We used to call these "ports." You had arcade games being ported to whatever home micros we had to home consoles and 16-bit computers. Sometimes the port was completely new, build from scratch to resemble the final product, like the Saturn V.R. Racing.
That was a very interesting time in gaming! Sometimes those "port" would be completely different games. Streets of Rage was an interesting one. Even the Game Gear and Master System ports were very different from each other
@@SpiralPegasusthat's a fairly modern distinction though. Back in the 8-bit and 16-bit days terms like port/conversion were used interchangeably - mostly because it wasn't really practical to move code or even assets between systems very easily.
@@SpiralPegasus That's true today, but it wasn't necessarily the case back in the day. You could have a port of a game with nothing in common other than the name and basic concept. Take, for example, any game that was featured on both the GameBoy Color and the Nintendo 64. Tony Hawk's Pro Skater comes to mind. No shared code, no shared art, original music tracks, and totally different gameplay. Or for a slightly less extreme example, take the famously different versions of Aladdin on the SNES and Genesis. They were made by two different studios, and were basically two original games sharing the same name. It wasn't like it is today where all the available platforms are relatively close in performance for a game to get some tweaks to make it playable. The Switch is basically a glorified smartphone, but games like The Witcher 3 or Doom could be pared down enough to run on it. You had absolutely no such guarantee. The fact that I opened with a comparison between a 64-bit console with 3D graphics and what is basically a souped-up graphing calculator should tell you all you need to know. On the subject of graphing calculators, how are they still so expensive? The one I was using in high school is still like $100 today, and that thing's over two decades old by now!
I like watching how the work you do in the background is coming along, great stuff as always. I think the pink walls look better, as if the moonlight is casting a faint glow against the bricks. Look forward to this year's demo as well, it's become a Christmas tradition!
Although the green walls are fine, I vote for the pink walls. It results in an overall softer background and makes more sense with the moon. Also, the catacombs are already green. Keep up the good work.
Use the DS graphics for enemies, characters and some tiles, will save you A LOT of work :) Dawn of Sorrow is a seuqel to Aria of Sorrow so it has the same characters, just bigger^^ The design is slightly different but I don't think people will mind.
I'm just wondering whether all of the scaling and music problems could be saved by making it a sega cd game. Aside from the 3d bits it would make for a pretty darn accurate port.
That probably goes beyond the scope of this project. The only one to even attempt a CD32X implementation is Doom CD32X Fusion. It would be cool to see more projects like it though.
This is amazing. My dream is that you port OOT or Mario 64 to the Saturn. They have been completely reverse engineered, and that project will take you to 100k subs for sure!
@@cliffchampion5501 It's only inferior in some ways. But it is also superior in others. I'd say they kind of balance out overall, with the SNES favouring a bit more of a cinematic look, sound, and feel imo, and the Genesis favouring a bit more of an arcadey look, sound, and feel imo. I personally prefer the SNES for that reason, but I can also fully understand why many people would prefer the Genesis for that reason. Thankfully we have both. And on modern systems like the Nintendo Switch, or even my hacked SNES Mini, we can play basically all the best games from both in one place. Finally being able to play most of these awesome Sega games alongside all the best that Nintendo has to offer on a Nintendo console is a rather awesome situation to be in in our modern times. :D
@@cliffchampion5501 "Yet still inferior to the SNES" SNES: mode 7 , transparency, and color palette. Mega: (considerably) more powerful CPU. A lot of SNES games used a custom chip while the Megadrive could do the effect natively.
@@cliffchampion5501 saying "yet still inferior" makes no sense. It's 2 years older so it should be technically inferior and yet, it held its own. It's actually better in some ways.
It's just a little playground, that's all.... Spoken like a boss. Good job my friend. As a lifelong Sega Genesis fan (got mine in '89) I am amazed by all of this. 68000 heart on fire. I'm interested in this....subbed!
I'm going to say I'm team green wall. The pink wall is good, but the moon wouldn't be lighting it up directly. Always good to see you post a video. I hope you've been enjoying your time working on other projects. Your pixel art has improved dramatically!
Thanks, I've done a lot of pixel art practice this year, as I need to make good art for the Shinobi project. Still a long way to go until I'll be at the level I need to be though.
Nice going Pigsy, keep this project going as possible. Who knows what crazy stuff you might gonna show us next on the future? I just hope Castlevania SotN on the Megadrive will become a reality
Regarding the screen resolution, the Playstation version of Symphony of the Night uses 256x224. The ill-received Saturn port stretched it to 320 horizontal, because it couldn't do 256. If it had tried, there would have been black bars on either side of the image. Alternatively, you can widen the viewport from the Playstation original, but on a system with less power, I don't think that's optimal. H32 mode on Genesis is probably the right way to go. It gives you that 256x224 resolution exactly. Likely, the impetus to use 320x240 (H40 mode) is due to it having square pixels, which is more pleasing than rectangular ones (usually integer scaling modes don't do different integers for horizontal and vertical scaling), but you COULD use different integer scales when emulating. An x5 and x6 scale is just about perfect (yielding a 1.37 ratio versus 1.33 for 256x224). It also just *barely* overscans at 1080p. For higher resolutions you have more options
This is just amazing, the idea alone put a big ol smile in my stupid face...could you put Mario Kart on the Genesis? Or shit, Sonic on the Snes? The nerd in me is giddy 🤓
6:40 The green walls at 5:36 fake ambient occlusion better because light could only bounce from green grass/moss/other surface not get lit directly by the pink moon on the other side of it (except maybe could from atmospheric glow).
