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Re: [demo] SNES Sonic

Posted: Mon Feb 21, 2022 5:26 pm
by Pokun
I haven't followed any of Doug's guides from start to finish but I've looked into this one a bit before and I think it seems to be fine, other then the aesthetics. On the other hand Nerdy Nights is also pretty ugly using the back of Mario's head as the ball when demonstrating how to make Pong, despite a more appropriate ball graphics was included in the ripped SMB CHR that were used in the guide. I drew my own Pong graphics (which takes like 1 minute for anyone really) back in the day when I used that guide to learn because I couldn't stand this madness (and because I wanted to try using my own graphics).

Re: [demo] SNES Sonic

Posted: Wed May 04, 2022 5:21 am
by TheBrock9867
I can't wait to see this project through, this is one of the best if not the best thing to happen in the 2020s period.

I hope the project is going well cause I have tested it on RetroArch from my PC as well as my New Nintendo 2DS XL, and it works perfectly.

Hope to see some more news soon.

Re: [demo] SNES Sonic

Posted: Fri May 20, 2022 3:13 am
by Nikku4211
I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements.

Re: [demo] SNES Sonic

Posted: Wed Aug 03, 2022 10:01 pm
by iNCEPTIONAL
Nikku4211 wrote: Fri May 20, 2022 3:13 am I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements.
Do you think he's still working on that game, and is it even for the SNES?

Re: [demo] SNES Sonic

Posted: Thu Aug 04, 2022 12:28 pm
by Nikku4211
No clue, why not ask Tiago?

Re: [demo] SNES Sonic

Posted: Thu Aug 04, 2022 3:05 pm
by iNCEPTIONAL
Nikku4211 wrote: Thu Aug 04, 2022 12:28 pm No clue, why not ask Tiago?
Where?

Re: [demo] SNES Sonic

Posted: Fri Aug 05, 2022 2:04 pm
by Nikku4211
Here. Tiago's in this thread, in a previous page.

You can also search 'TiagoSC' in these forums.

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 7:43 am
by TiagoSC
iNCEPTIONAL wrote: Wed Aug 03, 2022 10:01 pm
Nikku4211 wrote: Fri May 20, 2022 3:13 am I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements.
Do you think he's still working on that game, and is it even for the SNES?
I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.

I plan to make a game of my own in the style of SONIC, as it's hard to get people to make the assets, I'm learning to make them myself, it will take time, but I intend to make it for PSX/Saturn and maybe a port/version for the SNES.

Here's a demo I made of the Sonic engine running on PSX:
http://www.psxdev.net/forum/viewtopic.p ... 353#p21353

Image

video:
https://youtu.be/M4VZfUWhM3s?t=6

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 9:33 am
by iNCEPTIONAL
TiagoSC wrote: Sat Aug 06, 2022 7:43 am
iNCEPTIONAL wrote: Wed Aug 03, 2022 10:01 pm
Nikku4211 wrote: Fri May 20, 2022 3:13 am I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements.
Do you think he's still working on that game, and is it even for the SNES?
I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.

I plan to make a game of my own in the style of SONIC, as it's hard to get people to make the assets, I'm learning to make them myself, it will take time, but I intend to make it for PSX/Saturn and maybe a port/version for the SNES.

Here's a demo I made of the Sonic engine running on PSX:
http://www.psxdev.net/forum/viewtopic.p ... 353#p21353

Image

video:
https://youtu.be/M4VZfUWhM3s?t=6
That's a very cool version on PSX. Nice touch with the semi-transparent water and wavy reflection.

I'm curious, given that regular Sonic uses two background layers along with sprites in some places for the backgrounds, did you still have BG3 spare on the SNES version, such that you could have used it for a similar semi-transparent water effect as seen in your PSX version if you wanted to?

I really hope you do bring your new game to SNES. SNES needs some more indie love in 2022, especially at the level of quality and polish that you're obviously able to achieve. I can only imagine what you could do there.

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 11:12 am
by Nikku4211
TiagoSC wrote: Sat Aug 06, 2022 7:43 am I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.

I plan to make a game of my own in the style of SONIC, as it's hard to get people to make the assets, I'm learning to make them myself, it will take time, but I intend to make it for PSX/Saturn and maybe a port/version for the SNES.
The PS1 also needs some serious indie love too, because it also receives very little homebrew.

So be it PS1 or SNES, good luck on your game.

