems to have died off. Even then, most of the dev scene for SNES was in relation to translations and hacks. I can think of only one homebrew game that got released on cart for the SNES.



I've been wondering about this, with as much "love" as this console gets, one would think there would be more Homebrew on it.

Any standout Homebrews for the SNES/Super Fami?


Que?

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #31 on: December 26, 2013, 10:02:10 AM »
Depends what you count as 'homebrew'. PCE/TG16 have a handful of a little/tiny games for it. Public stuff too. Some of the stuff B_T listed for the Genesis, is too small to really can't as homebrew games IMO. But that's just me, because technically they are 'games'. And not just something unfinished/uncompleted.

Nando: Que paso. Que un juengo homebrew por snes, no es bueno. IMO, anyway. It's some German game. I forget, but it was released on cart and did have 4 simultaneous players IIRC.

 Yeah, snes isn't as clean an architecture as say the PCE/TG16 (video side), or more so - the Gen/MD (video/main cpu side). But that's kind of irrelevant. Once you learn a system, you know the system. You get used to all the quirks and convoluted-ness. The c64 is pretty convoluted, for what they do with it now (and since the past 15 years). They have to write some really complex code/structure to do a lot of the stuff - compared to when it was first released. Same with the Atari 8bit small computer line (even the 7800). And yet those systems are currently getting development love (though atari systems seem to be on the rise will the c64 is on the decline, for new games). Having looked over all the registers and what it takes to do the stuff they are doing nowadays, on those systems, I would say the SNES is less complicated than either of those system.

 I think a good example (IMO) is the PCE with HuC. HuC needs a decent amount of support to get some speed back out of it. That makes it more complex, than say just a simple ASM environment. And yet, look at what Old Rover and Arkhan are doing with it.
« Last Edit: December 26, 2013, 10:11:44 AM by Bonknuts »

Nando

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Re: Comparing the 16-bit Homebrew...
« Reply #32 on: December 27, 2013, 04:02:20 AM »
Go figure. Them Nintendo fanboys are lacking on the homebrew scene...

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #33 on: December 27, 2013, 04:47:17 AM »
True, but man.. you should see the translation scene. I'm not sure who has the largest scene; NES or SNES. But either way, it's a close race there. I mean, hey - it's like having a brand new game (for those that don't understand japanese and didn't play those softs BITD). It's still pretty good. But, it's limited to RPGs mostly. Where as homebrew gives you other types of games than just RPGs.

 Funny that NES has both the translation scene (mostly because it's quite easy to translate in comparison to other systems) and a decent homebrew scene/active dev scene.

esteban

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Re: Comparing the 16-bit Homebrew...
« Reply #34 on: December 27, 2013, 05:04:32 AM »

Funny that NES has both the translation scene (mostly because it's quite easy to translate in comparison to other systems) and a decent homebrew scene/active dev scene.

...because FC/NES = best console ever.
  |    | 

Nando

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Re: Comparing the 16-bit Homebrew...
« Reply #35 on: December 30, 2013, 03:07:03 AM »
True, but man.. you should see the translation scene. I'm not sure who has the largest scene; NES or SNES. But either way, it's a close race there. I mean, hey - it's like having a brand new game (for those that don't understand japanese and didn't play those softs BITD). It's still pretty good. But, it's limited to RPGs mostly. Where as homebrew gives you other types of games than just RPGs.

 Funny that NES has both the translation scene (mostly because it's quite easy to translate in comparison to other systems) and a decent homebrew scene/active dev scene.

Not at all what I would expect that's for sure.

So what are some good NES homebrew games? LOL


Punch

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Re: Comparing the 16-bit Homebrew...
« Reply #36 on: December 30, 2013, 03:53:42 AM »
Not at all what I would expect that's for sure.

So what are some good NES homebrew games? LOL



LOL, indeed.

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #37 on: December 30, 2013, 04:56:48 AM »
True, but man.. you should see the translation scene. I'm not sure who has the largest scene; NES or SNES. But either way, it's a close race there. I mean, hey - it's like having a brand new game (for those that don't understand japanese and didn't play those softs BITD). It's still pretty good. But, it's limited to RPGs mostly. Where as homebrew gives you other types of games than just RPGs.

 Funny that NES has both the translation scene (mostly because it's quite easy to translate in comparison to other systems) and a decent homebrew scene/active dev scene.


Not at all what I would expect that's for sure.

So what are some good NES homebrew games? LOL


 Good is subjective, lol. But here's a few that I thought were decent:
(^- there's a 2 and 5 minute version)
(^- this game is hilariously fun. Also, read the manual for this; it's hilarious!)
The two Battle Kid games are pretty good, too. There's actually a lot of homebrew for the NES - too much to remember. And I haven't played them all. Some are difficult to find, because the homebrew scene started back in 2003/4 for NES. Some are incomplete/canceled, some are still WIP and only released as demos (Super Bat Puncher!).

 And of course there are extensive hacks that have large parts of the gameplay mechanics added or expanded on, which all new story, enemies, AI, levels, etc. Typically in the Castlevania, SMB, and Megaman based areas. Not exactly homebrew, but are new games per se (and have ASM hacking). These are more rare(er) than your simple sprite/tile/level hacks.

 Edit:
Forgot about this one (couldn't remember the name of it). It's also a full game (homebrew):
« Last Edit: December 30, 2013, 05:20:57 AM by Bonknuts »

Nando

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Re: Comparing the 16-bit Homebrew...
« Reply #38 on: December 30, 2013, 07:32:55 AM »
Nice, some interesting titles for sure.

Thanks for the info and videos!

Still can't quite get over the anemic states of SNES homebrew. At least those look like some fun NES games.

I have seen some of the mods for SNES and NES, mainly the SMB and Megaman stuff.  Haven't played those yet.


ccovell

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Re: Comparing the 16-bit Homebrew...
« Reply #39 on: December 30, 2013, 12:13:18 PM »
There's actually a lot of homebrew for the NES - too much to remember. And I haven't played them all. Some are difficult to find, because the homebrew scene started back in 2003/4 for NES.


:-(

Tony Young had stuff out much earlier...  And I released Solar Wars in 1999 (even made some carts for it.)

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #40 on: December 30, 2013, 12:23:06 PM »
There's actually a lot of homebrew for the NES - too much to remember. And I haven't played them all. Some are difficult to find, because the homebrew scene started back in 2003/4 for NES.


:-(

Tony Young had stuff out much earlier...  And I released Solar Wars in 1999 (even made some carts for it.)


 That far back, huh? Wow :D