Aria of Sorrow graphics works kinda well on Mega Drive, I like the contrasting colors! I do wonder if Aria's HP/MP bar could be used on SOTN? I think it might read better on console compared to the original? Another use for the Aria of Sorrow assets that could work and be fun is if you decide to implement a version of the 2nd castle. Maybe as a set of harder levels with a Aria coat of paint. 2nd loop of already finished levels, or maybe with the famous upside-down design? That would probably feel similar to SNES Dracula X actually, since that game also had similar but still different aestethic design compared to Rondo.
Would it be possible to simulate something like the transparent clouds in front of the moon from the GBA version with shadow/highlight sprites on the mega drive? They don´t have to be pink like on GBA
Some games would flicker a sprite on and off really fast to emulate transparency effect It should be possible on Mega Drive, though, I would be cautious of that technique since it would cause seizures
You should use the color palette hack based textures and colors. This one was meant for a console without backlight, it doesn't look particularly good with it. Or, add a dark multiplier filter and stronger contrast to the textures. The moon should also look as big as in the original, it's part of the theme intent
I think i like the pink walls a bit more give a nice gradient or contrast effect. The Tome enemy looks insane, just wow. I know just getting all this to work is a task in itself. But if you can pull this off and make the game actually fun to play with great hit detection and level layout, we could be looking at one of the most special homebrews ever made. Again, I cannot wait. And am so upset i dont have a PC to try the demo out, I can't even load up my Everdrives or Analogue consoles, need a PC asap.
I remember playing Street Fighter II on the NES via an unofficial demake. Didn't know about it being a demake/unlicensed port until just a few years ago 😄
Reminds me of Rygar on nes using sprites to do the sun following you that it put high in the sky since it used most of the nes sprites per scanline. The Genesis can evidently put a lot more per scanline though I'm guessing there won't be a ton of enemy sprites in room with the moon if any. Looks great though.
I do like the green castle background a little bit more but I don't like the shades of pink mixed in there. I guess that's a result of the porting process and can be changed. (reminds me of those bits of green I tend to see in brown colored gradients on the Mega Drive)
@@PigsysRetroGameDevTutorials I've seen color hacks by Pyron which fix that sort of thing - getting the green out, and so forth. I'm so glad that seems to be a pet peeve of his as it really cleans up an image. Often times a gradient would even look better with one less color, rather than an extra out of place color which throws the whole thing off :D
I'd say port. Changes to adapt the system, for better and worse. Some 3d or rotaging effects may be gone and colors may be less but it will gain in graphics resolution hence detail.
You'd run into issues with more complicated coloring, but if you want to use a Soma Cruz sprite that's better scaled to Alucard you can always go with the Dawn of Sorrow version.
30 anos depois de seu lançamento, ainda continua sendo um console promissor. Genesis não concorre mais com snes , mas pouco a pouco vai é cair no gosto dessa nova geração e roubar uma fatia do mercado dos consoles de última geração. Genesis imortal !
I think people who work on projects like this should look into doing it using the 32X. Or, conversely, you can accomplish many of the scaling effects the GBA pulled off that the Genesis struggles with if you use the SEGA CD.
We want to make a short demo level on sega 16bit out of our concept for submission to potential publishers Konami and Capcom here in Pasadena, California. And I'm wondering if you could be interested in participation with your advices or even more
Look, any version of a game being made for a completely different console or hardware can be considered a remake. You would need a spriter to help you remake Aria of Sorrow since the character sprites, graphics and tiles are smaller than the ones from Symphony of the night or the DS Castlevania games.
What a pity that it seems like it’s not destiny to see isometric Castelvania, especially this part. Even adding another dimension like in the Legend of Mana would give the game a lot, and doing it in the style of Scurge: Hive even more so. Although the latter is more suitable for isometric Metroid...
Genny is the best. So many things can be achieved on it. If only a new 2d hd version could be available and open to development no one would have to push the limit.
