Sonic the Hedgehog: A true port.

A place where you can keep others updated about your NES-related projects through screenshots, videos or information in general.

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tokumaru
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Re: Sonic the Hedgehog: A true port.

Post by tokumaru »

I'm not sure this is a good idea, since decompressing chunks and object placement data on the fly will increase the load on the CPU, on top of all the logic you're already porting from a faster 16-bit CPU! Maybe if you spread the decompression of new chunks across several frames, the extra load won't be too much, but you should definitely keep in mind that you will be attempting to do MORE work than the original game did, but on an inferior CPU, while the opposite would make more sense (removing or simplifying things to reduce the load on the CPU).
DoubbleTheFun
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Re: Sonic the Hedgehog: A true port.

Post by DoubbleTheFun »

tokumaru wrote: Tue Apr 04, 2023 9:32 am Maybe if you spread the decompression of new chunks across several frames, the extra load won't be too much, but you should definitely keep in mind that you will be attempting to do MORE work than the original game did, but on an inferior CPU, while the opposite would make more sense (removing or simplifying things to reduce the load on the CPU).
Good point, thanks for the idea!

Moving on to why I'm actually here right now, a more complete preview of the VRC7 music. Remember that this music is subject to change. Most of these tracks use Triangle Wave for melody because damn this chip is hard as fuck to work with. (Green Hill Zone, Marble Zone, Star Light Zone, Scrap Brain Zone, and the Special Stage)

https://drive.google.com/file/d/1_XhMDh ... sp=sharing
DoubbleTheFun
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Re: Sonic the Hedgehog: A true port.

Post by DoubbleTheFun »

Sorry for the double post but it's been a day and I just want to tell everyone, I've programmed the title screen to be just as visually painful as the original.That's right, every sprite is still off center to the left by 8 pixels on the NES.
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DRW
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Re: Sonic the Hedgehog: A true port.

Post by DRW »

Here’s a tip that may or may not be helpful:

You should concentrate on the important part, namely the gameplay. Until now, you created music, sprites and a title screen. I.e. everything that isn’t a challenge anyway. Don’t you want to start with the actual level and sprite physics now, to see whether your project is actually feasable? Why do you waste your time with the stuff that won’t bring you any further? None of these things is really essential when it comes to a true Sonic port because the title screen isn’t the hardware pushing element, so you should ignore it for now, otherwise you might never actually start your core work at all.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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Individualised
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Re: Sonic the Hedgehog: A true port.

Post by Individualised »

Everything that DRW said. If you are going to port the original game logic (which I'll repeat - is not a good idea on the NES's 6502 which is relatively underpowered compared to the 68k in the Megadrive) - you should be focusing on getting the actual engine stuff ported over first. It sounds like you have a working build though, so good job!
DoubbleTheFun
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Re: Sonic the Hedgehog: A true port.

Post by DoubbleTheFun »

alright, i'm hoping to have at least green hill zone playable by end of year
SNES AYE
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Re: Sonic the Hedgehog: A true port.

Post by SNES AYE »

DoubbleTheFun wrote: Thu Apr 06, 2023 2:33 pm Sorry for the double post but it's been a day and I just want to tell everyone, I've programmed the title screen to be just as visually painful as the original.That's right, every sprite is still off center to the left by 8 pixels on the NES.
Can you post an image of it here, the title screen, just so I don't have to bother downloading files and stuff to check it out?

I'm just curious to see what it looks like. :)
Raltair
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Re: Sonic the Hedgehog: A true port.

Post by Raltair »

any news about this ?
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DRW
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Re: Sonic the Hedgehog: A true port.

Post by DRW »

I'm curious as well:

Did you manage to implement a level? What were the challenges? What was not really possible?

Can we maybe see the progress? Either as a ROM or maybe a video recording of the gameplay.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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