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 12:00 pm
by TiagoSC
Nikku4211 wrote: Sat Aug 06, 2022 11:12 am
TiagoSC wrote: Sat Aug 06, 2022 7:43 am I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.

I plan to make a game of my own in the style of SONIC, as it's hard to get people to make the assets, I'm learning to make them myself, it will take time, but I intend to make it for PSX/Saturn and maybe a port/version for the SNES.
The PS1 also needs some serious indie love too, because it also receives very little homebrew.

So be it PS1 or SNES, good luck on your game.
It's pretty cool to program the psx.
My project is aimed at psx and saturn specs and the snes version will be adapted as needed

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 12:22 pm
by TiagoSC
iNCEPTIONAL wrote: Sat Aug 06, 2022 9:33 am
TiagoSC wrote: Sat Aug 06, 2022 7:43 am
iNCEPTIONAL wrote: Wed Aug 03, 2022 10:01 pm

Do you think he's still working on that game, and is it even for the SNES?
I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.

I plan to make a game of my own in the style of SONIC, as it's hard to get people to make the assets, I'm learning to make them myself, it will take time, but I intend to make it for PSX/Saturn and maybe a port/version for the SNES.

Here's a demo I made of the Sonic engine running on PSX:
http://www.psxdev.net/forum/viewtopic.p ... 353#p21353

Image

video:
https://youtu.be/M4VZfUWhM3s?t=6
That's a very cool version on PSX. Nice touch with the semi-transparent water and wavy reflection.

I'm curious, given that regular Sonic uses two background layers along with sprites in some places for the backgrounds, did you still have BG3 spare on the SNES version, such that you could have used it for a similar semi-transparent water effect as seen in your PSX version if you wanted to?

I really hope you do bring your new game to SNES. SNES needs some more indie love in 2022, especially at the level of quality and polish that you're obviously able to achieve. I can only imagine what you could do there.
Yes, BG3 could be used to make the water reflection in the background, just like Donkey Kong Country 3:

Image

however, Sonic HUD on the Genesis uses sprites, and on the SNES I didn't have space to put the HUD tiles, so I had to use BG3 for that.

SNES has very good hardware, mainly for Backgrounds, excellent palette and color depth (in fact, it's 15bpp equal to psx/sat), the transparency effects are the same as psx too (but with limits of combinations of course), the cpu, when well programmed, performs very well, the most complicated thing is the sound driver, the communication between the 65816 and spc700 made through ports with loop waiting, can generate losses of precious cycles during the active frame, Even so, it's a great console.

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 1:01 pm
by iNCEPTIONAL
I posted a separate thread about this, but it totally makes sense to just put the comment here too after you talking about being equal to Sat/PSX in some ways: If someone had told me this Trials of Mana boss fight was coming from a Sat/PSX game, I totally would have believed it:

https://youtu.be/TG-KDvn7Rl0

And this one too:

https://youtu.be/xjOU-qL4UNE

I'm not exaggerating when I say both the visuals and sound there could 100% convince me that I was looking at and hearing a game on a 32-bit console.

And that music, again, Christ, it's stunning the ambience and atmosphere it creates.

Sometimes, I realise that I actually have no clue just how good looking and sounding SNES games can actually be in the right hands. :shock:

I kinda wish someone would do a full 4K video of all the bosses in Trials of Mana now.

Re: [demo] SNES Sonic

Posted: Sat Aug 06, 2022 1:14 pm
by TiagoSC
iNCEPTIONAL wrote: Sat Aug 06, 2022 1:01 pm I posted a separate thread about this, but it totally makes sense to just put the comment here too after you talking about being equal to Sat/PSX in some ways: If someone had told me this Trials of Mana boss fight was coming from a Sat/PSX game, I totally would have believed it:

https://youtu.be/TG-KDvn7Rl0

And this one too:

https://youtu.be/xjOU-qL4UNE

I'm not exaggerating when I say both the visuals and sound there could 100% convince me that I was looking at and hearing a game on a 32-bit console.

And that music, again, Christ, it's stunning the ambience and atmosphere it creates.

Sometimes, I realise that I actually have no clue just how good looking and sound SNES games can actually be in the right hands. :shock:

I kinda wish someone would do a full 4K video of all the bosses in Trials of Mana now.
Yes, Trials of Mana is a really beautiful game, one of the best in the snes library (which has many), no other 16bit console of the time can replicate this game.