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Post by sunteam_paul on Sept 12, 2021 17:38:57 GMT
There's a video going around of someone doing a semi-conversion of Symphony of the Night on the Megadrive (https://youtu.be/e8WcbBsZSjg), so I thought I'd see what I can make of a mockup in PC Engine colour.
Parallax aside, I think it would make a pretty damn good job.
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Post by turboxray on Sept 19, 2021 0:22:12 GMT
Here's one I did with a PCE color util I wrote earlier this year.
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Post by sunteam_paul on Sept 19, 2021 17:39:59 GMT
That's great, is the utility downloadable? Does it respect the palette limits?
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Post by turboxray on Sept 19, 2021 19:03:18 GMT
That's great, is the utility downloadable? Does it respect the palette limits? It does. It also allows you to assign subpalettes to any tile, merge two palettes, edit that tile, edit the palette (merge colors, etc). It does color matching, but the color space I convert to, to get a match "score", doesn't handle dark colors too well. I might do an inverse gamma or range compression, then match for "score" to see what color matches the best. It's not public.. yet. I completely re-wrote the GUI framework over a year ago. There are a few UI quirks that I haven't finished yet. It was supposed to be release this year but I've been working on my PCE game/demo, so I haven't had time. I work too much OT haha. But yeah, it's this. The idea is that, and automated converter is almost never going to give you want you want but it's almost always lossy (something is lost). So manual editing after you get to a specific point, gets you the best results. I also wrote this in python a few months ago: Certain "faded" colors were a pain to try to convert (like from SNES), so I wanted a way to see what it would look like if I adjust brightness/gamma/contrast in realtime. I also added some dither options, with a slider to adjust the amount of dither applied. You can save "configurations too" for images, so you can apply to them other similar images (or tileset blocks). I did a quick first entry area (taken from the rom running in mednafen): I've had quite a few requests to release it. And I will. I'll probably release it with the UI quirks not fixed haha. I really would like to redo it, as an open source project, in C++ with Dear Imgui.
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Post by sunteam_paul on Sept 20, 2021 10:35:37 GMT
That looks bloody fantastic. I hope you can get it release worthy. Even if it's not use for actual games, it would be a hell of a lot of fun just playing around, converting graphics from arcade or saturn/playstation titles without most of the time consuming manual stuff.
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Post by turboxray on Sept 20, 2021 19:04:18 GMT
That looks bloody fantastic. I hope you can get it release worthy. Even if it's not use for actual games, it would be a hell of a lot of fun just playing around, converting graphics from arcade or saturn/playstation titles without most of the time consuming manual stuff. The 2nd app, which I use as a pre-prep for the palette editing app, was written because I got sick of having to do adjustments on SNES and Arcade pics to PCE colors.. and having to posterize to 9bit after the modifications - not being able to see the modifications in PCE color space in realtime. All that back and forth was annoying. A lot of SNES games converted quite well once you give a bit more contrast: Yeah I left the HUDs and sprites in there... these were just quick conversions haha.
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DutchDimension
Punkic Cyborg
Posts: 122
Homebrew skills: Pixel, 2D and 3D art
Fave PCE Shooter: Override
Fave PCE Platformer: Mizbak's Adventure
Fave PCE Game Overall: Too many to choose from
Fave PCE RPG: Ys series
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Post by DutchDimension on Sept 24, 2021 12:52:55 GMT
There's a video going around of someone doing a semi-conversion of Symphony of the Night on the Megadrive (https://youtu.be/e8WcbBsZSjg), so I thought I'd see what I can make of a mockup in PC Engine colour.
Parallax aside, I think it would make a pretty damn good job.
Looks very cool! And what a great idea for a home-brew project. I hope they can pull it off. Wouldn't targeting the SuperGrafx solve the parallax difficulties though? If only the PC-Engine home-brew scene was a bit more organised and less self-destructive, stuff like this might actually see the light of day on our beloved platform.
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Post by sunteam_paul on Sept 24, 2021 17:05:28 GMT
SuperGrafx would be good, but you need that CD space for something like this. And the fact that SGX owners are a very small portion of the fanbase.
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Post by turboxray on Sept 24, 2021 17:46:48 GMT
@paul If the SHD3pro gains more popularity, then you'll increase your SGX base haha. It adds SGX support to your PCE/TG16. But unfortunately, the author said there wasn't enough room on the FPGA for both Arcade Card and SGX support at the same time. Unclear if you can actually use a real Arcade Card and SGX on the backend at the same time. MisTer audience also increases that SGX base. I mean, from a homebrew perspective. This is something I've been thinking about lately. You're no longer limited to an audience of 10 people hahah. There's a good amount of untapped potential that never really got shown off on the SGX.
