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Post by sunteam_paul on Aug 27, 2018 8:04:58 GMT
There are a few NES ports now on the PC Engine, so how difficult would it be to adjust the art to improve the look of the games?
Is it stupidly difficult, like rewriting a lot of the code, or is it more like some tweaking here and there?
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Post by paranoiadragon on Aug 27, 2018 9:47:43 GMT
If Tom were here, he'd know. There was the Mega Man port several of us were working on. Before that, we did plan on redoing all the graphics for the NES port of Dragon Warrior/Quest(along with the cd tunes I was doing). IIRC, Keranu & Black Tiger both did new graphics for it. I feel like Fragmare also did some stuff for it. It might've been that Black Tiger did a new title screen for it, making it look like the Dragon Quest logo, but saying Dragon Warrior. Anyways, I don't recall how hard Tom said it was. I know he was capable, but, he's great at hacking stuff.....
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Post by spenoza on Aug 27, 2018 13:28:50 GMT
There were a lot of technical challenges. He explained some of them in a forum post some time back, but it's been a few years.
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Post by Galahad on Aug 27, 2018 14:29:35 GMT
Ar you planning an hacking some nes games?There is some guides on rom hacking. www.romhacking.net/
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Post by soop on Aug 27, 2018 15:36:21 GMT
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Post by sunteam_paul on Aug 27, 2018 15:51:49 GMT
Ar you planning an hacking some nes games?There is some guides on rom hacking. www.romhacking.net/That kind of stuff is beyond me.
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Post by Galahad on Sept 4, 2018 17:58:21 GMT
If you ever decide to learn assembly there are some good tutorials here for C64
I've included source code and all files needed to compile.It's not commented as I used descriptive labels which should be clear enough.
upload.cat/3cd677268c0a6b17
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Post by spenoza on Sept 4, 2018 20:06:05 GMT
IIRC one of the big problems was that the NES uses all 8x8 sprites.
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Post by Galahad on Sept 5, 2018 16:17:25 GMT
Was the Turbo the first console to use 16x16 sprites?
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Post by spenoza on Sept 5, 2018 17:08:45 GMT
The Master System had different sprite sizes, I believe.
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Post by Galahad on Sept 5, 2018 17:33:51 GMT
Those are zoomed sprites though correct?Start watching at 1:42 you can see zoomed sprites in use
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Deleted
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Post by Deleted on Sept 9, 2018 22:54:23 GMT
There are a few NES ports now on the PC Engine, so how difficult would it be to adjust the art to improve the look of the games?
Is it stupidly difficult, like rewriting a lot of the code, or is it more like some tweaking here and there?
I haven't played much of Adventure Island series, so I don't know if they're all the same, but couldn't some of the graphics from the turbografx version be used? Don't know if that changes anything.
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Deleted
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Post by Deleted on Sept 10, 2018 5:00:59 GMT
I *might* know some ways you could try doing it but after the whole Mega Man fiasco I don't feel like giving hints to it is a good idea right now.
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Post by turboxray on Oct 29, 2019 21:24:29 GMT
I *might* know some ways you could try doing it but after the whole Mega Man fiasco I don't feel like giving hints to it is a good idea right now. Old post, but I wanted to mention that i "expanded" the PPU emulation on the NES2PCE ports. I added ways to write additional functionality without breaking the existing NES stuff that's going on, on the video side. That include 4bit pixel mode, full PCE palette association, full pce color palette, and new sprite modes (most of the PCE ones). I did that so people could upgrade the graphics of these ports without needing specific PCE knowledge. I.e. treat it like an NES with a new backwards compatible PPU.
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