All right Tweaker.
I'll make an example linked to what Ollie said now, since you added your post when I was replying to Ollie
Ollie, on May 4 2009, 05:18 PM, said:
STHX, on May 4 2009, 04:10 PM, said:
But wouldn't that cause many unneded limitations?
I thought the whole point of this project was to make it play as close as possible to the original trilogy.
You're right, but I'm not speaking of that kind of limitation.
Let's make an example:
Many Sonic fans like the soundtrack of Sonic CD. It is very well done, very catchy, and generally accepted as one of the best.
However, this soundtrack requires CDs, and so, if we want to have a soundtrack like this we will have to do it on the Mega CD.
Technically, we could make it for the Mega CD and still have a Genesis audio, or both of them (kinda like Megamix). But redbook audio takes space, especially if every act is going to have its own track. Everything else could be limited only for the audio (number of zones and acts, number of options, number of characters).
This limitation exist because it doesn't matter what kind of compression we will use, the space on the disk will always be limited.
If we not put Redbook audio, the problem doesn't exist, and we could make it on the MD without problems.
But this problem doesn't exist with the PC, because the game will support the music formats we want it to support.
We want a game close to the classic? We could try to implement an engine able to play the exact songs from the game. But we could also put high quality tracks. Yes, maybe the file may be large, but its size won't be a limit.
On the Genesis, the file size is a limit.
Ollie, on May 4 2009, 05:18 PM, said:
STHX, on May 4 2009, 04:10 PM, said:
Also, we have E-02. Do we truly need something else?
There hasn't been another game use that engine apart from Project Matrix itself and the Megaman fangame that Stealth did as well. Also, what about just using the Sonic Worlds engine for MMF? It doesn't really feel close to the original games, but it is flexible nonetheless and I'm sure there are people here who are used to MMF's interface, etc.
I only said that it is a pretty solid engine. Also Stealth is always here for our questions.
SOTI, on May 4 2009, 05:18 PM, said:
No offence, regardless of how much work a fangame engine is done to it, it can't replicate the Mega Drive. I've played a few fangames and as much as their engines are good, slowdown such as the Sonic "object" can easily be noticed.
Also, you'd be able to play this on emulators and probably flashcarts, so there wouldn't be any issues such as incompatible hardware or not using Windows.
Just my opinion.
True, it is impossible to perfectly replicate the true Sonic Engine. However that engine is full of limitations linked to their platform. The PC one aren't.
Also, there coluld be a community effort at creating an engine specifically for this game, aimed at replicating perfectly the classic engine.
Maybe today there isn't a perfect engine. But tomorrow, who knows?
EDIT: I'll add only this to my post:
Tweaker, on May 4 2009, 05:22 PM, said:
Quote
I agree, Mega Man 9 is an amazing game, but what makes it great is that it isn't a NES game.
What?.
If Mega man 9 was on the NES, every online feature would have been impossible.
The Endless Stage, one of my favorite things from Mega Man 9, couldn't have been of the NES. There are too many different chunks there.
Also, as I said, there are some areas which go past the palette limit.
Yes, this features aren't really needed, but they too are part of what makes Mega Man 9 great.
I don't want to cause problems, but there could be a solution which makes everyone happy. For me there are no problems if this project becomes an hack.
But I can't speak for everyone. Even Chimpo went past the Genesis palette limit, because he didn't wanted to make the exact same thing again.
This is the only thing I fear.
This post has been edited by STHX: 04 May 2009 - 10:48 AM