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
Have you checked out the NES2PCE blog? Lots of goodies if you have a flashcard: http://pcedev.wordpress.com/downloads-and-links/
I haven't, I just bookmarked it, will have to check out when I'm more awake. :3 Thanks.
From what I've heard, that guy is a fraud. He stole someone else's work and claiming it all as his own. He doesn't even know how to program and is just leading people on..
yes, and it'd probably still be easier than hamfisting Daimakaimura onto PCE CD, lol.
Never underestimate an obsessed hacker. Of course, they're all too busy loving the NES to prove you wrong. But it's doable.
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.
Yup. You'd have to
hack the shit out of it. First thing would be the sprite handling routine. But I've done that sort of thing and it's not so bad to deal with. Most of the extra sprites are used for pseudo overlay layer. Could move that to an hsync box up top or at the bottom of the screen. Detail would have to be consolidated, but you can stream tiles to vram over time. It's not like you can run/scroll that fast in GnG anyway. But I agree, it's quite an advance level of hack.
The way I would handle it; I would disassemble the game. And slowly replace specific routines with my own. That way the core gameplay logic is there, but everything else is replaced/built up around it. In the end, you might end up with a completely all new code. But at least you would have a solid understanding of how the game works, rather than trying to blindly emulate the arcade via - feel or playthroughs (European arcade conversions style). Also, the res has to go. Knock it back down to low res.