Lets TURRICAAAAAN on MSX.

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Van Albert77

Rookie (21)

afbeelding van Albert77

09-01-2019, 20:13

To bad that the YouTube video was only a simulation... I did dig up my msx again and I'm currently redesigning a tile set... It's a slow process but fun... I'm using the Amiga version as a template.. 1 on 1 rips won't work Running Naked in a Field of Flowers so I'm taking screenshots and redraw the gfx to keep te maximum colors but then in 4 diverent palettes to get the maximum of 64 colors Wink just for the fun Big smile

Van Albert77

Rookie (21)

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09-01-2019, 20:17

For v9990 and the opl4

Van PingPong

Prophet (3460)

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09-01-2019, 20:38

Fudeba wrote:

Hi,

a) Translate the game to plain patterns: it can be easy or very hard. It will depends on how the game cope with VRAM data. SimCity, for example, was "near impossible", since the game uses lots of patterns and, to make it worse, apply "logical operations" on patterns already on the screen). Converting to patterns could allow more well defined, colorful patterns, but also require extensive video engine reprogramming (a *lot* of work).
b) Add sprites to the main character: maybe this can be done, but usually it will require all sprites fit in one sprite table. In a straight port there are no spare Z80 cycles to refill sprite pattern table every interrupt.
c) Adding sprites to enemies: no-go in a straight port. Sprite cycling is also time consuming... and probably will require sprite pattern refill.
d) Adding music is interesting, but it is not "that easy" when you have RAM space and CPU constraints. The music and replayer should be made to fit the restrictions and not the other way around (ignore the restrictions).
e) Adding (hardware) smooth scroll: well, it is not "that simple". The hardware does some part, that's true, but it does in a way it is a real pain. Using set adjust and hardware scroll is only possible (as a feature) if every character is an sprite. And even in that case, it will require extra effort to correct the sprite positions at every frame. If using MSX2/2+ smooth scroll, it will be nice for horizontal (MSX2+) but vertical scroll is a pain... because it requires the sprite repositioning (and avoiding the "disable sprite line"). Also, it requires screen split, since there is a score table below the screen. Screen split and smooth scroll are *not* a problem when you designed a game to use of it... but it is a real problem when "adjusting" a game that was not designed to use it.

These are my comments about this topic. If anyone has more time, has time to do it now, and think can do a better job than me - since there are dozens of more capable programmers here, then I can offer my help.
I really don't know if I will have the time to do this port this year (2009).

Fudeba: Is there something that is easy to do? Go to program a Intel P7 with a NVidia CARD

Van Manuel

Ascended (15821)

afbeelding van Manuel

09-01-2019, 23:24

How does Turrican compare to Thexder (if you wouldn't be able to transform into a ship)?

Van alexito

Hero (555)

afbeelding van alexito

10-01-2019, 09:57

A remake is more viable in this time specially using modern hardware upgrades like moonsound for SFX, V9990 for better visual and PcEngine Develo for BGM.
Well that is my humble opinion.

Van hamlet

Scribe (2631)

afbeelding van hamlet

10-01-2019, 10:57

Manuel wrote:

How does Turrican compare to Thexder (if you wouldn't be able to transform into a ship)?

Turrican is an overrated gun-loving german robot who'll shoot anything he can get his hands on. He has to find the exit under time pressure. I know many people luved the game but I guess they simply didn't knew Thexder at this time.
Thexder is a cool japanese transformer, who is deliberately shooting his way through in a sophisticated level design.
It's a like the Giana sisters. Who needs them when having the brothers on the system?

Van Grauw

Ascended (8515)

afbeelding van Grauw

10-01-2019, 13:50

hamlet wrote:
Manuel wrote:

How does Turrican compare to Thexder (if you wouldn't be able to transform into a ship)?

It's a like the Giana sisters. Who needs them when having the brothers on the system?

Taking the Nintendo comparison, would you say Turrican is to Metroid what Giana Sisters is to Super Mario Brothers? (I’ve seen many Turrican videos but never actually played it so I don’t know how comparable the gameplay is. I did play Thexder II which I loved, and Metroid on the GBA as well.)

Van TomH

Champion (327)

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10-01-2019, 15:56

I don't know much about Metroid so I'll just digress slightly: Turrican is a run-and-gun in which the level actually needs to be navigated but to my mind is only about 20% as good as it could be because of the scrolling mechanic. The camera is implemented so that it is always trying to catch up while Turrican is moving. The net result is that two-thirds or more of the screen is occupied by things you've already walked past, and only a third or less is things you need to shoot or are about to walk into. Given that it's a relatively fast game, a lot of the time that amounts to giving you the feeling of running blind and taking leaps of faith. I think its core constituency is people that like to learn level layouts.

It's a subtle thing, but most scrolling games keep the player within a tight box at the centre, which is already an improvement, and the really careful ones allow the camera slightly to overtake a player in transit, so that a slight majority of the screen is ahead of the character rather than behind it.

Van hamlet

Scribe (2631)

afbeelding van hamlet

10-01-2019, 16:27

What really bothered me about Turrican and I can't understand why the developers realized such a crap:
How could they incorporate a time limit into a world which wants to be explored and that allowed four degrees of movement? Mario also had a time limit, but you didn't have to explore much, didn't have to search for the exit.
Like many C64 and Amiga games it lacks of sophisticated level design and playability.
I would love the work of Rainbow Arts, Manfred Trenz did a great job. In coding. Not in level design.
As I had forgotten over the years how less playability it had, I played it on my 64 this afternoon.
All I can say is that the music is pretty good.

Van TomH

Champion (327)

afbeelding van TomH

10-01-2019, 16:39

If we're complaining about time limits, they're a convention I've never really understood. 99% of the time, they're just a punishment for players who dare to enjoy the game they're playing too much.

Prince of Persia and, very similarly in this regard, the ZX Spectrum version of Dan Dare are just about the only two examples I can think of games where a time limit actually adds to the thing. And even then in Prince of Persia it's really only because the time limit provides a narrative frame — it's not the sort of game where the time limit is usually a substantial concern.

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