Help - Porting PC RPG Maker Game to SNES

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GValiente
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Re: Help - Porting PC RPG Maker Game to SNES

Post by GValiente »

Colin Sandquist wrote: Wed Jul 24, 2024 11:24 pmWhat about porting the games to playstation 1 or 2?
I'd be okay with that!
For platforms like PS2 I think it would be better to port EasyRPG to them.
I think there was an official PSP port not so long ago, and there's also a libretro core, so you can play your game on any platform that can run RetroArch.
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creaothceann
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Re: Help - Porting PC RPG Maker Game to SNES

Post by creaothceann »

Colin Sandquist wrote: Wed Jul 24, 2024 11:24 pm Each game I know carries about 700 MB of Data I think - so It can get on a Windows CD -
But no way on a SNES Game? I don't know how to compress the graphics to give it that very old school look.
There's the homebrew MSU-1 standard that simulates a theoretical CD unit, but every user would need an emulator or an expensive SDSNES aka FXPAK Pro cartridge.
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Pokun
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Pokun »

Colin Sandquist wrote: Wed Jul 24, 2024 11:24 pm For the RM2K/RM2k3 Ports - Maybe I should ditch the idea of putting it onto the SNES because of the graphics problem alone?
Because it would take up too much space. Each game I know carries about 700 MB of Data I think - so It can get on a Windows CD -
But no way on a SNES Game? I don't know how to compress the graphics to give it that very old school look.
As said earlier in this thread RM2K/RM2k3 already uses a SNES-like resolution and thus have an old-school look by default, though you may have to reduce the colors (which would make it even more old-school).
700 MB of data sounds like a lot for an RM2k3 game and is of course way too much for a SNES game, they where normally 6 MB at maximum back in the day. But remember that you are making a demake, so you are sacrificing a lot of quality to make it work with the system. The size will probably shrink a lot when converting the data to the SNES' formats and it can be compressed further.

What are the most of the space used for? If games are using WAVs (or other PCM formats like MP3s) for BGMs instead of just for sound effects, the size of the game might be very large just because of that. But you can't use WAVs on SNES and would have to remake the songs in a sequence format that a program running on the SNES APU understands, which will be more midi-sized and uses highly compressed (and a little mangled) samples.

If however the game is simply using a very large number of assets rather than very large high quality assets, it may be a bigger problem unless you find some way to reduce it (like reusing the same assets for many things).


Colin Sandquist wrote: Wed Jul 24, 2024 11:24 pm Because the majority of this forum is starting to make zero sense to me.
The more you learn, the more you realize how much you don't know about the SNES rabbit hole, and get a better idea of how large a project it is. :P


I've done zero homebrew on PS1 and haven't even looked into PS2 so I have no idea what to say about those. I guess that you would at least be able to go C-only with those though.


Regardless what you do it wouldn't be a small project to port a large RPG like this to another system.
93143
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Re: Help - Porting PC RPG Maker Game to SNES

Post by 93143 »

Colin Sandquist wrote: Wed Jul 24, 2024 11:24 pmMaybe I should ditch the idea of putting it onto the SNES because of the graphics problem alone?
Because it would take up too much space. Each game I know carries about 700 MB of Data I think - so It can get on a Windows CD -
But no way on a SNES Game? I don't know how to compress the graphics to give it that very old school look.

[...]

Anyways, thanks for the help everyone. I will note this entire help board and do further investigations, but because of the SNES
limitations, may be a dead end. Then there is the game size and graphics problems alone. As for the music, I do my own music
but would have to also compress the music into a bit format. Could also ruin the music. Yeah - just a lot of problems.
SNES games are typically far more compact, memory-wise, than PC games. PC games tend to be full of unnecessary bloat. I suspect a 700 MB RPG Maker game could easily turn out to be small enough in terms of actual effective content to fit on a 2 to 4 MB SNES cartridge, at least if the audio were redone. The graphical assets are probably in unnecessarily data-heavy formats and outright waste a lot of space, and music and sound effects can get really big really fast if you don't have system limitations to restrain you and force you to get creative.

Or if you can't pitch samples up and down like the SNES can, and end up needing a dozen variations of the exact same waveform at different speeds, or if you're doing a sound effect the SNES could generate live but RPG Maker forces you to render and store as a 48 kHz MP3... This applies to graphics as well; if you need a bunch of different colours of the same thing, they all have to be separate graphics because they aren't palettized, whereas on SNES you'd just change 30 bytes of CGRAM and Bob's your uncle.

(Anyone know if that 700 MB is likely to include unused assets? I haven't used RPG Maker, so I don't know how efficiently (or otherwise, if at all) it might be trimmed when compiling.)

