El juego de 1989 programado por Sega fue casi una proeza teniendo en cuenta que salió solo un año más tarde que el arcade, en un sistema inferior al CPS1 como es la Mega Drive y en una rom de tan solo 5 megas. Realmente no se podía hacer más. Este remake viene a mostrar que con más rom, tiempo y conocimiento del sistema se puede realizar una conversión mucho más cercana al arcade.
@@Tony-di8mz A lot of time indeed, passion and determination to overcome limitations in several fronts. ROM size of course is part of the equation, as without that you could not afford detailed graphics, but definitely is not the main limiter.
I have an arcade version of this game, yet... I'm super excited about this project. I've been watching it for years. I wish you'd make a rom available.
amazing work again didnt think i would see an update but glad to see the project is progressing, a wonderful surprise to start the year, thank you aMaru for all yor hard work.
Amazing work - I was very excited to see the new update. Re the platform , I think there are a few ways it can be done, all using horizontal interupts, 1.) You could disable the Window layer at the bottom of the platform , this should show layer A at the bottom, enable back again in the Vint. 2.) Change the planes vertical position midscreen , if you position the platform tiles offscreen vertically ( say at the bottom of plane A ) you could then adjust to show the platform at the start of the platforms height and adjust the vertical postion back to forground at the end of the platform - this could be an issue with the scroller or not. 3.) You could change the Planes tilepointer at the start of the platform height to tilemap for the platform, reset again at the bottom - I think this approach isn't as straight forward as (1) however. (1) is likely the simplist as its only one interupt onscreen to do it. This wont quite be 100% to the arcade as the cut back to forground point will be a direct horizontal line at the bottom eg flat bottom - also it won't help the sides of the foreground to be over the platform - but it will give you the forground below the platform and would look close enough I feel. There are not too many ways to do this without interupts as you need all your sprites there , otherwise you could have used sprites for the platform. Anyway wish you all the best for 2025 !!
With the flat bottom approach, wouldn't it be possible to use a few sprites just to break up the flat line and make the bottom of the platform look jagged that way? While it's not possible to use them all the way across, a few spread out might help remove the impression that it was cut off in a straight line.
@@GreyMatterShades Yes you could do a couple of sprites here and there, possibly an overload issue once you get to a full power bar and a few enemies can appear in that area too, be worth a try .
@@shannonbirt9267 Good point, and sprite flicker might look weirder if it's taking out part of the geometry as opposed to more mobile elements like enemies/objects. Still, could be worth a shot.
I'm currently playing with 1). But I don't want to permanently disable the HUD, I have implemented it as something that can be toggled on/off by the player. Probably the easiest solution would be to draw the platform as sprites, but as you also suggest this is bound to create flicker, because the platform alone takes 80% of the allowed sprites in a single scanline... More on this soon.
Maybe you can use sprites only in the plattform borders, for masking the places where the foreground needs high priority, and keep background tiles at the center.
I have been working on a demo for stage 1, but fixing everything for a demo is extremely time consuming (and not the most enjoyable part). For example, in the ROMs I'm using for these videos when you die the tiles are not properly reloaded past the checkpoint. It takes a lot of debugging and reverse engineering to fix all these issues. Don't lose hope anyway, the demo will come at some point.
I am SO happy to see that this project is still active!!! :) It is one I look forward to seeing completed as Ghouls and Ghosts was a favorite of mine as a kid.
I was just thinking about this project recently. Very glad to see an update. It looks fantastic! You've done an excellent job bringing the Genesis version much closer to the arcade version.
I really admire the work done on this hack, because even with all the limitations present in the Mega Drive hardware, the overall result is very close to that of the 1988 CPS1 and more different from the original 1989 version. It's an incredible piece of work and well worth checking out in the end. As I've mentioned before, I'd like to see a port of Ghost 'n Goblins on the Genesis too. It was the first game in this franchise that I saw in arcades when I was a kid.
I just found out from a youtube historian that Ghost N Goblins was one of the first side scrolling game that had complex visuals. Before that game, arcade graphics look simple and very blocky.
@@abcmaya So imagine a kid seeing a machine like that in his neighborhood in 1987, when 3rd generation consoles had not yet arrived. It was incredible, and if we were allowed to we would have spent all our coins on it. Many people today are unaware of the thrill of arcades, but it was something unique.
@@PONTOCRITICO Yeah. I can remember going to the arcade back in 1987. And the game that really caught my attention was Rastan. The graphics and sound was clearly better than all the other games at the time.
@@abcmaya I only got to know Rastan when I got my Master System thanks to a booklet of games that came with the console. Unfortunately, I never even saw the game in the arcade and even on the Master it was rare to find the cartridge.
