Author Topic: the lost games!  (Read 3027 times)

Tatsujin

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the lost games!
« Reply #30 on: September 27, 2006, 03:06:58 PM »
Quote from: "SignOfZeta"
It would be like trying to do Sapphire on the SNES...oh man that would suck. No redbook audio, slowdown and flickering all over the place...what a nightmare that would be.


on the other hand, if you regarding to rendering ranger you might imagine how the SFC could manage a lot of huge as well as nice animated prerendered sprites in a high color palette. this game is just amazing in matter of any technical aspects. imo still the figurehead to show the "possible" capacity of the under clocked SFC :)
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SignOfZeta

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the lost games!
« Reply #31 on: September 27, 2006, 03:28:34 PM »
Quote from: "Tatsujin"


on the other hand, if you regarding to rendering ranger you might imagine how the SFC could manage a lot of huge as well as nice animated prerendered sprites in a high color palette. this game is just amazing in matter of any technical aspects. imo still the figurehead to show the "possible" capacity of the under clocked SFC :)


I don't know man. I don't think the SNES could even handle Super Star Solider. I love the SNES to death but it sucked at shooters. The most technically impressive shooter on SNES, IMO, is Macross: Scrambled Valkyrie. I'm not sure why that one turned out so very very very great. Probably because it was original to the system, and not some crap port. The same can be said for Axelay, which is also extremely nice.

Keranu

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the lost games!
« Reply #32 on: September 27, 2006, 04:04:53 PM »
Thought it would be fun to throw in a screenshot of Secret of Mana and Seiken Densentsu 3 coverted to PCE palette in this thread:





That's just a simple program that converted the images. You can make them look even nicer by editing them yourself. Saying the PCE can't do Secret of Mana is like saying it can't handle Ranger-X :D .
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

grahf

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« Reply #33 on: September 27, 2006, 04:20:31 PM »
I wish there would have been a few more Street Fighter II sized hucards. Not physical size mind you, just memory wise. Im a really big hucard fan. I kinda wish that fake Dracula X hucard were real. The cd music is phenominal in that game, but im sure Konami would have done the chiptunes justice. Just look what they did with Castlevania 1-3 on NES.

Tatsujin

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the lost games!
« Reply #34 on: September 27, 2006, 09:43:39 PM »
Quote from: "SignOfZeta"
Quote from: "Tatsujin"


on the other hand, if you regarding to rendering ranger you might imagine how the SFC could manage a lot of huge as well as nice animated prerendered sprites in a high color palette. this game is just amazing in matter of any technical aspects. imo still the figurehead to show the "possible" capacity of the under clocked SFC :)


I don't know man. I don't think the SNES could even handle Super Star Solider. I love the SNES to death but it sucked at shooters. The most technically impressive shooter on SNES, IMO, is Macross: Scrambled Valkyrie. I'm not sure why that one turned out so very very very great. Probably because it was original to the system, and not some crap port. The same can be said for Axelay, which is also extremely nice.


only one question. ever played super aleste and/or rendering rangers?

i know the SFC sucks at its technical side. but if the right guys are behind the programms, also in the SFC almost impossible things came possible!
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!!)
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Keranu

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the lost games!
« Reply #35 on: September 27, 2006, 10:17:44 PM »
Personally, slowdown in games never bothers me much so I don't have a problem with SNES hardware myself. However I do find slowdown annoying when it is as bad as the bubble level in Gradius III, but I hardly see SNES games slowdown that much. If you ask me, colors are a pretty important part of nice graphics.
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

SignOfZeta

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the lost games!
« Reply #36 on: September 28, 2006, 12:19:31 AM »
Quote from: "Keranu"
Thought it would be fun to throw in a screenshot of Secret of Mana and Seiken Densentsu 3 coverted to PCE palette in this thread:


Um...that really doesn't mean jack. Its a static image.

Saying the PCE can't do Secret of Mana is like saying the Playstation can't do Xmen versus Street Fighter. Its true. It can't do Xmen versus Street Fighter. Someone can throw together a pile of crap and call is Xmen versus Street Fighter, but really its just a pile of crap.

SignOfZeta

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the lost games!
« Reply #37 on: September 28, 2006, 12:21:27 AM »
Quote from: "Tatsujin"


only one question. ever played super aleste and/or rendering rangers?

i know the SFC sucks at its technical side. but if the right guys are behind the programms, also in the SFC almost impossible things came possible!


Actually, I've never even heard of Rendering Rangers! :)

Seriously though, the SNES is possibly my favorite game machine ever. You don't need to win me over. It just sucks at shooters. I'm fine with that.