The big issue here is that we have no idea what the games you're considering porting are like. It's difficult to advise you in a vacuum.

That said, this kind of port is really not an easy task. If you don't want to try it yourself, and you can't reach an agreement with somebody who knows what he's doing (this would almost certainly be a paid job; nobody here is going to donate that much work for free unless they're HUGE fans of your games, and maybe not even then), it's probably not going to happen.

...

As noted above, the MSU1 allows you to use uncompressed Red Book audio, with looping and resume, for music. It also allows up to 4 GB of data in addition to the audio, though that may be less important for the reasons I and Pokun have noted. But using MSU1 would require either an emulator-or-FXPak-only approach, or a hardware implementation of the MSU1, whether in-cartridge or as a 32X-style passthrough. A hardware implementation of the MSU1 would be cool, but it's a whole other project on top of the one you're contemplating.

(There isn't a ton of FMV or something in these games, is there? The MSU1 might be the only way to handle something like that...)

There are free open-source community solutions for making sequenced SNES music, including at least three simple game audio solutions (SNESMOD, an older suite that I think is used by PVSnesLib, Shiru's SNESGSS, which has been around for a few years, and UnDisbeliever's Terrific Audio Driver, which is fairly new and explicitly compatible with PVSnesLib). And since the S-DSP is mostly a sample-based synthesizer, with an optional noise generator and a few nice effects like an FIR-filtered echo and channel-to-channel pitch modulation, it shouldn't be all that difficult for a musician to figure out.

Fun fact: the S-DSP doesn't have a built-in pan law, so you have to set channel L and R volumes separately to pan (there's a separate gain control, so you don't have to do this to fade). But since those volume values are signed (meaning they can be negative, meaning phase flip), it's pretty trivial to output sequenced music and/or sound effects in Dolby Surround...

Pokun wrote: Wed Jul 17, 2024 8:44 amand there is also the Ruby interpreter that I doubt is going to be ported to SNES and run at the same speed as on an IBM PC from 2004 or later. If the game you want to port doesn't use any Ruby scripts it might not be a problem though.
I don't know why Ruby is an issue when the engine is hypothetically being redone from scratch on SNES. Just write a dedicated lightweight bytecode scripting language like every other RPG on the SNES, and translate the Ruby scripts into that.

What does Ruby even do in this context?
Colin Sandquist
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Colin Sandquist »

I know this may sound like a silly question: and you are all serious geniuses that love the RPG Makers...
.


But Simply Put: Could any of you DEVELOP a software that can take all the files for Each RPG Maker platform from
the series and convert the files as for it to port to any sort of console?

Like: take the Run Time Package - and all you have to do is upload the files - and it converts the files
and spits out like SFC File for the SNES - and you can choose which Port to Batch?

"The RPG Maker Video Game Port Converter?"

And yes - I would happily pay for that - as I know nothing. You guys seem to know a whole lot and love a challenge?



Also to answer your questions:

Yes - the Majority of the RPG XP and RPG 2K3, 85% of the Data is WAV Files and the sound files.
But even then - still likely too big to hold onto a cartridge chip.

No - the Sprites and everything are currently built for PC - I saw on the forum someone was successfully
already compressing the sprites to make it work for the snes - yeah those ones ARE from RPG 2k3 - so I am
confirming that you are looking at the right thing.

But again - see question above - because I know file exchange converters are already online for certain stuff,
just not for this series. I looked everywhere for answers. I am sure your answers are correct.

Do I know how to take your answers and do all of this for myself and the game? Heck no.
Colin Sandquist
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Colin Sandquist »

I know that Unity and Unreal engine have built in ports for the New Xbox and Playstation stuff.

My point is: I think it would be really awesome if someone compiled every game engine in existence,
had a converter for every single port video game console available - and all you have to do was input the
files from the game engine and bam: pops out the converted files.

That includes wav and mp3 files - if needed be converted to midi - etc. etc.

It may save small game developers like me a whole lot of headaches - and would have really
good applications to all those that build games on all these engines - but can only release it as a PC game.

I mean is this possible? I am daydreaming on this one: but I would happily buy this software
if it was 200$ or so.

I don't have the brains to build it, and by all means take the idea and run with it.

Just call me when its ready. lol.

Thanks guys for giving me tips and at least a shot at this for sources. But I lacks the skills and knowledge.
It would be kind of like asking me to build a house for myself. I want to, but I just don't know how to start
and where to start, and what to do.

So, thats me stuck.
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Pokun »

93143 wrote: Fri Jul 26, 2024 12:30 am (There isn't a ton of FMV or something in these games, is there? The MSU1 might be the only way to handle something like that...)
RPG Maker 2000 and 2003 both supports AVI playback (RPG Maker XP doesn't because they axed many features to promote the new Ruby scripting feature).

