This is incredible! I can’t wait for me to play it on my NES. Question is: will you adapt Megaman 9 & 10 for the system? I doubt it due to the save system of these games being a bit too much. As a band-aid solution, I wouldn’t be surprised if MM9 & 10 had to get the aid of some kind of extra chips...?
It will come eventually. It has been written and recorded for a long while now, but I have been having an exceptionally hard time in my life and have not managed to put it together yet.
Yes. A detail I had to cut for time, but they can be 8x8 or 8x16 on NES, but not at the same time. We actually used 8x16 sprites for cutscenes, but not during gameplay.
Oh, it's my desktop background. It's a visualized source code of Q-Bert for the Atari 2600. If you search for "Distellamaps" by Ben Fry you should find it.
Also, why not make a cart with a more advanced CPU and PPU and then run a cable directly from the cart to the TV bypassing the original NES's PPU to then allow for more sprites on screen?
Another great video, Brad! Keep em coming.
Awesome video, Brad! Very interesting and entertaining. Thank you for sharing 😘
Looking forward to part 3.
Also, I'm curious about your development environment. Preferred IDE, assembler, emulator, sprite and CHR tools, etc.
Thanks for the info! I'm surprised only today I found someone talking about how the NES this deep
Great content. I'm waiting for the 3rd video. Kudos.
It's easy to underestimate how limited an 8-bit console is. It's also easy to underestimate what can be done within the limitations, too.
So much planning and thought goes into such a NES port. Thanks for sharing.
yay for more bradsmith content, never stop! love your retro knowledge - ive listened to ur scriabin 5 for over 10 hours lol
Great video, Brad. Always look forward to these. :D
Really enjoyed this and the previous video Brad! Thank you for sharing the process. Looking forward to part 3!
I can't wait for this version to arrive.. this is awesome, Brad!
Thanks this is extremely helpful for anyone not used to nes hardware
This is awesome, thank you for making these, very interesting!
This game is gorgeous. I love your videos
Great Video, like the first part. It was me a pleasure to watch your video. : )
Amazing
it's incredible! When the realties I will also do something interesting!
cool video, very interesting!
this is what retro really means not those huge 100MB+ games in the play store.
Just found this video in my feed, checking for the NES pre order, but already sold out :-( Hopefully more copies to be added. Great video!
Great video!
This is incredible! I can’t wait for me to play it on my NES.
Question is: will you adapt Megaman 9 & 10 for the system? I doubt it due to the save system of these games being a bit too much. As a band-aid solution, I wouldn’t be surprised if MM9 & 10 had to get the aid of some kind of extra chips...?
Either of those could certainly be adapted for NES, but no, it won't be done by me, unless Capcom were to hire me to do so.
So I take it that this, NES game is pretty advanced.
Will the promised third video be coming?
It will come eventually. It has been written and recorded for a long while now, but I have been having an exceptionally hard time in my life and have not managed to put it together yet.
@@Sakanakao I'm sorry to hear that. I really enjoy all the stuff you do. Take care of yourself first. We can wait :)
Is the Cube of Zoe a SotN reference?
Absolutely. ;) Well, at least on my part. I think for the original creators of the game it was just a coincidence.
Aren't there 8:16 sprites too, or am I misremembering things?
Yes. A detail I had to cut for time, but they can be 8x8 or 8x16 on NES, but not at the same time. We actually used 8x16 sprites for cutscenes, but not during gameplay.
@@Sakanakao Ah, so you can't set it on a sprite basis. Got it.
@@mirabilis The 16-bit consoles could all set sprite-size on a per-sprite basis, but not NES.
Er... where's part 3?
6:40 What's that in the background?
Oh, it's my desktop background. It's a visualized source code of Q-Bert for the Atari 2600. If you search for "Distellamaps" by Ben Fry you should find it.
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Also, why not make a cart with a more advanced CPU and PPU and then run a cable directly from the cart to the TV bypassing the original NES's PPU to then allow for more sprites on screen?
If that concept interests you I'd recommend TheRasteri's NES DOOM videos.
th-cam.com/video/FzVN9kIUNxw/w-d-xo.html
That seems like it might not be so easy to mass produce.
As cool as those kinds of projects are, at that point it's arguable wether or not it's still a NES game anymore.
at that point you might just as well buy the steam version? also not very useful for us with rgb modded systems
This was fascinating! Thank you for creating this wonderful video.