A new 2D only console wouldn’t work, it’s so trivial to draw 3D in the weakest consumer computers that I think you’d have to go out of your way to remove that from the hardware. And what would leave you with? A console that is less capable than the cheapest smartphone. The branding would have to carry it, and modern Sega fans would be scratching their heads when the new Sega system doesn’t play their 3D favorites like everything Altus makes, Sonic and Like a Dragon. Younger fans will outnumber older ones sooner or later if it hasn’t happened already. No, a modern Sega system would be expected to be roughly as powerful as the current Xbox and PlayStation. When Xbox is struggling and mobile alone is bigger than anything Sega went up against, a current gen Sega system has a snowball’s chance in hell. Two reasons people do homebrew is for nostalgia and for the challenge of making something for ancient hardware. Using current technology removes those two elements. I’ve seen new 8-bit systems, Sega could potentially do something similar. However, a new 8-bit system that isn’t the Master System wouldn’t make people nostalgic. People would probably just keep making stuff for the hardware they already own, and Sega would have to compete with other new 8-bit systems. I imagine it’s a very fringe market that is probably already cornered by the two existing options. You could probably do a 16-bit one, however it would probably be seen as Sega trying to replace the MD (or the MS if we are talking about 8-bit).
@@protocetid this is the paradox, the scene and indie works on 2d and 2d games even under 2.5d or 2d hd have never been so present on modern system with portage and remake. Is the scene pushing the limit for fun ? Are indies using 2d retro view because they lack money... a 2d hd console with 3d elements for camera, transparencies and lightning effect could work. People are also tired of empty overworld sometimes. I agree it would be a step back but at the same time having monsters in the hand like smartphone or switch or ps portal to play old games is ridiculous too.
@@lordadk31 Two dimensional graphics are cheaper and anything can run them now. It’s why independent developers use them. You can max out 2D graphics much more easily than 3D, pixel graphics in modern games are done to induce nostalgia in players or because the artists felt like pursuing that route. Nintendo too has struggled to survive the console wars. They saved themselves by creating unusual consoles, and they also rely heavily on gamers' strong attachment to their brand and franchises. A new gaming machine has to have a hook, we are drowning in devices that can play video games. If the 2D Sega console could push 2D graphics beyond the PS5 etc then it could have a chance. Problem is, I think we hit the pinnacle of 2D graphics a long time ago. So the only hooks would be branding and exclusives. The Sega brand would help, but I don't think it's enough to sell a system that is incapable of doing something the rest of your machines can't do. Exclusives would be cheaper with 2D graphics, however if the console doesn’t sell well enough then Sega would be compelled to sell them on rival platforms. A gaming machine lives or dies by its exclusives, losing exclusives alone could spell the doom for the Sega 2D system. The Playdate attempted something similar to what you propose, it tried to be more unique by tapping into the nostalgia for the Game Boy by having super low specs and grayscale graphics. And those are fairly compelling hooks for the retro obsessed, not sure how big of a success the Playdate is for its maker. They were happy to announce seventy thousand sold, but they didn’t state it was a huge hit or anything. AFAIK it’s enough for a small brand. Sega used to sell consoles in the millions, megacorps often only care about selling in huge numbers.
Nice work but I have q question. Why not make your own game with a the effort you put in and sell it since their are companies that can do that for you for you?
It would be a demake, since you'd be making it for an older and less powerful console. Remake typically means an old game is being remade on newer and more powerfu hardware. Or you could just call it a port, as that kinda works in every direction.
@@PigsysRetroGameDevTutorials I think some of them have various graphical improvements over the originals, albeit with the obvious reduction in resolution and often more garish and blown-out colours to try and compensate for the original GBA model without the backlight. But it's the original GBA games that really show how much more powerful it was/is than any of the other 2D home consoles of that era, except for possibly Neo Geo in terms of purely 2D. And obviously it's well beyond them all in terms of 3D. That Asterix game could be mistaken for an early Saturn and even PS1 game if it weren't for the resolution, and it really shows just how much raw power there is there under the surface.
@@PigsysRetroGameDevTutorialsWhy are you asking for that bitter troll @inceptionals opinion? He's been making fun of all new megadrive games behind your back, even pyron of bitmap has banned him. Why are you always replying to his comments?
I suppose it depends on the quality differentiation of the two consoles. Obviously I wouldn't call it a port since you don't have access to the original source code, and some games have erroneously been called ports in the past despite sharing nothing in common with the original. However, if you're downgrading the graphics, then calling it a demake makes the most sense. Personally, I love demakes. They have a certain charm to them that really appeals to me. They're not to everyone's taste, but to each their own I say. If you were improving the graphics then I would call it a remake, but if you had the original source, then I'm not sure what designation would fit the best.
Please do not split your time. If development is slowing because the codebase is starting to be a pain and you're considering a rewrite but being aware of the vast amount of rework, then stop and think first. You need to learn more. You need to know what refactoring is. You need to know what anti patterns are. You need to reorganize and rethink. Please do not get bored due to bad archextiture and go on various other journeys to hold up your interest. Please reply or reach out, I'm not a c developer primarily but I can offer my time to look at the code and give some ideas on where problems are. I can offer good books, they will not have all the answers and the practices within can sabotage you potentially if you take them wrong. But not at least being aware of the concepts can kill you. Please let me know. And great work as always pigsy!
Do you, I bet if people like it, you know how to continue, just naturally. Demake or Remake. I like to make own designs in everything I do based on other work.
