Genuinely curious how difficult it would be, or if possible at all.
Porting any Sonic Megadrive game to SNES I'm just curious if it's possible
#1
Posted 07 October 2014 - 11:15 AM
Genuinely curious how difficult it would be, or if possible at all.
#2
Posted 07 October 2014 - 11:26 AM
#3
Posted 07 October 2014 - 11:46 AM
In any case, there's nothing that could be done about the narrower screen resolution unless the game is set to run at one of the hi-res modes, but more complications may arise from attempting that.
#4
Posted 07 October 2014 - 11:59 AM
#5
Posted 07 October 2014 - 01:46 PM
#6
Posted 07 October 2014 - 01:48 PM
NOW... as for porting Sonic from Mega Drive to SNES... I'm afraid I don't know nearly enough about the SNES to give any sort of legit answer... but I'm of the camp that it'd be an awesome endeavor.
For what it's worth, I'm plugging an SNES ROM into IDA just to see if I can get a feel for working with SNES code on IDA (which I've started to become semi-proficient with) I'd suggest going with the M6502 processor setting... I'll update you guys with any progress I make (Which will be limited at best, I don't have the most time for this right now)
#7
Posted 07 October 2014 - 02:53 PM
Coincidentally I was watching this video earlier today, which talks about attempts at bringing Doom to the Amiga. In 1993 it wasn't a cost-effective idea, but once sales stopped mattering, the hobbiests got close. It would be an interesting experiment... although obviously it has to fail because 90s Sega fanboyism
(also what happened to that homebrew Sonic game on the NES that was once talked about)
#8
Posted 07 October 2014 - 04:42 PM
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
I'd say it would make the end game horrible, either compressed horizontally or having bits chopped off the sides.
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
Most likely this. The SNES' processor could run one instruction faster than the Genesis (I think it was the multiplication instruction) at their "native" frequencies, but even this one ended up being slower in practice because most SNES games underclocked the processor to 2.5something. But worse is that the number of sprites in the SNES was far more limited than in the Genesis — check Gunstar Heroes and the lack of SNES equivalents for an example.
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
You mentioned Starfox?.
#9
Posted 07 October 2014 - 04:48 PM
flamewing, on 07 October 2014 - 04:42 PM, said:
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
I'd say it would make the end game horrible, either compressed horizontally or having bits chopped off the sides.
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
Most likely this. The SNES' processor could run one instruction faster than the Genesis (I think it was the multiplication instruction) at their "native" frequencies, but even this one ended up being slower in practice because most SNES games underclocked the processor to 2.5something. But worse is that the number of sprites in the SNES was far more limited than in the Genesis — check Gunstar Heroes and the lack of SNES equivalents for an example.
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
You mentioned Starfox?.
IRONICALLY that's the exact video that put the idea/argument in me and my coworkers head.
So with extra chips, it's a maybe? I really want to see a concept of this.
#11
Posted 07 October 2014 - 05:20 PM
Also, Sonic 1 special stages with smooth rotation would be amazing.
#12
Posted 07 October 2014 - 06:13 PM
Hez, on 07 October 2014 - 04:48 PM, said:
Considering that this video is done in an unmodded Genesis, and considering that the original Starfox had a comparable framerate using an external chip, it will take more than a few chips... but yeah, with enough chips, you can do anything: at worst, you put a Genesis SOC on the cartridge and make it do everything, but that is kind of cheating...
#13
Posted 07 October 2014 - 07:40 PM
1. Optimize the hell out of the code and make sacrifices where it may not be noticed.
2. Maybe slow Sonic's max speed to 5 pixels per frame so that it doesn't look excessively fast.
3. Have an SCD-style pan forward when running.
4. Scale what art you can down to 80% original scale horizontally so that at least those don't look distorted.
#14
Posted 07 October 2014 - 08:44 PM
Sodaholic, on 07 October 2014 - 07:40 PM, said:
1. Optimize the hell out of the code and make sacrifices where it may not be noticed.
2. Maybe slow Sonic's max speed to 5 pixels per frame so that it doesn't look excessively fast.
3. Have an SCD-style pan forward when running.
4. Scale what art you can down to 80% original scale horizontally so that at least those don't look distorted.
I don't think any scaling of sprites would be necessary. the Sonic CD panning would be enough.
#15
Posted 07 October 2014 - 08:44 PM
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
Stealth's Sonic 1 for GBA does fine with 240x160.

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