There are many other great projects for the MegaDrive. But for me this is #1 on my list. Probably because Ghouls N Ghost is my favorite game on the system lol.
A fantastic surprise to start the year! Keep it up with the project! It's fascinating how we're living in a time of Mega Drive game development that reminds me so much of the era when 8-bit computers like the Spectrum emerged. Back then, a single person or a small team of 2 or 3 could create amazing games from the comfort of their bedrooms. It seems like this trend will continue into 2025 with projects like this one and many others currently in development.
So hyped for this project. Truly great work and as someone who has most iterations of this game (including the Replicade arcade cabinet replica behind me) I really hope to have a finished copy of this one some day.
I was really looking forward to it. It had been a long time and I was even beginning to worry about the lack of news. Now I'm reassured. As with the previous stages, you're blown away by how close they are to the arcade version. Can't wait to discover the rest of the level! 😀
This work is so impressive! Despite the 64 fewer vertical lines of resolution the redrawn graphic it's so faithful the original! Please keep going! I'm looking forward to see what you can do with the fourth level! 😅
It's always humbling when I check a video on a project called "Arcade Edition" thinking "ugh it's probably gonna be some ugly-looking palette and font hack that has a rep blown completely out of proportion" and it turns out to actually have real effort thrown into it after all and is legit.
Brilliant work! This is a major upgrade of the original reprpgrammes megadrive ROM. Wondering what the final ROM size will be, if I'm not mistaken the orogonal was 512kb / 4 Megabits.
Are you able to add specific things others than graphic, to make things special for Genesis version ? I was thinking like a double jump, ability to change weapon or maybe new round or new character. Thans a lot for all your work
I have been working on a demo for stage 1, but fixing everything for a demo is extremely time consuming (and not the most enjoyable part). For example, in the ROMs I'm using for these videos when you die the tiles are not properly reloaded past the checkpoint. It takes a lot of debugging and reverse engineering to fix all these issues. Don't lose hope anyway, the demo will come at some point.
Outstanding, this is a huge upgrade to the original Megadrive version.
Happy to see the project is still going on. Can't wait to see the boss background on this level as MD version is just a shame
El juego de 1989 programado por Sega fue casi una proeza teniendo en cuenta que salió solo un año más tarde que el arcade, en un sistema inferior al CPS1 como es la Mega Drive y en una rom de tan solo 5 megas. Realmente no se podía hacer más.
Este remake viene a mostrar que con más rom, tiempo y conocimiento del sistema se puede realizar una conversión mucho más cercana al arcade.
Wait until you see that...
@@Tony-di8mz A lot of time indeed, passion and determination to overcome limitations in several fronts. ROM size of course is part of the equation, as without that you could not afford detailed graphics, but definitely is not the main limiter.
Unbelievable! Didn't expect continuation of this project!
I have an arcade version of this game, yet... I'm super excited about this project. I've been watching it for years. I wish you'd make a rom available.
amazing work again didnt think i would see an update but glad to see the project is progressing, a wonderful surprise to start the year, thank you aMaru for all yor hard work.
It's getting perfect! It has everything to be the definitive version
Great!! I was hoping this project had not died. Can’t wait for more updates!
Amazing work - I was very excited to see the new update.
Re the platform , I think there are a few ways it can be done, all using horizontal interupts,
1.) You could disable the Window layer at the bottom of the platform , this should show layer A at the bottom, enable back again in the Vint.
2.) Change the planes vertical position midscreen , if you position the platform tiles offscreen vertically ( say at the bottom of plane A ) you could then adjust to show the platform at the start of the platforms height and adjust the vertical postion back to forground at the end of the platform - this could be an issue with the scroller or not.
3.) You could change the Planes tilepointer at the start of the platform height to tilemap for the platform, reset again at the bottom - I think this approach isn't as straight forward as (1) however.
(1) is likely the simplist as its only one interupt onscreen to do it. This wont quite be 100% to the arcade as the cut back to forground point will be a direct horizontal line at the bottom eg flat bottom - also it won't help the sides of the foreground to be over the platform - but it will give you the forground below the platform and would look close enough I feel.
There are not too many ways to do this without interupts as you need all your sprites there , otherwise you could have used sprites for the platform.
Anyway wish you all the best for 2025 !!
With the flat bottom approach, wouldn't it be possible to use a few sprites just to break up the flat line and make the bottom of the platform look jagged that way? While it's not possible to use them all the way across, a few spread out might help remove the impression that it was cut off in a straight line.
@@GreyMatterShades Yes you could do a couple of sprites here and there, possibly an overload issue once you get to a full power bar and a few enemies can appear in that area too, be worth a try .
