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Rondo of Blood Thread

Started by PukeSter, 01/16/2014, 05:47 AM

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RyuHayabusa

Quote from: fragmare on 01/25/2014, 07:21 AMThe thing that bugs me the most about CV4 isn't the length of the game, number of animation frames, linear paths or any of that... it's the fact that Simon's sprite looks as if it's made up of about 5 or 6 separate sprites all kind of trying to coordinate into something resembling a walking animation.  It's just clunky and weird looking.
Really? I don't see that other than maybe when you hold down the whip button and use the d-pad to jiggle the whip around. If you want to see a character made up of multiple sprites that looks clunky check out Earnest Evans. They tried something unique but it didn't work out at all.

Tatsujin

Quote from: RyuHayabusa on 01/25/2014, 07:11 AMKeep in mind that CIV is an early SNES title and only 8 megs whereas Rondo is a Super CD game that came out late in the lifespan of the PCE. When it comes to sprites and frames of animation of course it's going to win out over CIV. Having hundreds of megabytes compared to 1 megabyte will give you an advantage when it comes to frames of animation and detail. Same thing goes for Forgotten Worlds PCE vs the Genesis port. Heck, even Ghouls N Ghosts could've been closer to the Supergrafx port had it been 8 megs instead of 5 megs. As I said before, Rondo is the better game due to it's depth it still lacks the atmosphere created in CIV due to the darker visuals and tunes. And, I love the first few levels of CIV, especially level 2 in the forest. The parallax in the clouds looks cool and the music creates a dark atmosphere. Something I loved about Symphony of the Night is that it's music had elements of both games. Some upbeat tunes that sound nice and a few creepy tunes like when you go down into the darker areas of the castle. Lastly, keep in mind that Slogra and Gaibon were carried over to SOTN as well. Not sure what other games used Rondo sprites besides SOTN.
1. I don't think rondo is using hunderds of megs for grafx. not even close.
2. so if castIV was "only" an early SNES game, what was dracXX in 1995 using how many megs?
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awack

#102
Dracula xx, is around 16 or so megs, which is just about as big as action type games(shooters and hack n slash etc) got on the snes back then a side scrolling action rpg like super Metroid was, if im not mistaken 20 to 24 megs, not sure though,  a few late platformers were around 20 too 24 megs too I think.

Legendary Axe 1 and 2 both have 2 megs each, which is pretty amazing in my opinion, I always wondered what a 8 or 16 meg castlevania  would look and sound like on a hucard going by Axe 2.


QuoteLastly, keep in mind that Slogra and Gaibon were carried over to SOTN as well
They were redrawn for SOTN, Rondo of blood sprites and special fx were not changed other than maybe a lighter or darker color palette, Th GBA was not able to reproduce the animated fx from Rondo, they tried but they look aweful, most of the Nintendo DS use sprites and special fx from Rondo, again unchanged, castlevania harmony of despair for the xbox 360 also rondo sprites, and also at least one cell phone game, Rondos quality is truly amazing.

PukeSter

Quote from: awack on 01/25/2014, 08:19 AMLegendary Axe 1 and 2 both have 2 megs each, which is pretty amazing in my opinion, I always wondered what a 8 or 16 meg castlevania  would look and sound like on a hucard going by Axe 2.
Even after playing Rondo, I still love LA too. But, I've never played LA 2, as much as I want it.

I could be wrong, but a HuCard Castlevania probably would've been a port of Haunted Castle. you never know though.

awack, I would be interested if you have more PCE sprite rips. I wonder what other games are as technically good as Rondo, but behind the scenes. HuCard rips of beautiful games like New Adventure Island and Twinbee, would be interesting too!

TurboXray

Quote from: awack on 01/24/2014, 11:37 PMIn some ways SCIV is a study in how not to design a game, even people who call it their favorite game of all time tell you that you just have to get past the first  three or four levels and then things pick up, for the most part you will only have around 2 or 3 enemies on screen at once, you have far more on screen in Rondo of course, the main way you or at least most people die in SCIV from what Ive seen is from disappearing blocks and such, in Rondo its doing battle with enemies, enemy AI seems to be far superior In Rondo as well, SCIV gives you multi direction whip...in comparison Rondo gives you the ability to jump on and OFF stairs, multiple characters, different paths to choose, item crash, back flip, slide, tumble, double jump, money actually has a purpose, able to pick your secondary weapon back up, a lot of people might not know but if you keep your finger on the jump button your able to control your jump, and the turtle crash, your able to control where goes (up or down) with the direction pad.