I'm surprised how I enjoy more the new colors, in the original they are more "pastel" and now they are vibrant. However, from the 3 GBA games, Harmony of Dissonance would be the one with larger benefit because of those terrible musics.
Dudes haven't finished SoTN and yet they come up with another Castlevania... Why do they do this? Isn't a better idea to finish one and then start another game?
Then someone should try making this Asterix game on the Genesis: th-cam.com/video/b0pknb4ghUA/w-d-xo.htmlsi=MJB5aJ5KGzkCnVOA It would be very cool to see the Genesis showing off its actual full capabilities, since obviously it's not been pushed to its true limits yet based on what you're saying.
I didn't want to a bits argument in the video, so I kind of glossed over that, haha. It's the extra GPU power which really helps the GBA anyway, the CPU doesn't offer much advantage (for basic 2D games anyway)
@@PigsysRetroGameDevTutorials I would say it is that slight CPU advantage along with everything else where the GBA is noticeably more powerful and capable that adds up to such a big difference in what's ultimately possible there. Outside of the resolution drop and I think worse audio, the GBA is far more capable than any of the 16-bit generation machines except for possibly the Neo Geo that was a total powerhouse for pure 2D. It's actually kind of amazing what is possible on the GBA. I would never have imagined it could produce textured 3D visuals of the quality seen in that Asterix demo until I saw it with my own eyes. The recent Super Mario 64 demo is looking better and better each time I see it too. And I remember being very impressed by the likes of V-Rally 3 and Doom and such on it back in the day as well. It's also still really great at 2D too, but it's not so obvious at a glance to see all the ways it excels there as it is with the jump to 3D when compared to the other 2D systems of the time. Although I recall Astro Boy: Omega Factor looking like basically a portable 2D Saturn game at time. That game was extremely impressive for something running on a handheld that everyone thought was basically just a portable SNES, which it was/is far beyond. Really hoping for Palmer Luckey to make a new ModRetro GBA at some point, as that would be very cool to see.
mega drive itself powerful console nobody knows the full potential until someone make demake of the game, also paprium that game 128 mb rom making the console more 2x to play on the real hardware.
I mean…financially I’m sure Konami would beg to differ… I don’t know what you mean by “about anime girls” when, while it features some anime girls, its main characters have always been dudes fighting horrific monsters. Ecclesia with Shanoa (the only real female main) was bad ass too.
We used to call these "ports." You had arcade games being ported to whatever home micros we had to home consoles and 16-bit computers. Sometimes the port was completely new, build from scratch to resemble the final product, like the Saturn V.R. Racing.
Ports have the original code and/or assets involved somewhere. VR on Saturn is more like a "conversion" than a port.
That was a very interesting time in gaming! Sometimes those "port" would be completely different games. Streets of Rage was an interesting one. Even the Game Gear and Master System ports were very different from each other
@@SpiralPegasusthat's a fairly modern distinction though. Back in the 8-bit and 16-bit days terms like port/conversion were used interchangeably - mostly because it wasn't really practical to move code or even assets between systems very easily.
@@PigsysRetroGameDevTutorialscool Rom link
@@SpiralPegasus That's true today, but it wasn't necessarily the case back in the day. You could have a port of a game with nothing in common other than the name and basic concept. Take, for example, any game that was featured on both the GameBoy Color and the Nintendo 64. Tony Hawk's Pro Skater comes to mind. No shared code, no shared art, original music tracks, and totally different gameplay. Or for a slightly less extreme example, take the famously different versions of Aladdin on the SNES and Genesis. They were made by two different studios, and were basically two original games sharing the same name.
It wasn't like it is today where all the available platforms are relatively close in performance for a game to get some tweaks to make it playable. The Switch is basically a glorified smartphone, but games like The Witcher 3 or Doom could be pared down enough to run on it. You had absolutely no such guarantee. The fact that I opened with a comparison between a 64-bit console with 3D graphics and what is basically a souped-up graphing calculator should tell you all you need to know.
On the subject of graphing calculators, how are they still so expensive? The one I was using in high school is still like $100 today, and that thing's over two decades old by now!
I like watching how the work you do in the background is coming along, great stuff as always. I think the pink walls look better, as if the moonlight is casting a faint glow against the bricks. Look forward to this year's demo as well, it's become a Christmas tradition!
Yeah, it seems that the demo and following games in development video have become something of a tradition for the channel!
Although the green walls are fine, I vote for the pink walls. It results in an overall softer background and makes more sense with the moon. Also, the catacombs are already green. Keep up the good work.
Use the DS graphics for enemies, characters and some tiles, will save you A LOT of work :) Dawn of Sorrow is a seuqel to Aria of Sorrow so it has the same characters, just bigger^^ The design is slightly different but I don't think people will mind.
I don't really have anything specific to say other than this is really cool and keep up the great work!
I would love to watch Mega Drive + Mega CD + 32X full potential
I'm just wondering whether all of the scaling and music problems could be saved by making it a sega cd game. Aside from the 3d bits it would make for a pretty darn accurate port.
@@paultravis352
The 32X could do basic 3D shapes like the Super FX chip in the SNES, the save coffin shouldn't be an issue for it.