@@shannonbirt9267 Good point, and sprite flicker might look weirder if it's taking out part of the geometry as opposed to more mobile elements like enemies/objects.
Still, could be worth a shot.
I'm currently playing with 1). But I don't want to permanently disable the HUD, I have implemented it as something that can be toggled on/off by the player. Probably the easiest solution would be to draw the platform as sprites, but as you also suggest this is bound to create flicker, because the platform alone takes 80% of the allowed sprites in a single scanline... More on this soon.
Maybe you can use sprites only in the plattform borders, for masking the places where the foreground needs high priority, and keep background tiles at the center.
What a great work !
Congratulations!! Keep up the great work aMaru!!!
awesome job on stage 3!!!... Do you plan on releasing a demo?
I have been working on a demo for stage 1, but fixing everything for a demo is extremely time consuming (and not the most enjoyable part). For example, in the ROMs I'm using for these videos when you die the tiles are not properly reloaded past the checkpoint. It takes a lot of debugging and reverse engineering to fix all these issues. Don't lose hope anyway, the demo will come at some point.
love it!
Bravo!!!!!! El proyecto sigue adelante y con la misma energia. Feliz 2025 aMaru!!!!
Thank you Lord Hiryu!!!
I am SO happy to see that this project is still active!!! :) It is one I look forward to seeing completed as Ghouls and Ghosts was a favorite of mine as a kid.
I was just thinking about this project recently. Very glad to see an update. It looks fantastic! You've done an excellent job bringing the Genesis version much closer to the arcade version.
Just the change in color palette does wonders for it. Well done.
BTW are Arthur's extra animations still coming, or are you not bothering now?
This is looking fantastic, keep up the good work
Thank you and happy New Year!
WELLCOME BACK! I lost all hope about this project. Never again!!!! Happy new year!
I really admire the work done on this hack, because even with all the limitations present in the Mega Drive hardware, the overall result is very close to that of the 1988 CPS1 and more different from the original 1989 version. It's an incredible piece of work and well worth checking out in the end. As I've mentioned before, I'd like to see a port of Ghost 'n Goblins on the Genesis too. It was the first game in this franchise that I saw in arcades when I was a kid.
I just found out from a youtube historian that Ghost N Goblins was one of the first side scrolling game that had complex visuals. Before that game, arcade graphics look simple and very blocky.
@@abcmaya So imagine a kid seeing a machine like that in his neighborhood in 1987, when 3rd generation consoles had not yet arrived. It was incredible, and if we were allowed to we would have spent all our coins on it. Many people today are unaware of the thrill of arcades, but it was something unique.
@@PONTOCRITICO Yeah. I can remember going to the arcade back in 1987. And the game that really caught my attention was Rastan. The graphics and sound was clearly better than all the other games at the time.
@@abcmaya I only got to know Rastan when I got my Master System thanks to a booklet of games that came with the console. Unfortunately, I never even saw the game in the arcade and even on the Master it was rare to find the cartridge.
Veces los deseos se cumplen.
th-cam.com/video/zwsoV1cII-w/w-d-xo.htmlfeature=shared
💪
Thank you for sharing the evolution of this incredible project !
Fantastic news further from the last update ! Wow . G&G really is a work of art
It's one of the most interesting projects on Megadrive. I ca't wait to go through the whole game again with such huge visual improvements!
There are many other great projects for the MegaDrive. But for me this is #1 on my list. Probably because Ghouls N Ghost is my favorite game on the system lol.
I was eager for a new update.
I'm not disapointed.
Exceptionnal work !!!!!!
Looks amazing so far!
I'm so glad to see the project is still ongoing! This is my dream version of Ghouls'n Ghosts!
Me too. I never thought I would see a Ghouls N Ghost better than the Supergrafx version.
Happy New Year aMaru! Hang in there buddy, you are making history. This is outstanding. :)
Impresionante. Daba ya por abandonado el proyecto. Te está quedando espectacular. ¡No lo dejes por favor! Terminalo y te haré un monumento jeje
A fantastic surprise to start the year! Keep it up with the project!
It's fascinating how we're living in a time of Mega Drive game development that reminds me so much of the era when 8-bit computers like the Spectrum emerged. Back then, a single person or a small team of 2 or 3 could create amazing games from the comfort of their bedrooms. It seems like this trend will continue into 2025 with projects like this one and many others currently in development.
Awesome! I have been checking your channel every week for a year in case I missed an update on this project and then boom! Into my feed it appeared.
Happy 2025, thank you Amaru!
Please keep this up, I'd love to play the finished game!
