20 December 2021, 18:56 | #21 |
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21 December 2021, 08:54 | #22 | |
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Aye. That's true. Good luck in getting the source code, though... SEGA won't give it away. The best alternative would be to reverse-engineer it, but that's a mammoth of a task (not to mention illegal as well). |
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21 December 2021, 12:19 | #23 |
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The C64 version was actually reverse-engineered and converted from the Master System's Z80 code. Sega seems to be quite relaxed about fan-made conversions without commercial intent.
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21 December 2021, 12:38 | #24 |
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Seems to run pretty well on my Amiga
640 * 480 @ 60 FPS in VGA [ Show youtube player ] |
21 December 2021, 12:59 | #25 |
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The source code for Sonic has been disassembled, reverse-engineered and meticulously documented a long time ago, as is to be expected of a game with as ardent a fandom as Sonic’s.
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21 December 2021, 14:58 | #26 |
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While quality ports are always impressive from the coding POV, is there really that big a gap in hardware capabilities? I don't really know much about it, but have often heard C64 folks saying that it's better than NES, so wouldn't it also apply to SMS?
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21 December 2021, 15:18 | #27 | |
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Sonic1 on the SMS does not push the system at all, in fact it might have been on purpose to not rattle the Megadrive version. The C64 would struggle with something like Sonic Chaos, a later sonic game which used more of the SMS capabilities: [ Show youtube player ] |
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21 December 2021, 15:39 | #28 | |
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I was absolutely unaware of this, though it does make sense. Kudos on the work, to whomever did it, 'cos it must have been quite fastidious. If the source code in 68K ASM is, indeed, available then it's A LOT easier to build an Amiga-specific version. Still a hard task, though, since we'd have to circumvent the hardware-specific aspects of the code (in other words, ditch the MD VDP specific usage and adapt it to OCS, so a lot of trial and error should be expected). As I have stated above, the backdrops seem undoable on an OCS Amiga (maybe they can be done on AGA but not sure), though games like Elfmania and Mr. Nuts - Hoppin' Mad prove that in the hands of a gifted coder and of an apt graphic designer, the tired old OCS can still pack a punch or two. Even so, I'm still quite sceptic about a proper Amiga version of Sonic the Hedgehog. I just don't see the current Amiga community pulling this off like the C64 one did. |
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21 December 2021, 15:47 | #29 | |
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There will be compromises, but crucially, nothing that should affect gameplay. But you're right, its a big endeavour, and its a big task for anyone to contemplate. |
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21 December 2021, 15:52 | #30 | |
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Now, I do know the C64 can display more Sprite pixels per line than both the NES (8*8 pixels vs 8*24 pixels) and Master System (8*16 pixels vs 8*24 pixels) and I have a massive soft spot for the SID, which I just like the sound of more than the NES/Master System sound chip (personal opinion alert ). On the flip side, both the Master System & NES can display more colours on screen, both also had a faster CPU as well as running all SW directly from cartridge, sometimes with add-on chips. They also had some serious talent working on some of the games, which was not always the case on the C64 side. |
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21 December 2021, 16:38 | #31 | |
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Me too, but while I can opine on gameplay, I'm not a tech expert and the arguments I read were regarding the hardware advantages of C64 vs NES. And since it's not something I know much about I can't say they were correct or not (could well be biased since it was on Lemon64 forum |
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21 December 2021, 16:43 | #32 |
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A very good conversion,
I read that the entire game is loaded into RAM, due to this the expansion requirement. |
21 December 2021, 16:45 | #33 |
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Amiga world - spends years arguing about how Sonic is not possible on an Amiga, much less a stock A500.
C64 world - LMAO here's Sonic... ah we also got Mario! if amiga people would stop whining and ranting on boards for a second and actually put hands to work, i can't imagine all the amazing stuff they would accomplish. big ups the C64 scene, always on point. |
21 December 2021, 16:50 | #34 |
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If it really is a port of the SMS version I wonder if it can run the hacks/mods? You could mod the Megadrive level layout in to it if you wanted to see what it would look like on the C64.
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21 December 2021, 16:52 | #35 | |
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21 December 2021, 16:54 | #36 | |
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Always felt they missed an opportunity to make that game much more colourful by putting the baddies on the back layer, instead they tried to squeeze everything in to 8 colours, and it shows. Totally wasted the other 8 on a background graphic! If it was done with 8/8 for Sonic you should be able to make a pretty close match to the original. Sonics backgrounds were always minimal. |
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21 December 2021, 17:15 | #37 | |
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Also, since the C64's char matrix is basically a tile engine instead of a bitmap it has certain advantages for these kind of applications. Plus, I think there is a lot of stuff in development right now, so no idea where you get the 'Amiga people can only whine' from. |
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21 December 2021, 17:23 | #38 |
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On topic, the only choice I find a little bit odd is the choice to go for the much slower PAL music rather than the NTSC music speed. That would've made quite the difference I think.
Also, it's rather cool that someone is using the REU to enhance a C64 game for a change, that rarely happens and is probably a way to get around the speed difference in the CPU's. |
21 December 2021, 17:29 | #39 |
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21 December 2021, 17:40 | #40 |
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