Like I was saying before, here are some of the fx/animations that are still being used today, no other snes or genesis game can claim this. This is where Rondo of blood is the best of its generation.

IMG
IMG
IMG
IMG
IMG
IMG
IMG

here are all of the similar SCIV fx/animation for comparison..cant capture transparencies
IMG
Love your sprite rip work, awack!

RyuHayabusa

Quote from: Tatsujin on 01/25/2014, 07:58 AM
Quote from: RyuHayabusa on 01/25/2014, 07:11 AMKeep in mind that CIV is an early SNES title and only 8 megs whereas Rondo is a Super CD game that came out late in the lifespan of the PCE. When it comes to sprites and frames of animation of course it's going to win out over CIV. Having hundreds of megabytes compared to 1 megabyte will give you an advantage when it comes to frames of animation and detail. Same thing goes for Forgotten Worlds PCE vs the Genesis port. Heck, even Ghouls N Ghosts could've been closer to the Supergrafx port had it been 8 megs instead of 5 megs. As I said before, Rondo is the better game due to it's depth it still lacks the atmosphere created in CIV due to the darker visuals and tunes. And, I love the first few levels of CIV, especially level 2 in the forest. The parallax in the clouds looks cool and the music creates a dark atmosphere. Something I loved about Symphony of the Night is that it's music had elements of both games. Some upbeat tunes that sound nice and a few creepy tunes like when you go down into the darker areas of the castle. Lastly, keep in mind that Slogra and Gaibon were carried over to SOTN as well. Not sure what other games used Rondo sprites besides SOTN.
1. I don't think rondo is using hunderds of megs for grafx. not even close.
2. so if castIV was "only" an early SNES game, what was dracXX in 1995 using how many megs?
I didn't mean that Rondo was hundreds of megs, only that when you have that much space at your disposal it allows for many more frames of animation, more sprites, and more content in general. I can't remember the size of the game data on Rondo but it's considerably more than CIV. Having more storage data gives it a distinct advantage when it comes to details.

SNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.

FraGMarE

Quote from: RyuHayabusa on 01/25/2014, 07:33 AM
Quote from: fragmare on 01/25/2014, 07:21 AMThe thing that bugs me the most about CV4 isn't the length of the game, number of animation frames, linear paths or any of that... it's the fact that Simon's sprite looks as if it's made up of about 5 or 6 separate sprites all kind of trying to coordinate into something resembling a walking animation.  It's just clunky and weird looking.
Really? I don't see that other than maybe when you hold down the whip button and use the d-pad to jiggle the whip around. If you want to see a character made up of multiple sprites that looks clunky check out Earnest Evans. They tried something unique but it didn't work out at all.
I don't think Simon is ACTUALLY made of different sprites.  He just appears that way.  There's just something off with his animations CV4, though.

geise

Me too.  That's great stuff!

TurboXray

Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.

PukeSter

Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
Wow, interesting.

So, could Rondo have been on a 20 meg Huey, minus cinemas and only PCB music?

CrackTiger

Quote from: PukeSter on 01/25/2014, 03:54 PM
Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
Wow, interesting.

So, could Rondo have been on a 20 meg Huey, minus cinemas and only PCB music?
And fewer voice/sound samples, but since the samples were already stretched thin in the CD version, enough could be kept at a low quality that it would seem like not much was lost.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

RyuHayabusa

Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
I think you're waaaaay off here. Rondo has two data tracks on the disk apart from the audio tracks. Both of those data tracks are around 20 megaBYTES each. Not megaBITS, megaBYTES. So, you're comparing Castlevania IV and Dracula X SNES which are 1 and 2 megabytes to Rondo which is 40 megabytes. Yes, some of that is for cinemas but not that much. Rondo could NOT have been done on a 20 megabit huey minus the cinemas and music.