Omg, a new update! Loved it!
Amazingly done❤
So hyped for this project. Truly great work and as someone who has most iterations of this game (including the Replicade arcade cabinet replica behind me) I really hope to have a finished copy of this one some day.
wow! you are the future of md romhacks
It's looking awesome
Almost incredible how good it is!!!
OMG aMaru is BACK !!!
Good to know that this projectstill alive.
Really cool! Glad to see that this effort countinue
Happy new year!
Excellent work made my day. 🤗
I thought the project was dead, but it's really nice to see that it's still going strong!
Amazing work and amazing video! Thank you for always explaining in great detail!
I am almost always a critic on work like this. I am speechless on this one.
OMG!! Fantastic! Nice to have news from you aMaru!
Wow.. fantastic!!! I even asked in another video of yours. I ended up thinking you had abandoned the project. I'm glad you have news.
Great job!
Astounding work!!! aMaru FTW!
I was really looking forward to it. It had been a long time and I was even beginning to worry about the lack of news. Now I'm reassured.
As with the previous stages, you're blown away by how close they are to the arcade version. Can't wait to discover the rest of the level! 😀
wow thanks for the update
Congratulations!! Keep pushing aMaru!!!
Way to go! You're doing great, keep it up!!!
Superb update! Thanks a lot and Happy New Year!
Awesome! I wish you success
Amazing work looking good
¡¡¡This is a real Christmas present!!! Thanks aMaru.
This is looking really damn good man, keep up the good work!🎉
Wonderful news to have you back! You're doing great! Cheer up!
awesome
Very nice work!
I look forward to more in the future!
Keep up the good work!
Que bom!!!! A espera valeu a pena! Ta ficando muito bom!
Genial trabajo!! A la espera de ver nuevos avances y loco por poder probarlo!! Gracias por el trabajo!
Great to see you still working on this project!
I hope someday we can have a ROM of this, so it won't be lost.
This work is so impressive! Despite the 64 fewer vertical lines of resolution the redrawn graphic it's so faithful the original! Please keep going! I'm looking forward to see what you can do with the fourth level! 😅
keep the amazing job.
It's always humbling when I check a video on a project called "Arcade Edition" thinking "ugh it's probably gonna be some ugly-looking palette and font hack that has a rep blown completely out of proportion" and it turns out to actually have real effort thrown into it after all and is legit.
OMG!!! Amaru Thank You!!!
Increíble, ojalá pronto puedas compartir una demo para poder testar y hablar sobre tu gran trabajo en mi canal.
Great, I thought the project was cancelled. My best wished on the conversion keep looking awesome. Happy 2025!
Very nice 😎
I can't wait for the next video
This section always reminded me of Galaga. So pumped to see updates!
Glad to see this project is still alive! I’ve got an original MK1 Genesis and an Everdrive, I can’t wait to put it on there once this is finished.
So gorgeous! Keep it up!
Really a great job! I'm glad the project continues^^
👏👏👏👏👏👏👏
Looking good. Can't wait to see the continuation of this project.
BAD ASS !
For the last part, have you considered to use shadow/highlight mode to save some colors? Congratulations for this fantastic port!
Amazing work, congratulations
Fantastic progress. I was wondering when the next upgrade will be
Happy 2025!!!🤯🤯🤯🤯🤯.
I think the black under the platform looks good. Focuses the scene on the action.
Simply amazing.
Brilliant work! This is a major upgrade of the original reprpgrammes megadrive ROM. Wondering what the final ROM size will be, if I'm not mistaken the orogonal was 512kb / 4 Megabits.
Great Work !Congratulations!!
this is amazing
Amazing video. Only the recolor is way better than the original
Are you able to add specific things others than graphic, to make things special for Genesis version ? I was thinking like a double jump, ability to change weapon or maybe new round or new character. Thans a lot for all your work
Did you also plan to put more animation frames for the enemies and the player sprites on the Genesis?
Go go go!
Wow, what a difference!
Seems the more challenging stage at technichal viewpoint.
Nice job
amazing job!
release a playable demo :p
Please, PLEASE release a demo once stage 2 is complete. 🙏🏻🙇🏻♂️🥹
I have been working on a demo for stage 1, but fixing everything for a demo is extremely time consuming (and not the most enjoyable part). For example, in the ROMs I'm using for these videos when you die the tiles are not properly reloaded past the checkpoint. It takes a lot of debugging and reverse engineering to fix all these issues. Don't lose hope anyway, the demo will come at some point.
@amaru1818 oh, no rush at all. Good things take time, and your work is exceptional. 💪🏻💪🏻
Obrigado! ❤❤❤❤