FM-77

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the lost games!
« Reply #38 on: September 28, 2006, 01:06:21 AM »
Maybe Secret of Mana could be ported to PCE, but it would be one hell of a bad port - the map would have to be removed, tons of sprites would have to be removed (and they would have to be MUCH smaller), no transparency, etc etc etc.

Seiken Densetsu 3 would be completely impossible to make on the PC Engine. It would be a completely different game. A very bad game.

Just converting the colors has nothing to do with it - the hardware wouldn't be able to handle it. Have you played through SD3? If not - do it. There's TONS of stuff in that game that the PC Engine couldn't pull off regardless of what techniques were used.

Oh yes. Static images. That proves EVERYTHING! Seiken densetsu can DEFINITELY be ported to PCE, and they should have - because the PCE game would've been better (because, you know, it would be on the PCE)!!

Seiken densetsu 3 - SNES / PCE



I mean, even Super Mario 64 could EASILY be ported to PCE - just look for yourself! The colors look almost the same!


Keranu

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« Reply #39 on: September 28, 2006, 11:37:10 AM »
I wasn't really trying to debate, I just thought it would be fun to throw in those screenshots for people to view. I personally think PCE could handle Secret of Mana and Seiken Densetsu 3, but technically it would have to be proven.

Colors are pretty important, so the screenshots you and I posted are a great way of showing how the colors would've came out, so that's one thing down and it looks like it did a fairly decent job.

The map indeed would probably be the hardest thing to port. Whether or not it would be possible to port, I don't know. A programmer would know better than me on that. Chris Covell's Axelay demo looked great and is a bit similar to the Secret of Mana map, so it's a tough call in my opinion.

Transparency can be faked in many ways, so it depends on how well the developer and immitate it.

I don't know why tons of sprites would have to be removed and I really don't see why they would have to be much smaller  :? ? Especially if it's a Super CD or Arcade CD game, it would have plenty of RAM for all of that. The sprites in the game are pretty average-to-small for the most part anyways, even the bosses are usually nothing huge.

I haven't played through SD3, so please fill us in on what would be impossible from it to port on PCE or Genesis for that matter. I've only played a little bit of the game and thought the graphics looked great, but that was mainly because of the artwork and coloring.

By the way, that Mario 64 converted screenshot looks great! (seriously)
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

FM-77

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the lost games!
« Reply #40 on: September 28, 2006, 11:41:53 AM »
Quote from: "Keranu"
By the way, that Mario 64 converted screenshot looks great! (seriously)


Actually that's not a converted screenshot at all. That is a screenshot of Mario 64 running on an actual PC Engine.  :wink:

Keranu

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« Reply #41 on: September 28, 2006, 11:47:35 AM »
Sweetness!
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

Tatsujin

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the lost games!
« Reply #42 on: September 28, 2006, 01:31:59 PM »
Quote from: "Keranu"
Chris Covell's Axelay demo..

can be found where? :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!^^

Bonknuts

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the lost games!
« Reply #43 on: September 28, 2006, 02:27:49 PM »
Rendering Ranger R2 is about as crappy as its title suggests. I haven't played SD3. I take it there are some buku effects in this game?

 PCE version SOM would have some water'd down or missing effects, but SGX on the other hand :D As for the 3D part, you could always do the Axelay effect - sans rotation though. SOM was a good game, but not really impressive but SNES standards. Of all the things SNES has a poor sprite per scanline limit in comparison to its other specs, hence why they use a BG layer for medium/large bosses. Not a bad thing in substitution, just a fact. SGX wouldn't have a problem doing the same( Genesis does it too), but this wouldn't translate well for the PCE as it'd have to use sprites in place of.

 Btw, Axelay doesn't use scaling for the those 3D levels as some of you know.

 Keranu, I think a lot of SNES (and GEO) game graphics convert fairly well to the PCE format is because it's still limited to 15(16) colors per tile and the fact that the BG is limited to 8 15 color palette helps. Ofcourse transparency aside.

Tatsujin

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« Reply #44 on: September 28, 2006, 02:51:22 PM »
Quote from: "Bonknuts"
Rendering Ranger R2 is about as crappy as its title suggests.


how can you say that? the game was programmed from a alomst oneman-team, the programming-legend from germany manfred trenz (responsible for almost all the Turricans on Amiga C64 etc).
in the post above i didn't talk about the quality of the game generally (imo i like it a lot, since it is a very special and nice made game). but the technical execution is somehow the best i've ever seen on the SFC (next close one could may be super aleste). the only noticeable stutters are in one of the last stages, where a really huge squadron of enemies attacks you from both side. the screen is full of huge sprites and explosions! in this engagement, you even can't see the BG anymore!
further all the prerender animation are fantastic made and even equal to some of the huge animations in sapphire. since this all is stored on a simple SFC-card, i think it is an unique product, especially in matter of technical aspects.
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!^^