CrackTiger

#112
Quote from: RyuHayabusa on 01/25/2014, 05:49 PM
Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
I think you're waaaaay off here. Rondo has two data tracks on the disk apart from the audio tracks. Both of those data tracks are around 20 megaBYTES each. Not megaBITS, megaBYTES. So, you're comparing Castlevania IV and Dracula X SNES which are 1 and 2 megabytes to Rondo which is 40 megabytes. Yes, some of that is for cinemas but not that much. Rondo could NOT have been done on a 20 megabit huey minus the cinemas and music.
It has been discussed in the forum many times before. The game has a specific number of loads for in-game content. Each stage before a boss uses <2 megs. Judging by how much content there is in that, it seems unlikely that any bosses use more than <1 meg. But each of these sequences are using duplicate assets for Richter and misc, which means that the in-game content is even smaller than the sum of each stage/boss.

Even if we count Stage 0, and even if you believe that each load of in-game content completely fills the Super CD's 2 megababit memory... where exactly are the missing 295 max-memory-filling loads required to equal 40 megabytes?
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

RyuHayabusa

#113
Quote from: guest on 01/25/2014, 06:18 PM
Quote from: RyuHayabusa on 01/25/2014, 05:49 PM
Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
I think you're waaaaay off here. Rondo has two data tracks on the disk apart from the audio tracks. Both of those data tracks are around 20 megaBYTES each. Not megaBITS, megaBYTES. So, you're comparing Castlevania IV and Dracula X SNES which are 1 and 2 megabytes to Rondo which is 40 megabytes. Yes, some of that is for cinemas but not that much. Rondo could NOT have been done on a 20 megabit huey minus the cinemas and music.
It has been discussed in the forum many times before. The game has a specific number of loads for in-game content. Each stage before a boss uses <2 megs. Judging by how much content there is in that, it seems unlikely that any bosses use more than <1 meg. But each of these sequences are using duplicate assets for Richter and misc, which means that the in-game content is even smaller than the sum of each stage/boss.

Even if we count Stage 0, and even if you believe that each load of in-game content completely fills the Super CD's 2 megababit memory... where exactly are the missing 295 max-memory-filling loads required to equal 40 megabytes?
Well, let's just look at it this way. Not counting Dracula and the 4 bosses on Stage 6 since they're loaded with their stages, there are 11 bosses. There are 13 stages all together including the prologue. I don't how much data each stage takes up but let's say that each stage, including the bosses, is 2 meg. That alone is 26 meg, considerably more than either Castlevania IV or SNES Drac X. So we're talking a 3 megabyte game here. The rest of that 40 megabytes is voice tracks and cinemas. I misspoke about cinemas not taking up that much because it does take up the majority of the space alone with the music tracks. But, Rondo is a much bigger game than either Castlevania IV or SNES Drac X.

bob

Sorry to kill the momentum of the last few posts, but has anybody tried this?


Boot up Dracula X in the TCD add-on with the wrong system card in your turbo grafx; this will load a secret mini-game

TurboXray

Quote from: RyuHayabusa on 01/25/2014, 05:49 PM
Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
I think you're waaaaay off here. Rondo has two data tracks on the disk apart from the audio tracks. Both of those data tracks are around 20 megaBYTES each. Not megaBITS, megaBYTES. So, you're comparing Castlevania IV and Dracula X SNES which are 1 and 2 megabytes to Rondo which is 40 megabytes. Yes, some of that is for cinemas but not that much. Rondo could NOT have been done on a 20 megabit huey minus the cinemas and music.
Look, I'm not trying to be an ass - but I actually looked into this game. And I'm the one that did the print and compression routines for it PCECD Dracula X translation project (including the title screen). I know bit about this game on a technical level. I was looking for secret stages in the ISO, based on all the CD read commands and tracked all the LBA/sector offsets (I found part of one, but not the rest of it). There is a lot of redundant data loaded each level. So while each level might load <2megabits, there's redundant data in those loads (tiles and sprites) across the level layouts. You can't simply look at data track/iso, and say that's what the game requires. There are huge gaps in the data track that aren't used (this is VERY common for PCECD games). And the second data track is there for redundant reasons ~only~. It's the same track

 I'm go by Bonknuts here, but I'm tomaitheous elsewhere (in relation to coding). If you don't want to take my word for it, then take a look for yourself in a debugger.

Tatsujin

Quote from: galam on 01/25/2014, 10:59 PMSorry to kill the momentum of the last few posts, but has anybody tried this?


Boot up Dracula X in the TCD add-on with the wrong system card in your turbo grafx; this will load a secret mini-game
lol..are you serious? :lol:
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^
<Senshi> Tat's i'm going to contact the people of Hard Off and open a store stateside..

bob

Quote from: Tatsujin on 01/26/2014, 12:17 AM
Quote from: galam on 01/25/2014, 10:59 PMSorry to kill the momentum of the last few posts, but has anybody tried this?