If the game that is to be ported to SNES is using FMVs the scenes would probably need to be redone in some other way, unless you are using MSU1 but that may not be possible for a cartridge production run as 93143 said above.


93143 wrote: Fri Jul 26, 2024 12:30 am
Pokun wrote: Wed Jul 17, 2024 8:44 amand there is also the Ruby interpreter that I doubt is going to be ported to SNES and run at the same speed as on an IBM PC from 2004 or later. If the game you want to port doesn't use any Ruby scripts it might not be a problem though.
I don't know why Ruby is an issue when the engine is hypothetically being redone from scratch on SNES. Just write a dedicated lightweight bytecode scripting language like every other RPG on the SNES, and translate the Ruby scripts into that.

What does Ruby even do in this context?
You took this out of context, I was explaining how porting RPG Maker 2000, 2004 or XP to SNES was not feasible.

As for what Ruby does, it works as a scripting language in RPG Maker XP, VX and VX Ace (they switched to Javascript starting with RPG Maker MV) for making more advanced things that are not possible in the "event processing" that RPG Makers uses to build the game.
Event processing gives a number of commands that are chosen from a GUI menu for things like displaying a message (when talking to an NPC for example), changing stats, changing variables, moving a character, changing the weather and a few dozens of other things. It's quite powerful but you can't touch certain things like the fundamental parts of the map mode engine, the windowing engine and the battle engine, but in RPG Maker XP the engines are written in Ruby and by adding your own scripts or modifying the engines you can do many things that was not possible in earlier RPG Makers.


Colin Sandquist wrote: Fri Jul 26, 2024 12:36 pm But Simply Put: Could any of you DEVELOP a software that can take all the files for Each RPG Maker platform from
the series and convert the files as for it to port to any sort of console?

Like: take the Run Time Package - and all you have to do is upload the files - and it converts the files
and spits out like SFC File for the SNES - and you can choose which Port to Batch?
No I really don't think that is feasible even for very experienced programmers (and I'm not). I explained why in this post here:
Pokun wrote: Wed Jul 17, 2024 8:44 am ...
Oh yeah I'm quite sure this is not going to happen. Porting RM2K3 and RMXP to SNES so that you can use the project data files directly doesn't sound very realistic to me...
As someone here said, porting EasyRPG would achieve what you want, but you would need a platform that can handle its requirements (PS1 maybe, SNES absolutely not).
An automatic tool that dynamically downgrades everything to work on the platform? No way. Maybe sometime in the future AI could handle that but not today, it's a careful manual process that is different for each game you want to port.


Colin Sandquist wrote: Fri Jul 26, 2024 12:36 pm Yes - the Majority of the RPG XP and RPG 2K3, 85% of the Data is WAV Files and the sound files.
But even then - still likely too big to hold onto a cartridge chip.
Well I don't think so. As both me and 93143 explained above the size of WAV or MP3 songs will not reflect what their size as midi-like sequence data would be by very much at all. Even very long songs can typically easily be shortened down by repeating sequence sections using loops, something not possible with WAV/MP3.
By comparison, a PC Engine CD or Mega CD game would normally have a lot of Red Book audio tracks and FMV sequences filling up hundreds of MB of a CD, while a SNES version of the same game would only take a couple of MB or so, but of course would be missing the CD-quality songs and FMVs.

For graphics RPG Maker is using 8-bit indexed PNGs which are also taking a lot more space than SNES graphics do.
I'm not yet convinced that a port won't fit on a ROM chip.
calima
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Re: Help - Porting PC RPG Maker Game to SNES

Post by calima »

Colin Sandquist wrote: Fri Jul 26, 2024 1:48 pm I mean is this possible? I am daydreaming on this one: but I would happily buy this software
if it was 200$ or so.
With a lot of limits, and it'd be closer to 100k than 200$.
Colin Sandquist
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Colin Sandquist »

man ... oh well...

Its extremely disappointing, but if its impossible, then, it cannot be done.

I will have to leave them as simply PC releases on Steam, but would have enjoyed making
physical copies.

I'll have to create a game with unity or unreal engine, make a more modern game for the
xbox or playstation and release it on current consoles.


It was a real joy building these two on the rpg maker systems...

What about RPG Maker VX Ace? Same situation?
Colin Sandquist
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Colin Sandquist »

I also don't have 100,000$ to spend on the software. :(

I assume it would take at least 100,000$ worth of effort to do something like this,
I'd probably be okay with giving whomever the project files, and letting them take
care of it.

Like I said, I am a professional expert in RPG maker for game development.

Anything else, I am hopeless and useless.

Best.

