Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)


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Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)




i'm there. sign me up. to do the webpages, i think i can work with that.
check out my current site at

http://teraflop.cjb.net/

it would be better except that it's on geocities so i don't have any access
to running perl scripts or php or any of the neats things that make some
webpages so much fun.

also sign me up for c coding and piecing together some of the graphics (IMO,
everyone in the group should have to do some of this in order to get it all
done. everyone has a job, and in any spare time rip some graphics or
something of the sort...)

/brian

----- Original Message -----
From: "Michael Cowart" <freakonaleash881@hotmail.com>
To: <assembly-89@lists.ticalc.org>
Sent: Thursday, September 14, 2000 9:34 PM
Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)


>
>
> Mike smacks himself for his clumsy language gaff. Remakes, not ports.
>
> I do agree, SMQ doesn't feel like the original, but I think a game like
> Zelda would be better suited to a calculator. Look at the (sadly
unfinished)
> Zelda 89. It was amazing.
>
> Since I (note the inflated ego) started this madness, I need to make some
> important points on why this would be pretty hard (but not impossible) to
> do:
>
> 1. Screen Size - I think the old nintendo ran at something like 300x200
(or
> something similar), so ripping tiles would not work. Also, it would
probably
> piss Nintendo off if we ripped off their artwork.
>
> 2. Artwork - due to the problems above, someone would have to redraw a LOT
> of sprites and tiles.
>
> 3. Speed - Some of the screens (like the dungeons where there are about 10
> Knights on at the same time), would have to be toned down. But actually,
the
> processor in the 89 whips the NES like <expletive>an angry
> dominatrix</expletive>. It 16 bit, for one thing, compared to the NES's 8
> bit. It also runs faster. It doesn't have the extra hardware support, but
I
> still think it could be done.
>
> 4. Sound - It's a big part of the game. And let's face it, sound on the 89
> bites. Also, that would be another thing that would be sucking clock
cycles.
>
> I would still like to get together and try it... but know what you are
> getting into.
>
> Mike
>
> >From: "Olle Hedman" <oh@hem.passagen.se>
> >Reply-To: assembly-89@lists.ticalc.org
> >To: <assembly-89@lists.ticalc.org>
> >Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice
versa)
> >Date: Fri, 15 Sep 2000 01:49:09 +0200
> >
> >
> >Just one comment to this whole thread. It wouldn't be ports of games, it
> >would be remakes of them. The only thing you could rip is the graphics.
> >It is not much easier to make a game just because you have another game
> >like
> >it too look at.
> >One of the bigger problems will be to recreate the "feeling" in the games
> >too. Like how keys respond and a lot of stuff like that. (I think the
game
> >feeling in SMQ really sucks for an example, sure it's nice too look at,
but
> >not much more. Bomberman rule though :) )
> >I don't want to put you down or anything, just that you realize that it
is
> >a
> >heck of a lot of work.
> >Hmm. I guess my main reason was to bitch about the terminology. NOT ports
> >:)
> >(Isn't it a z80 in the NES btw? z80s rule :) they should have put a z380
or
> >something in the 89 instead of a 68k :)
> >
> >///Olle
> >
> >----- Original Message -----
> >From: "Brian Taylor" <jodokaast@hotmail.com>
> >[bla bla, yada yada, to much qouted, etc, etc]
> >
> >
> >
>
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