OneCrudeDude wrote: That said, has anyone on here dabbled with, say, the PC Engine or Lynx? I know some guy is porting several NES games (specifically Mega Man) to the PC Engine, and I reckon that is largely due to both consoles being very similar and making the porting process comparatively simple.
It's not porting, it's basically emulation. The original game code runs on the PCE cpu as is (it's backwards compatible), except for the port writes and reads - those are patched (since they are 3bytes long, patched to JSRs to call emulation code). The PCE video isn't compatible *or* similar to the NES. The port for video read/writes is 16 bit and only takes WORD transfers to vram, the tilemaps are ~nothing~ alike (doesn't have four name tables like the nes and snes), different sprite system as well as layout, colors and subpalettes are completely different (there is no attribute ram or setup like the nes), sprite and tile cells are complete different planar format (from nes as well as each other), the sprite cells smallest size is 16x16 pixels (which means ~every~ sprite in the SAT has to be check and altered with X/Y offsets for H/V flipping), etc.
The audio is completely different too, but since it's tiny-pcm sample based, you can roughly emulate the nes sound. Volume doesn't directly transfer (linear VS log), the periods are all off, it doesn't have hardware volume envelopes or sweep units or note lengths, etc. The backend code emulates the PPU and APU on the fly and converts the data between the two systems as needed. It's only because the PCE is running 4x the speed, is that it's able to run the game logic in realtime and still be able to simulate the PPU and APU, and actually remove slowdown in the original game.
Interesting. What about the 7800, Lynx, or PC-Engine? Those all use some variant of the 6502 (some even say the PC-Engine was essentially an NES on steroids)
I wouldn't put the PCE in with NES and relative generation. It's too much of a leap. The tendency is to do so because of the 65x variant that the nes shares, but power of the machine is just out of the league of that generation (nes,sms,c64,7800,etc). It does share the inherent weakness of only one BG layer of the 8bit generation and
stock hucards are limited to 8k ram (makes for weak compression schemes and no buffer/room for decompressed gfx/animation/etc to dynamically pool from). But despite having an 8bit cpu, its power is that of an early 16bit generation system - both graphically and processing power (faster than the snes, rivals the Genesis). This isn't nes generation:
here,
here, and
here, Art of Fighting, Fatal Fury Special, World Heroes 2, Street Fighter 2, Lords of Thunder, DraculaX Rondo of Blood, etc. Also, there are two PC-engine systems; Original PC-Engine and PC-Engine Super Grafx (an upgraded PC-Engine, adds more vram, sprites per line, and another BG layer)