That probably goes beyond the scope of this project. The only one to even attempt a CD32X implementation is Doom CD32X Fusion. It would be cool to see more projects like it though.
I prefer the pink wall. Just needs that moon sprite.
Thanks for the feedback
This is amazing. My dream is that you port OOT or Mario 64 to the Saturn. They have been completely reverse engineered, and that project will take you to 100k subs for sure!
It's amazing that the Mega Drive is a console from 1988, two years older than the SNES.
Yeah, I always think of it as a 90s console and have to remind myself that it's actually form the 80s!
Yet still inferior to the SNES
@@cliffchampion5501 It's only inferior in some ways. But it is also superior in others. I'd say they kind of balance out overall, with the SNES favouring a bit more of a cinematic look, sound, and feel imo, and the Genesis favouring a bit more of an arcadey look, sound, and feel imo. I personally prefer the SNES for that reason, but I can also fully understand why many people would prefer the Genesis for that reason. Thankfully we have both. And on modern systems like the Nintendo Switch, or even my hacked SNES Mini, we can play basically all the best games from both in one place. Finally being able to play most of these awesome Sega games alongside all the best that Nintendo has to offer on a Nintendo console is a rather awesome situation to be in in our modern times. :D
@@cliffchampion5501 "Yet still inferior to the SNES"
SNES: mode 7 , transparency, and color palette.
Mega: (considerably) more powerful CPU.
A lot of SNES games used a custom chip while the Megadrive could do the effect natively.
@@cliffchampion5501 saying "yet still inferior" makes no sense. It's 2 years older so it should be technically inferior and yet, it held its own. It's actually better in some ways.
It's just a little playground, that's all.... Spoken like a boss. Good job my friend. As a lifelong Sega Genesis fan (got mine in '89) I am amazed by all of this. 68000 heart on fire.
I'm interested in this....subbed!
If I had to guess, the holes on the walls of Aria’s Underground Cemetery are empty because the corpses have already awoken and merged with Legion.
11:00 Damn it looks so good like gba
those contrasty colors make everything pop. Looks amazing!
Amazing work! I can only imagine what it could look like on the 32x!!
Pink looks better, more in line with the rest of the background
The pink seems popular in the comments!
What a legend! Have you ever thought on making your own indie metroidvania game for old systems? that would be great!
I'm going to say I'm team green wall. The pink wall is good, but the moon wouldn't be lighting it up directly.
Always good to see you post a video. I hope you've been enjoying your time working on other projects. Your pixel art has improved dramatically!
Thanks, I've done a lot of pixel art practice this year, as I need to make good art for the Shinobi project. Still a long way to go until I'll be at the level I need to be though.
If you want Soma sprites, I think the Dawn of Sorrow one is a better fit to Mega Drive.
Nice going Pigsy, keep this project going as possible. Who knows what crazy stuff you might gonna show us next on the future? I just hope Castlevania SotN on the Megadrive will become a reality
This is super cool! I’d love to see a Metroidvania style hack of the early Castlevania maps, don’t know how hard that would be to pull off though.
Regarding the screen resolution, the Playstation version of Symphony of the Night uses 256x224. The ill-received Saturn port stretched it to 320 horizontal, because it couldn't do 256. If it had tried, there would have been black bars on either side of the image. Alternatively, you can widen the viewport from the Playstation original, but on a system with less power, I don't think that's optimal. H32 mode on Genesis is probably the right way to go. It gives you that 256x224 resolution exactly.
Likely, the impetus to use 320x240 (H40 mode) is due to it having square pixels, which is more pleasing than rectangular ones (usually integer scaling modes don't do different integers for horizontal and vertical scaling), but you COULD use different integer scales when emulating. An x5 and x6 scale is just about perfect (yielding a 1.37 ratio versus 1.33 for 256x224). It also just *barely* overscans at 1080p. For higher resolutions you have more options
This is just amazing, the idea alone put a big ol smile in my stupid face...could you put Mario Kart on the Genesis? Or shit, Sonic on the Snes? The nerd in me is giddy 🤓
Sonic on the SNES I believe has been done.
6:40 The green walls at 5:36 fake ambient occlusion better because light could only bounce from green grass/moss/other surface not get lit directly by the pink moon on the other side of it (except maybe could from atmospheric glow).
Aria of Sorrow graphics works kinda well on Mega Drive, I like the contrasting colors! I do wonder if Aria's HP/MP bar could be used on SOTN? I think it might read better on console compared to the original?
Another use for the Aria of Sorrow assets that could work and be fun is if you decide to implement a version of the 2nd castle. Maybe as a set of harder levels with a Aria coat of paint. 2nd loop of already finished levels, or maybe with the famous upside-down design? That would probably feel similar to SNES Dracula X actually, since that game also had similar but still different aestethic design compared to Rondo.
That's an interesting idea. I might try and find some way to include the Aria stuff in the finished SotN as some kind of easter egg
Would it be possible to simulate something like the transparent clouds in front of the moon from the GBA version with shadow/highlight sprites on the mega drive?
