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)





Ok, that's one person. Anyone else?

Mike

>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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> >
> >
> >
>

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