Author Topic: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?  (Read 4348 times)

Nighttrate

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Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom & use the extra memory of the arcade card for the extra memory?

Bonknuts

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #1 on: March 06, 2014, 12:19:00 PM »
You mean from scratch or hacking the rom? Yes, in both cases.

Black Tiger

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #2 on: March 06, 2014, 12:33:38 PM »
A much better port could be done from scratch on regular PC Engine ACD.

The SuperGrafx version (or a new port) could be done on PCE HuCard. Parallax could be done using different methods, but you'd probably end up with a bit of flicker (no big deal). The SuperGrafx version isn't doing anything special other than having a second tile layer.
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lukester

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #3 on: March 06, 2014, 12:40:44 PM »
I would love to see a normal HuCard port.

Someone made a fake cover once for a PCE Makaimura conversion, which was cool too.

fragmare

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #4 on: March 09, 2014, 10:10:52 PM »
Merge the two bg layers together and pretty much any SGX game can be converted to a PCE game.

Tatsujin

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #5 on: March 09, 2014, 10:50:00 PM »
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Bernie

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #6 on: March 10, 2014, 12:03:12 AM »
Make it happen..  :)

Nighttrate

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #7 on: March 11, 2014, 11:07:26 PM »
I was wondering why anyone hadn't attempted a conversion of this game. Wouldn't the arcade card would give the large memory needed to run it? & the cd rom would be a ideal medium….

Somebody please convert it as it a great game.

wolfman

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #8 on: March 11, 2014, 11:56:51 PM »
I was wondering why anyone hadn't attempted a conversion of this game. Wouldn't the arcade card would give the large memory needed to run it? & the cd rom would be a ideal medium….

Somebody please convert it as it a great game.

+1

Would be interested too to hear if that is really possible...
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ccovell

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #9 on: March 12, 2014, 02:55:29 AM »
Merge the two bg layers together and pretty much any SGX game can be converted to a PCE game.

Except now you have only 64 sprites instead of 128, 64K of VRAM instead of 128, and BG and FG tile palettes all have to coexist when they overlap in a single tilemap.  Forget it; it's beyond the reach of just any old casual hacker.

EvilEvoIX

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #10 on: March 12, 2014, 11:55:45 AM »
Merge the two bg layers together and pretty much any SGX game can be converted to a PCE game.

Except now you have only 64 sprites instead of 128, 64K of VRAM instead of 128, and BG and FG tile palettes all have to coexist when they overlap in a single tilemap.  Forget it; it's beyond the reach of just any old casual hacker.


Also could the SGX really to 128 Sprites without significant slow down or would it be like the SNES trying to do that many sprites?


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ccovell

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #11 on: March 12, 2014, 12:07:58 PM »
Slowdown lands primarily at the feet of the programmer.  There is nothing in a game system that naturally "causes" slowdown.

See this thread for a discussion about this very topic: http://forums.nesdev.com/viewtopic.php?f=2&t=11040

Arkhan

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #12 on: March 12, 2014, 12:34:44 PM »
Also could the SGX really to 128 Sprites without significant slow down or would it be like the SNES trying to do that many sprites?

Atlantean can update 63 sprites at once without slowdown.

I can't imagine Daimakaimura actually using all 128 sprites at once though.  Daimakaimura also probably does less processing than Atlantean, so I'd imagine there wouldn't be slowdown unless the programmer forgets their meds that day.


and no, it can't be converted to PCE CD.  It can't be made to run on a regular HuCard.

In theory it is maybe possible (at the expense of some of the visual elements).   In practice?  No.  No.  No.

It's a SuperGrafx game.   The amount of BS that would be required to hamfist it into working on a regular PCE isn't even worth it. 

Anyone who says they can do it is full of shit.   It would be a total clusterf*ck.




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[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
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Trenton_net

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #13 on: March 12, 2014, 03:40:29 PM »
Except now you have only 64 sprites instead of 128, 64K of VRAM instead of 128, and BG and FG tile palettes all have to coexist when they overlap in a single tilemap.  Forget it; it's beyond the reach of just any old casual hacker.

All I heard from you was "Challenge accepted". :-) Of course to be clear, i say that all in jest.
« Last Edit: March 12, 2014, 03:45:07 PM by Trenton_net »

HailingTheThings

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Re: Could DAIMAKAIMURA aka GHOULS 'N' GHOSTS converted to a PCE CD Rom ?
« Reply #14 on: March 12, 2014, 04:14:47 PM »
How 'bout instead pick some nes or sms games to port over to the turbo with pretty arrange music ala CD? That'd be, how do you say? Tits, yes? Something like maybe Bucky O'hare? mew... :3