I'd totally love to see someone attempt a Sonic port on the SNES. I am no technical expert myself but I think it could probably be done to at least some extent, perhaps even with some visual improvements with some time and effort. I've even heard some nice SNES renditions of Sonic music. Most floating around youtube unfortunately aren't that great in my opinion. I'm not a fan of DJYuzoboy's remixes for instance (and his are usually the ones that pop up first when you youtube search SNES remixes of Sonic tunes), but there ARE some really nice ones if you look hard enough. Here are a couple I found that I think are really well done for instance (the Chemical Plant one even has the pitch shift at the 0:53 mark)-
https://www.youtube....h?v=swabiuu9DuE
https://www.youtube....h?v=etkTvnpWUhQ
Though I'd really like to see what could be done without the aid of any special chips such as the SA-1 or SuperFX. Those add a lot of extra processing power and I'd honestly like to see whether SNES on its own is capable at all. I've actually seen some Mario World hacks using the SA-1 chip that remove many of the technical obstacles with CPU limits (particularly using the clockspeed increase to brute force past most sprite limits)-
https://www.youtube....h?v=hGmuaMoVO9I
https://www.youtube....h?v=-OJ_lhc-KkU
Tanks, on 09 October 2014 - 07:19 PM, said:
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.
I'd wager that's possible to do, I've even seen SNES games with a comparable if not better effect. Axelay did something like it for some of its levels. And later on Factor 5 took what Axelay did to an even greater height. Super Turrican 2's effect is actually really impressive, seen in level 4-1 I think-
https://www.youtube....mj064lIs#t=3159
There's at least two different vertically scrolling layers that are being scaled at the same time, at different rates to give it a simulated sense of 3D depth. And the layer of fire or lava underneath is also animated with a ripple effect on top of being scrolled and scaled. The layer above ALSO casts a transparent shadow on the layer underneath that also scrolls and scales somewhat independently. Far off on the horizons there's also a gradient shaded layer of sorts going on to simulate a sort of transparent haze. And behind all of this, there's ANOTHER layer of animated fire in the background scrolling upwards. That's not even to mention the sprite effects including vehicles, explosions, lasers and bullet effects happening throughout this level. I didn't even notice any slowdown during all of this (and I was looking for it, if there was any it was negligible as even Axelay had some slowdown).
On the subject of a DKC port to Genesis, I'm again not going to pretend to be an expert on the matter, but I'll concur that the Genesis pirate using DKC graphics is indeed a super poor impression of what a proper port could be like on the Genesis. A proper port from a talented developer could be infinitely better.
That being said I am still inclined to believe a Genesis port wouldn't quite come up to par with the original graphically. I would imagine a noticeably lower color palette would be required just to begin, even the prettiest Genesis games tend to have far more dithering than the better looking SNES games. Compare the Genesis version of Lion King to the SNES version for one example, I actually think the Genesis version may have been the original version (and has a couple of minor visual advantages over the SNES version in the second level) but its color palette is far lower than SNES'. Also, all three DKC games make use of transparency effect fairly frequently. Whether it be beams of light, the surfaces of water, layers of textured scrolling fog and other effects.
This post has been edited by Granville: 10 October 2014 - 08:48 PM