They don´t have to be pink like on GBA
Some games would flicker a sprite on and off really fast to emulate transparency effect
It should be possible on Mega Drive, though, I would be cautious of that technique since it would cause seizures
You should use the color palette hack based textures and colors.
This one was meant for a console without backlight, it doesn't look particularly good with it.
Or, add a dark multiplier filter and stronger contrast to the textures.
The moon should also look as big as in the original, it's part of the theme intent
How about using NDS Dawn of Sorrow Soma's sprites instead?
Do you still plan to finish the GG Shinobi project?
Green wall and pink moon, the stage simulates more depth and that green tone is more unusual in MD games... in my opinion.
Watching this shows me how possible Sonic Advance/N would have been on Mega Drive.
It looks beautiful! ♥
GBA palettes are a little more complex: 16 colours are transparent on sprites and 15 on backgrounds (0 is backdrop colour)
So it's 240+240+1 colours
I'm sensing a new work at the horizon. Keep up, Pigsy man!! ⭐⭐⭐⭐⭐
I think i like the pink walls a bit more give a nice gradient or contrast effect. The Tome enemy looks insane, just wow.
I know just getting all this to work is a task in itself. But if you can pull this off and make the game actually fun to play with great hit detection and level layout, we could be looking at one of the most special homebrews ever made. Again, I cannot wait. And am so upset i dont have a PC to try the demo out, I can't even load up my Everdrives or Analogue consoles, need a PC asap.
I remember playing Street Fighter II on the NES via an unofficial demake. Didn't know about it being a demake/unlicensed port until just a few years ago 😄
Pigsy's Retro Games Dev Selo I'll tell you one thing, you have it clear, you do magnificent feats on the 16-bit Sega brunette
Thanks!
Can you use somas DS sprites?
Reminds me of Rygar on nes using sprites to do the sun following you that it put high in the sky since it used most of the nes sprites per scanline. The Genesis can evidently put a lot more per scanline though I'm guessing there won't be a ton of enemy sprites in room with the moon if any. Looks great though.
Is it me or is the MD version a bit smoother in scrolling?
This is a real Soma Cruz moment.
I do like the green castle background a little bit more but I don't like the shades of pink mixed in there. I guess that's a result of the porting process and can be changed.
(reminds me of those bits of green I tend to see in brown colored gradients on the Mega Drive)
I did that background a while ago so can't remember exactly, but with the MD you do have to mix in odd colours sometimes due to the limitations
@@PigsysRetroGameDevTutorials I've seen color hacks by Pyron which fix that sort of thing - getting the green out, and so forth. I'm so glad that seems to be a pet peeve of his as it really cleans up an image. Often times a gradient would even look better with one less color, rather than an extra out of place color which throws the whole thing off :D
Se ve hermoso 😍
I'd say port. Changes to adapt the system, for better and worse. Some 3d or rotaging effects may be gone and colors may be less but it will gain in graphics resolution hence detail.
Yeah, they would be hard to do without help form the MCD or 32X
The book rotation animation is awesome!
You'd run into issues with more complicated coloring, but if you want to use a Soma Cruz sprite that's better scaled to Alucard you can always go with the Dawn of Sorrow version.
30 anos depois de seu lançamento, ainda continua sendo um console promissor. Genesis não concorre mais com snes , mas pouco a pouco vai é cair no gosto dessa nova geração e roubar uma fatia do mercado dos consoles de última geração.
Genesis imortal !
I think people who work on projects like this should look into doing it using the 32X. Or, conversely, you can accomplish many of the scaling effects the GBA pulled off that the Genesis struggles with if you use the SEGA CD.
Awesome color palette adaptation!
_Area_ of Sorrow.
If I had to pick one, I'd prefer the green wall to mesh better with the original's colour ideas/schemes.
We want to make a short demo level on sega 16bit out of our concept for submission to potential publishers Konami and Capcom here in Pasadena, California. And I'm wondering if you could be interested in participation with your advices or even more
I think i like the green walls. I like the eay it contrasts with the moon.
Appreciate ur hard work everything looks great
Look, any version of a game being made for a completely different console or hardware can be considered a remake. You would need a spriter to help you remake Aria of Sorrow since the character sprites, graphics and tiles are smaller than the ones from Symphony of the night or the DS Castlevania games.
your work ever ceases to amaze me
What a pity that it seems like it’s not destiny to see isometric Castelvania, especially this part. Even adding another dimension like in the Legend of Mana would give the game a lot, and doing it in the style of Scurge: Hive even more so. Although the latter is more suitable for isometric Metroid...
I think it needs to overclock the Mega Drive but for emulators it needs heavy modified settings to push the homemade game to the edge.
Green Walls! Pink is nice too though
I love it keep up the great work this game's looking to be something really great!!!😃 P.S. I like the pink walls
Genny is the best. So many things can be achieved on it. If only a new 2d hd version could be available and open to development no one would have to push the limit.
