Author Topic: CDROM2 and Super CDROM2 games for Wii?  (Read 6237 times)

nodtveidt

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #120 on: November 10, 2007, 06:22:01 AM »
The Turbo doesn't have scrolling hardware though does it?  :-k
Of course it does. It just has only one background.

nat

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #121 on: November 10, 2007, 07:14:31 AM »
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It would be incredibly easy to make a game even on the pokey old SNES appear to run faster than Sonic by simply increasing the scroll increment.

The Turbo doesn't have scrolling hardware though does it?  :-k

Of course it does.

ceti alpha

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #122 on: November 10, 2007, 07:41:03 AM »
haha. Yeah, that's what I thought. I've just been brainwashed by the Genesis ads. "GENESIS DOES"  :)


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nat

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #123 on: November 10, 2007, 08:44:49 AM »
I don't know how I missed Nod's reply when I posted mine.

ceti alpha

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #124 on: November 10, 2007, 08:53:08 AM »
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I don't know how I missed Nod's reply when I posted mine.

hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?


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Black Tiger

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #125 on: November 10, 2007, 10:26:31 AM »
In "classical" or "cartoon" animation, you create the effect of scrolling by moving the peg bar that holds the background layer(s) in increments of millimetres. To animate the slowest scrolling, you move the bg one millimetre per frame(either 24 or 30 frames per second). To create the illusion of faster scrolling, you just move bg in larger and larger increments.

With film/animation cameras/software, you "shoot" every single frame to fill up every frame of film/video, but really, you're just shooting identically frames all the time. In a video game, it would be the equivalent of rendering fewer frames.

So in a 2D video game, aside from how collision is handled, theoretically speed should be is easier to produce visually than slowmotion, since it requires fewer frames per second. I assume that most games usually use built-in in scrolling routines that don't offer the flexibility of custom scrolling rates, which could contradict this.

If Sonic wasn't stuck in a consistant framerate, it could scroll much faster. But the faster a game moves the more gameplay is lost, aside from human response time, fewer frames per second of visuals equals fewer frames per second of gameplay/collision/control. Which is why AM2 was reluctant to allow online play for so long with the Virtua Fighter series and how they explain that it has tighter gameplay than any other series(the gameplay is actually calculated frame by frame).
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nat

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #126 on: November 10, 2007, 10:31:26 AM »
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I don't know how I missed Nod's reply when I posted mine.

hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?

Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Malducci will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.

ceti alpha

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #127 on: November 10, 2007, 11:23:37 AM »
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At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.

That would be really neat to see.


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Black Tiger

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #128 on: November 10, 2007, 01:40:20 PM »
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I don't know how I missed Nod's reply when I posted mine.

hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?

Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Malducci will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.

That Sonic demo is just uses Air Zonk style parallax, which is neat, but as it is real Sonic stages couldn't be done that way. You can download it in the Frozen Utopia forums.

Although I have a few ideas how to do bg effects for a Turbo port of Sonic, but I think that even a static bg Sonic for Arcade CD with tons of shading, animation and variety alone would look much better.

Plus Sonic's bg style is more of a decoration and doesn't give the effect of a moving world the way parallax was intended. It comes off more as flat sliding wallpaper seen behind an ant farm maze. It still a cool effect, but it really discounts the visuals when people say that its the most important part of the graphics.
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ParanoiaDragon

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #129 on: November 11, 2007, 08:31:44 AM »
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I don't know how I missed Nod's reply when I posted mine.

hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?

Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Malducci will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.

I'm not sure either.  I did the title screen & green hill zone music for it.  I know he's been busy, but, I don't think I've seen him for several months.

Keranu

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #130 on: November 11, 2007, 03:07:54 PM »
Yeah that French dude that was working on that Sonic demo had a lot of cool stuff he was working on. He had this neat vertical shooter demo as well as some Strider Super Grafx demo.
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handygrafx

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #131 on: January 28, 2008, 08:08:54 AM »
Dead Moon has some nice parallax for a standard HuCard game.

ParanoiaDragon

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #132 on: January 28, 2008, 08:22:00 AM »
Dead Moon has some nice parallax for a standard HuCard game.

Indeed.

nat

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #133 on: January 28, 2008, 09:30:20 AM »
Dead Moon has some nice parallax for a standard HuCard game.

It's the same kind of stuff that can be found on games like Air Zonk and Coryoon.

Black Tiger

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Re: CDROM2 and Super CDROM2 games for Wii?
« Reply #134 on: January 28, 2008, 01:00:54 PM »
Magical Chase does pretty much all the kinds of layered bgs/parallax that is supposed to be impossible on TG-16 (not just simple h-sync/"slate scrolling"), plus shadow/transparency effects.
« Last Edit: January 29, 2008, 11:40:20 AM by Black Tiger »
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