Porting any Sonic Megadrive game to SNES I'm just curious if it's possible
#17
Posted 07 October 2014 - 09:04 PM
#18
Posted 07 October 2014 - 09:19 PM
InvisibleUp, on 07 October 2014 - 05:20 PM, said:
It's actually possible in the vanilla game, but the programmers turned off smooth rotation. (I don't know why, but somebody mentioned something about motion sickness.) Quite a few hacks in the works right now are turning it back on, and it looks amazing. Add that to the variable jump height more hacks are including, and Sonic 1's Special Stages are legitimately playable to me.
flamewing said:
Yikes. I take it the number of rings Sonic can drop would have be cut down dramatically because of that. (16 versus 32 isn't too bad.) The SNES's resolution is also lower, so less sprites would be on-screen, but that might only marginally help with the limits of the video hardware, as you mentioned.
#22
Posted 08 October 2014 - 09:24 AM
.Luke, on 07 October 2014 - 09:19 PM, said:
I'd argue that Git S2 is better documented; but it is overall the same engine. But there is a trap: S2 (and S3&K, for that matter) are better optimized for the Genesis. Since the SNES has a different CPU and a different architecture, this doesn't mean anything. It could be that some optimizations they make would result in a slower game in the SNES, or would not be needed.
Moreover, it is unlikely that any code would be reused; so it would be more like writing the engine from scratch. Since you are already doing that anyway, you can optimize as much as needed along the way, picking up what works best from S1, S2 and S3&K, and ditching what is irrelevant for (or irreproducible on) the SNES.
#23
Posted 08 October 2014 - 11:50 AM
Felik, on 08 October 2014 - 02:13 AM, said:
RetroGen (accessory)
Hendricks 266, on 07 October 2014 - 08:44 PM, said:
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
Stealth's Sonic 1 for GBA does fine with 240x160.
There's no horizontal stretching on that system though - the pixels are square, unlike the SNES.
Think: Sonic 2's two player mode, except all the time (and not quite as severe). It might not work out so well in some situations, and unless the art was re-drawn, there will be scrolling issues to contend with in boss fights and whatever. This is a disadvantage with the GBA version too.
#25
Posted 08 October 2014 - 02:11 PM
Hendricks 266, on 07 October 2014 - 08:44 PM, said:
Black Squirrel, on 07 October 2014 - 02:53 PM, said:
Stealth's Sonic 1 for GBA does fine with 240x160.
I'd also like to mention Sonic Classic Collection on the DS, which had a resolution of 256x192. While those games were vertically scaled (meaning the 224 vertical pixels were squished into the DS's 192), they weren't horizontally scaled at all, they were just cut off. And it didn't really make much of a difference.
#26
Posted 08 October 2014 - 10:41 PM
Granted... resolution differences aside, we are also talking about, what I'd assume to be superior hardware with the GBA and the DS... back to the main topic in question, the SNES...
#27
Posted 09 October 2014 - 07:19 PM
Covarr, on 08 October 2014 - 12:16 AM, said:
I mean that's a minor thing though, is it not? Just getting the game running at some semblance of "full-speed" would be a feat in its self.
I seriously want to see the SNES pull off a Sonic 3D special stage in Mode 7 though. Show me that I'll shake your hand or something people do to congratulate others.
#28
Posted 09 October 2014 - 08:07 PM

It was an original idea by other of mine friends, but I was asked to join and help on anything it required, maybe documenting stuff about original engine, helping with the code logic, stuff like that. Main game coding is ran under SuperFX chip for this version
#29
Posted 09 October 2014 - 08:35 PM
#30
Posted 09 October 2014 - 08:39 PM
The Game Collector, on 09 October 2014 - 08:35 PM, said:
While the CD grants you more space, It actually limits the current space you can access at a time depending on what mode WordRAM is in. It actually makes things a lot harder to program for. Your better bet would be to use the SF2Mapper to enable banking similar to the 32X and from there you can switch banks when you need to access more data perhaps.

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