C.
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Pokun »

Colin Sandquist wrote: Sat Jul 27, 2024 9:12 pm What about RPG Maker VX Ace? Same situation?
I don't know the specifications of VX and VX Ace but I've used them both and I remember they came out after XP and was very similar to XP, so I guess the situation is at least similar to that of RPG Maker XP. In other words:
  • Automatic conversation to SNES? Definitely not.
  • Porting each game from scratch possibly with having to sacrifice some features? Yes and having to sacrifice much more than with RM2K/RM2K3.
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creaothceann
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Re: Help - Porting PC RPG Maker Game to SNES

Post by creaothceann »

Colin Sandquist wrote: Fri Jul 26, 2024 12:36 pm Could any of you develop a software that can take all the files for Each RPG Maker platform from the series and convert the files as for it to port to any sort of console?
You cannot expect to run a program that needs perhaps hundreds of megabytes of RAM on a machine that has ca. 256 kilobytes of RAM and a couple megabytes of ROM. The only way to do that without manually converting the assets would be putting a tiny PC into a cartridge, downscale the video and use the rest of the SNES as a source of power and inputs. But nobody would be crazy enough to do that... oh wait.

The other way around (via ScummVM/Dreamm) works fine because the target machine has more resources available.
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Colin Sandquist
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Colin Sandquist »

Pokun wrote: Sun Jul 28, 2024 3:59 pm
Colin Sandquist wrote: Sat Jul 27, 2024 9:12 pm What about RPG Maker VX Ace? Same situation?
I don't know the specifications of VX and VX Ace but I've used them both and I remember they came out after XP and was very similar to XP, so I guess the situation is at least similar to that of RPG Maker XP. In other words:
  • Automatic conversation to SNES? Definitely not.
  • Porting each game from scratch possibly with having to sacrifice some features? Yes and having to sacrifice much more than with RM2K/RM2K3.

So ... If I gave someone here the Full RMK23 + XP Files / music - and I paid any of you, could you send back the finished sfc file?
like send the rpg files to a google dropbox?

I assume someone might be able to do it?
I can pay up front for sure.

OR

Does someone have the happy heart to maybe do a potential step by step instruction for what I am talking about in order to get that right files
to burn onto a SNES Chips so I have a shot at success?

And I literally mean "step 1" "step 2"... like you are explaining to a monkey. I am not a monkey, but I am not knowledgeable and frustrated
trying to find answers. You all talk about these compilers and stuff - that is miles and miles beyond me. It is not my expertise, but I
really really really really want to make this happen. Either put it on playstation or something else.
93143
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Re: Help - Porting PC RPG Maker Game to SNES

Post by 93143 »

Colin Sandquist wrote: Sun Jul 28, 2024 6:21 pmSo ... If I gave someone here the Full RMK23 + XP Files / music - and I paid any of you, could you send back the finished sfc file?
In principle, yes. It's not a quick or easy task, though. The chasm between how the SNES works and how a modern PC works is so enormous that the games would have to be programmed from scratch (well, the first one would; the second could use a lot of the same code). I very much doubt anyone's going to do it for anything like $200.
Does someone have the happy heart to maybe do a potential step by step instruction for what I am talking about in order to get that right files to burn onto a SNES Chips so I have a shot at success?
No. This is a programming job, not a file format conversion. If you don't want to learn how to program the SNES, any step-by-step guide would have to be so detailed that whoever was putting it together would basically be walking you through programming the game line by line, which would be the same as just doing it himself but with the added burden of explaining every single keystroke to someone with no interest in or understanding of the process.

Is this you?: https://sandquistgames.com/
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Re: Help - Porting PC RPG Maker Game to SNES

Post by Pokun »

If you do want to try learning to program the SNES yourself we did give you a lot of links and tips for learning 65816 assembly and SNES programming early on in the thread.
Even if porting these games are too much maybe you could try making something simpler, it's a very worthwhile experience and you will understand the basics of how computers works in general on the bare metal level. SNES doesn't have a BIOS, OS or any type of firmware so its just you (the CPU) and the hardware and there is no file system or anything, only memory and bytes that you read, write and do calculations and other processing on.

I don't know if you know any programming besides RPG Maker, but it should be said that using the event processing in RPG Maker is a lot similar to programming, I think I was relatively quick at grasping the basics of programming logic due to my background in RPG Maker and you seem much more experienced in RPG Maker than I was back then. It's all about memory manipulation (switches and variables), subroutines (event calls), program flow (loops, jump/goto label and branch conditions) and math/logic processing (+, -, /, *, NOT, AND, OR, XOR etc) all which exists in RPG Maker IIRC as the RPG Maker event processing is "Turing-complete".
Last edited by Pokun on Thu Aug 01, 2024 2:54 pm, edited 1 time in total.