It is possible to reverse engineering on this game like Super Mario Bros. from the TurboGrafx-16 version, not the NES version
I made a post in the Genesis Forum also
http://www.sega-16.com/forum/showthr...%27s+Adventure
It is possible to reverse engineering on this game like Super Mario Bros. from the TurboGrafx-16 version, not the NES version
I made a post in the Genesis Forum also
http://www.sega-16.com/forum/showthr...%27s+Adventure
No... The NES version is far, far too complex. SMB is an extremely simple NES game.
I'm not talking about the NES version
I mean reverse engineering the TurboGrafx Game to run on the Genesis
It would be less impossible to reverse engineer it to run on the NES than on the Genesis. The instruction set is totally different and, like Guntz said, the game itself (gameplay, mechanisms; everything...) is way more complex than SMB.
Forget about it. It would be "easier" to try to implement a rip off from scratch IMO.
TG-16 Bonk's Adventure would be even harder to port/emulate/translate on the Genesis. Even if you went through that trouble, the resulting game would probably run extremely slowly at best.
You do realize that the TurboGrafx CPU is on par with the genesis one right? (Faster but processes less data)
Emulating it with the Genesis would result in excruciatingly slow performance. Doesn't really matter if you replace all the hardware calls with native stuff, you still need to emulate a same spec CPU. It would be like trying to make a Xbox 360 emulator. It makes total sense when you remember you don't really need to emulate the graphics card or sound card since it's all API calls that can be directly converted. But there's no way you can emulate a 3 core PowerPC processor with even a 4 core i7. It's just not happening.
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It depends on how many byte operations there are. The 6502 is best at processing bytes, while the 68k concentrates on words and longs. Certainly the programmer would have to convert the 6502 code into good clean efficient 68k. Even if it's slower, that doesn't mean all is lost - many games are well faster than need be, and spend a lot of time waiting on the vertical blank before starting on the next frame of the game. If BA is that way, the 68k could be much slower and still run it full speed. The point is that no one really knows if it's possible until BA is FULLY reverse engineered like the community did with the various Sonic games. It needs to be figured out to such a level that you can identify the bottlenecks in the game. Only then can you know if you can port it to another console.
The problem is that the Super Mario Bros he mentioned wasn't converted, the 6502 code is being emulated. The 6502 on the Turbo is too fast for that. Of course the game can be converted but then it's a port, not exactly what he's talking about. There's also the problem with the palettes and the soundchip. FM has trouble with quite a few WSG sounds.
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Why wouldn't it be possible to port Bonk to the Mega Drive? What would you lose in the process?
Another case, I heard you can port Sonic to TG-16... but it would affect the backgrounds, wouldn't it?
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Oh you can, heck you wouldn't even lose much color (The Amiga version only has 16 colors for the background + enemies and looks better than the TG-16 original hehehe). It's doing what was done to get Super Mario Bros running on the genesis that won't work. That game is running in a weird half emulated state.
The parallax would be gone, but the speed would stay.
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Buy stuff at the Magical Game Factory, WaterMelon's crowd funding video game development site!
Do YOU have any games you want to get rid of that haven't been reviewed on the site and needs to be beaten for the sake of this project? Send 'em to me and I'll review and beat them! I'll pay for shipping of course. Shoot me a PM if you're interested.
Someone has already made a playable tech demo for PC Engine that uses the graphics of the first stage and title screen of Sonic 1. It has the same kind of parallax, but it has been simplified quite a bit. It's very impressive considering it was done by a single person in his spare time.
I don't think either the SNES or the TG16 could handle 50 rings getting knocked out of Sonic. The sprite sizes would mess up the effect on both systems, the TG16's sprite/scanline limit would cause more flickering than not, the SNES CPU would cause the game to slowdown a lot more than the Genesis games do non-OCed. It would be just a little bit better than the Master System and Game Gear games dropping a single coin to represent how many were dropped.
Also, neither the SNES or the TG16 could handle the speed along with the 8+ scroll layers of the later Genesis games. Sonic 1 US wouldn't be a problem in that respect. Sonic CD (which runs on the Genesis CPU), Sonic 2 and Sonic 3&K not so much.
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