@dutch As for the self-destructive comment. I mean it's not like it takes a whole community to put out a product. Pretty much just need one person to code, and someone for music/graphics. If you're converting graphic assets, even easier to find someone. A project like this is very doable, even with SGX support. It just takes motivation and dedication. Ohh, and time. Not sure about other devs, but something I never seem to have enough of hahah.
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Post by spenoza on Sept 24, 2021 20:08:01 GMT
@dutch As for the self-destructive comment. I mean it's not like it takes a whole community to put out a product. Pretty much just need one person to code, and someone for music/graphics. If you're converting graphic assets, even easier to find someone. A project like this is very doable, even with SGX support. It just takes motivation and dedication. Ohh, and time. Not sure about other devs, but something I never seem to have enough of hahah. Dutch isn't wrong... It does take a community for proper knowledge sharing and transmission. But a community, especially an insular one, will also breed rivalries and sniping. We're not big enough to survive the latter without damage, as has been demonstrated time and time again.
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nicole
Gun-headed
Posts: 50
Fave PCE Shooter: Magical Chase
Fave PCE Platformer: Legendary Axe II
Fave PCE RPG: Ys III
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Post by nicole on Sept 26, 2021 16:19:45 GMT
@paul If the SHD3pro gains more popularity, then you'll increase your SGX base haha. It adds SGX support to your PCE/TG16. But unfortunately, the author said there wasn't enough room on the FPGA for both Arcade Card and SGX support at the same time. Unclear if you can actually use a real Arcade Card and SGX on the backend at the same time. MisTer audience also increases that SGX base. I mean, from a homebrew perspective. This is something I've been thinking about lately. You're no longer limited to an audience of 10 people hahah. There's a good amount of untapped potential that never really got shown off on the SGX. Yeah, I was definitely surprised how many people were interested in playing the SGX Arcade CD version of Space Ava 201; I only added the features as a gimmick.
While the Arcade Card lack of support is a bummer, from a homebrew perspective, the faster disc loading can ease over a lot of that. At least for the rudimentary arcade card features of SA201, they're just rendered pointless by the speedy CD loading. So I think this might be a real option.
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4lorn
Deep Blooper
Posts: 27
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Post by 4lorn on Sept 26, 2021 16:24:45 GMT
I won't be able to contribute anything to the topic other than a considerable amount of drooling. That looks fantastic.
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DutchDimension
Punkic Cyborg
Posts: 122
Homebrew skills: Pixel, 2D and 3D art
Fave PCE Shooter: Override
Fave PCE Platformer: Mizbak's Adventure
Fave PCE Game Overall: Too many to choose from
Fave PCE RPG: Ys series
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Post by DutchDimension on Sept 28, 2021 2:29:42 GMT
SuperGrafx would be good, but you need that CD space for something like this. And the fact that SGX owners are a very small portion of the fanbase. Yeah good point about the CD space. I had forgotten about that little caveat.
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Post by turboxray on Sept 28, 2021 18:26:32 GMT
@paul If the SHD3pro gains more popularity, then you'll increase your SGX base haha. It adds SGX support to your PCE/TG16. But unfortunately, the author said there wasn't enough room on the FPGA for both Arcade Card and SGX support at the same time. Unclear if you can actually use a real Arcade Card and SGX on the backend at the same time. MisTer audience also increases that SGX base. I mean, from a homebrew perspective. This is something I've been thinking about lately. You're no longer limited to an audience of 10 people hahah. There's a good amount of untapped potential that never really got shown off on the SGX. Yeah, I was definitely surprised how many people were interested in playing the SGX Arcade CD version of Space Ava 201; I only added the features as a gimmick.
While the Arcade Card lack of support is a bummer, from a homebrew perspective, the faster disc loading can ease over a lot of that. At least for the rudimentary arcade card features of SA201, they're just rendered pointless by the speedy CD loading. So I think this might be a real option.
I think PCE fans, that have that setup, have been dying to see that combo. But soo true. Just an SGX is great option for dev. You know, I was playing Art of Fighting yesterday (to test out the tink 5x) and the load screen was like 30+ seconds maybe? That seems soo fast in comparison to last gen PS4/XB games haha.
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Post by turboxray on Oct 5, 2021 18:21:31 GMT
If anyone wants to see/try some demo roms of SotN: www.turboxraypce.org/pce_demos/It has some more than just SotN. They're just really quick conversions. No love/touch/optimization.
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