Boot up Dracula X in the TCD add-on with the wrong system card in your turbo grafx; this will load a secret mini-game
lol..are you serious? :lol:
I know I know, but it was on gamefaqs and I didn't know if it was true.

Tatsujin

Quote from: galam on 01/26/2014, 12:43 AM
Quote from: Tatsujin on 01/26/2014, 12:17 AM
Quote from: galam on 01/25/2014, 10:59 PMSorry to kill the momentum of the last few posts, but has anybody tried this?

Boot up Dracula X in the TCD add-on with the wrong system card in your turbo grafx; this will load a secret mini-game
lol..are you serious? :lol:
I know I know, but it was on gamefaqs and I didn't know if it was true.
here.. @10:30 :)

Castlevania Video Marathon: Rondo of Blood (PC Engine) (Richter 100% ending + Stage X)
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^
<Senshi> Tat's i'm going to contact the people of Hard Off and open a store stateside..

bob


A Black Falcon

Quote from: awack on 01/24/2014, 11:37 PMIn some ways SCIV is a study in how not to design a game,
The rest of your post gives zero actual reasons why you think this ridiculous statement is true.

Quoteeven people who call it their favorite game of all time tell you that you just have to get past the first  three or four levels and then things pick up,
Most games start slowly.  SCIV and RoB aren't too different in that regard, and I wouldn't say that you need to get past the first three or four levels before things pick up in SCIV, no.

Quotefor the most part you will only have around 2 or 3 enemies on screen at once, you have far more on screen in Rondo of course,
SCIV was a very early SNES game.  Konami had not yet mastered how to get around the slow SNES CPU, so they had to have fewer enemies and it slows down anyway.  I wish that the SNES had gotten a second Castlevania game as good as its first one, but SNES Dracula X does show visual and speed improvements, at least.  But despite that, SCIV's good graphical design and very good level designs stand out, in addition to that fantastic music.

Quotethe main way you or at least most people die in SCIV from what Ive seen is from disappearing blocks and such, in Rondo its doing battle with enemies,
Enemies can kill you in SCIV too, particularly in the 'second quest' when the game gets a bit harder... while RoB doesn't have a harder setting, unless you count Richter as the hard mode.

Quoteenemy AI seems to be far superior In Rondo as well,
This is probably true.

QuoteSCIV gives you multi direction whip...incomparison Rondo gives you the ability to jump on and OFF stairs, multiple characters, different paths to choose, item crash, back flip, slide, tumble, double jump, money actually has a purpose, able to pick your secondary weapon back up, a lot of people might not know but if you keep your finger on the jump button your able to control your jump, and the turtle crash, your able to control where goes (up or down) with the direction pad.
The multi-direction whip is far more important, useful, and powerful than any of that stuff you listed that RoB has.  It's not that close (Maria + red birds is good, as long as your special weapon stock holds up, but still the multi-directional whip has fewer limitations.).  Those other moves in RoB are nice to have, though, for sure.  They do help make the game better.

QuoteLike I was saying before, here are some of the fx/animations that are still being used today, no other snes or genesis game can claim this. This is where Rondo of blood is the best of its generation.
Game on CD that has a lot more space to put a lot more animation in the game than any cartridge game could match uses that space well.  News at 11.  No, this isn't any kind of argument against SCIV.  If anything it's a good one the other way, showing how much they did with the small space of that cartridge!

awack

QuoteMost games start slowly.  SCIV and RoB aren't too different in that regard, and I wouldn't say that you need to get past the first three or four levels before things pick up in SCIV, no
I don't know too many people who would agree that they start out about the same, you said that you probably agree that rondo has better AI, in SCIV there is hardly ever more than a couple of enemies on screen with enemies that just walk back and forth combined with the long multi directional whip, makes disposing of them, way too easy, like the first boss(skeleton horse and rider) all you have to do is stand in one place and whip and in no time hes dead, Medusa is even worse. now take rondo, the green skeleton swordsman has a good level of AI, he will actually react to your moves such as by sliding under your whip, the blue knight in front of the bridge seems to pose more of a challenge to players than the first few bosses in SCIV,

This is before the more difficult platforming shows up later in the game, these are some reasons why myself and others make that statement about the first few levels.