I actually think Sega could make an ok amount of money with a re-release of the console
A new 2D only console wouldn’t work, it’s so trivial to draw 3D in the weakest consumer computers that I think you’d have to go out of your way to remove that from the hardware. And what would leave you with? A console that is less capable than the cheapest smartphone. The branding would have to carry it, and modern Sega fans would be scratching their heads when the new Sega system doesn’t play their 3D favorites like everything Altus makes, Sonic and Like a Dragon. Younger fans will outnumber older ones sooner or later if it hasn’t happened already. No, a modern Sega system would be expected to be roughly as powerful as the current Xbox and PlayStation. When Xbox is struggling and mobile alone is bigger than anything Sega went up against, a current gen Sega system has a snowball’s chance in hell.
Two reasons people do homebrew is for nostalgia and for the challenge of making something for ancient hardware. Using current technology removes those two elements. I’ve seen new 8-bit systems, Sega could potentially do something similar. However, a new 8-bit system that isn’t the Master System wouldn’t make people nostalgic. People would probably just keep making stuff for the hardware they already own, and Sega would have to compete with other new 8-bit systems. I imagine it’s a very fringe market that is probably already cornered by the two existing options.
You could probably do a 16-bit one, however it would probably be seen as Sega trying to replace the MD (or the MS if we are talking about 8-bit).
@@protocetid this is the paradox, the scene and indie works on 2d and 2d games even under 2.5d or 2d hd have never been so present on modern system with portage and remake. Is the scene pushing the limit for fun ? Are indies using 2d retro view because they lack money... a 2d hd console with 3d elements for camera, transparencies and lightning effect could work. People are also tired of empty overworld sometimes. I agree it would be a step back but at the same time having monsters in the hand like smartphone or switch or ps portal to play old games is ridiculous too.
@@lordadk31 Two dimensional graphics are cheaper and anything can run them now. It’s why independent developers use them. You can max out 2D graphics much more easily than 3D, pixel graphics in modern games are done to induce nostalgia in players or because the artists felt like pursuing that route.
Nintendo too has struggled to survive the console wars. They saved themselves by creating unusual consoles, and they also rely heavily on gamers' strong attachment to their brand and franchises. A new gaming machine has to have a hook, we are drowning in devices that can play video games. If the 2D Sega console could push 2D graphics beyond the PS5 etc then it could have a chance. Problem is, I think we hit the pinnacle of 2D graphics a long time ago. So the only hooks would be branding and exclusives.
The Sega brand would help, but I don't think it's enough to sell a system that is incapable of doing something the rest of your machines can't do. Exclusives would be cheaper with 2D graphics, however if the console doesn’t sell well enough then Sega would be compelled to sell them on rival platforms. A gaming machine lives or dies by its exclusives, losing exclusives alone could spell the doom for the Sega 2D system.
The Playdate attempted something similar to what you propose, it tried to be more unique by tapping into the nostalgia for the Game Boy by having super low specs and grayscale graphics. And those are fairly compelling hooks for the retro obsessed, not sure how big of a success the Playdate is for its maker. They were happy to announce seventy thousand sold, but they didn’t state it was a huge hit or anything. AFAIK it’s enough for a small brand. Sega used to sell consoles in the millions, megacorps often only care about selling in huge numbers.
Nice work but I have q question.
Why not make your own game with a the effort you put in and sell it since their are companies that can do that for you for you?
It would be a demake, since you'd be making it for an older and less powerful console. Remake typically means an old game is being remade on newer and more powerfu hardware. Or you could just call it a port, as that kinda works in every direction.
What do you think of the SNES-GBA ports? Are any of them better than the SNES originals?
@@PigsysRetroGameDevTutorials I think some of them have various graphical improvements over the originals, albeit with the obvious reduction in resolution and often more garish and blown-out colours to try and compensate for the original GBA model without the backlight.
But it's the original GBA games that really show how much more powerful it was/is than any of the other 2D home consoles of that era, except for possibly Neo Geo in terms of purely 2D. And obviously it's well beyond them all in terms of 3D. That Asterix game could be mistaken for an early Saturn and even PS1 game if it weren't for the resolution, and it really shows just how much raw power there is there under the surface.
@@PigsysRetroGameDevTutorialsWhy are you asking for that bitter troll @inceptionals opinion? He's been making fun of all new megadrive games behind your back, even pyron of bitmap has banned him. Why are you always replying to his comments?
When is the game going to be ready?
But how does the music translate? I want to hear in GEMS honestly cuz I’m sadomasochistic haha
I suppose it depends on the quality differentiation of the two consoles. Obviously I wouldn't call it a port since you don't have access to the original source code, and some games have erroneously been called ports in the past despite sharing nothing in common with the original. However, if you're downgrading the graphics, then calling it a demake makes the most sense. Personally, I love demakes. They have a certain charm to them that really appeals to me. They're not to everyone's taste, but to each their own I say. If you were improving the graphics then I would call it a remake, but if you had the original source, then I'm not sure what designation would fit the best.
This is absolutely stunning.
Incredible
Definitely pink walls. The pink doesn't stand out as much as green, and it seems the wall is moonlit like that
Que bueno continuando el juego excelente muy bueno
This is awesome!
My dream game has always been a Shinobi 3 metroidvania.
Remake! 😆 Looking really good sir
Please do not split your time. If development is slowing because the codebase is starting to be a pain and you're considering a rewrite but being aware of the vast amount of rework, then stop and think first.
You need to learn more. You need to know what refactoring is. You need to know what anti patterns are. You need to reorganize and rethink.
Please do not get bored due to bad archextiture and go on various other journeys to hold up your interest. Please reply or reach out, I'm not a c developer primarily but I can offer my time to look at the code and give some ideas on where problems are. I can offer good books, they will not have all the answers and the practices within can sabotage you potentially if you take them wrong.
But not at least being aware of the concepts can kill you.
Please let me know. And great work as always pigsy!
ive always had a problem with the way GBA games sound, I hope this sounds better
hell yeah
Do you, I bet if people like it, you know how to continue, just naturally. Demake or Remake. I like to make own designs in everything I do based on other work.
The demake or remake stuff was very tongue in cheek, it's not something I worry about haha
Dato curioso el autor mismo le da la voz a AM porque el pensó que nadie le podía hacer justicia y que no podían transmitir lo que el quería
You should specify that this is something that YOU (and your team) are making.
Definitely a demake. Hell it would count as a demake even if it were a SNES to Genesis port.
this would be more like a port
You're more to the Sega Genesis or Mega Drive
I always thought a GBA game would be easier to port than a PS1 game.
Vote: green wall.
best part is two screen comparation
I'm surprised how I enjoy more the new colors, in the original they are more "pastel" and now they are vibrant. However, from the 3 GBA games, Harmony of Dissonance would be the one with larger benefit because of those terrible musics.
I believe the term is port
A remake !
deremake (haha music pun)
mmm Castlevania series on GBA and NDS are demake of Castlevania: Symphony of the Night for PS1 and Saturn.
More like a port but it is a demake in the sense of hardware.
Dudes haven't finished SoTN and yet they come up with another Castlevania... Why do they do this? Isn't a better idea to finish one and then start another game?
To be fair, the 68000 is a 32-bit-ish 16-bit CPU, while the ARM7TDMI is sorry of a 16-bit-ish 32-bit CPU.
Then someone should try making this Asterix game on the Genesis:
th-cam.com/video/b0pknb4ghUA/w-d-xo.htmlsi=MJB5aJ5KGzkCnVOA
It would be very cool to see the Genesis showing off its actual full capabilities, since obviously it's not been pushed to its true limits yet based on what you're saying.
@@inceptionalever heard of Star Cruiser?
@@SpiralPegasus Yeah, I have indeed.
I didn't want to a bits argument in the video, so I kind of glossed over that, haha. It's the extra GPU power which really helps the GBA anyway, the CPU doesn't offer much advantage (for basic 2D games anyway)
@@PigsysRetroGameDevTutorials I would say it is that slight CPU advantage along with everything else where the GBA is noticeably more powerful and capable that adds up to such a big difference in what's ultimately possible there.
Outside of the resolution drop and I think worse audio, the GBA is far more capable than any of the 16-bit generation machines except for possibly the Neo Geo that was a total powerhouse for pure 2D. It's actually kind of amazing what is possible on the GBA. I would never have imagined it could produce textured 3D visuals of the quality seen in that Asterix demo until I saw it with my own eyes. The recent Super Mario 64 demo is looking better and better each time I see it too. And I remember being very impressed by the likes of V-Rally 3 and Doom and such on it back in the day as well. It's also still really great at 2D too, but it's not so obvious at a glance to see all the ways it excels there as it is with the jump to 3D when compared to the other 2D systems of the time. Although I recall Astro Boy: Omega Factor looking like basically a portable 2D Saturn game at time. That game was extremely impressive for something running on a handheld that everyone thought was basically just a portable SNES, which it was/is far beyond.
Really hoping for Palmer Luckey to make a new ModRetro GBA at some point, as that would be very cool to see.
mega drive itself powerful console nobody knows the full potential until someone make demake of the game, also paprium that game 128 mb rom making the console more 2x to play on the real hardware.
Green wall is much better.
To me bloodlines, symphony and Castlevania 4 have better graphics.
Every time someone does something like this, i can't help but just react with "why?!".. it's pointless. Make something original i say.
It's good practice
Castlevania jumped the shark when it started to become about anime girls and every title was called "Synonym for Song of Synonym for Negativity."
I mean…financially I’m sure Konami would beg to differ…
I don’t know what you mean by “about anime girls” when, while it features some anime girls, its main characters have always been dudes fighting horrific monsters.
Ecclesia with Shanoa (the only real female main) was bad ass too.
nah
Sega is better than nintendo, so it is a remake
Port
Sega genesis has always had all the good games on it keep telling people that you can't do this on nintendon't 😂
*Blursed*