Quotebut SNES Dracula X does show visual and speed improvements, at least.
Yes, it does show an improvement over SCIV like you say, but compared to rondo, its a different story, take the fight against death, there is half the amount of blood from death when hit onscreen , there is also half the number of cycles flying onscreen at  as well, at the same time every thing moves slower like death richter, they up the difficulty in Drac xx by shrinking the platform your fighting on and taking damage when ever you touch death.

QuoteThe multi-direction whip is far more important, useful, and powerful than any of that stuff you listed that RoB has.  It's not that close (Maria + red birds is good, as long as your special weapon stock holds up, but still the multi-directional whip has fewer limitations.).  Those other moves in RoB are nice to have, though, for sure.  They do help make the game better.
In my opinion, the multi directional whip combined with the type of opposition you face makes for very unbalanced gameplay.

QuoteGame on CD that has a lot more space to put a lot more animation in the game than any cartridge game could match uses that space well.  News at 11.  No, this isn't any kind of argument against SCIV.  If anything it's a good one the other way, showing how much they did with the small space of that cartridge!
I completely agree, I don't use SCIV for comparison because its an early game and the fore sucks, I do it because I already have it done up for showing, for an 8 meg game, its pretty amazing, like they used some kind of awesome compression scheme.


Love your sprite rip work, from Bonknuts.

 Thank you so much, knowing all the details in a game makes me appreciate the game even more.


Quoteawack, I would be interested if you have more PCE sprite rips. I wonder what other games are as technically good as Rondo, but behind the scenes. HuCard rips of beautiful games like New Adventure Island and Twinbee, would be interesting too!
No other action game is even close to Rondo, the second most beautiful game when it comes to those type of sprites is Cotton for the PCE, and of course the snes cotton, which uses the same type of special fx doesn't even come close, ill post some comparison shots, believe it or not one of the best in my opinion is Demons crest for the snes, the Genesis can put a lot of stuff on screen at once (great CPU) it has one major problem in its low number of sub palettes, take rondo for example, a boss can be shooting a projectile at you, you can be pulling off a item crash, plus things bursting into flames, your putting an extra 20 to 40 colors onscreen at once, so things will lose a lot of flash due to that.

pce cotton
IMG

snes cotton,
IMG


Some more things about Rondo, it doesn't have a handful or a few dozen of background animations, it has hundreds, it doesn't have dozens of unique sound fx, it has hundreds, and of course it doesn't have hundreds of sprite frames, it has thousands.

RyuHayabusa

#122
Quote from: TurboXray on 01/26/2014, 12:04 AM
Quote from: RyuHayabusa on 01/25/2014, 05:49 PM
Quote from: TurboXray on 01/25/2014, 02:57 PM
Quote from: RyuHayabusa on 01/25/2014, 01:10 PMSNES Dracula X was 16 meg I believe, which is only 2 megabytes, nothing compared to a CD. Also, for whatever reason Konami chose to go a different route rather than make a straight port of Rondo. Looking at the sprites it's obvious that the SNES could've handled a straight port had they had the space. Rondo is not a game that couldn't have been done on the SNES had it had a CD attachment.
Rondo is about 16-18megabits total (well, excluding cinemas). The SNES has enough space. Not only that, but the SNES has 128k of work ram; they could have been used for even better compression schemes because of its size. Space wasn't the issue.
I think you're waaaaay off here. Rondo has two data tracks on the disk apart from the audio tracks. Both of those data tracks are around 20 megaBYTES each. Not megaBITS, megaBYTES. So, you're comparing Castlevania IV and Dracula X SNES which are 1 and 2 megabytes to Rondo which is 40 megabytes. Yes, some of that is for cinemas but not that much. Rondo could NOT have been done on a 20 megabit huey minus the cinemas and music.
Look, I'm not trying to be an ass - but I actually looked into this game. And I'm the one that did the print and compression routines for it PCECD Dracula X translation project (including the title screen). I know bit about this game on a technical level. I was looking for secret stages in the ISO, based on all the CD read commands and tracked all the LBA/sector offsets (I found part of one, but not the rest of it). There is a lot of redundant data loaded each level. So while each level might load <2megabits, there's redundant data in those loads (tiles and sprites) across the level layouts. You can't simply look at data track/iso, and say that's what the game requires. There are huge gaps in the data track that aren't used (this is VERY common for PCECD games). And the second data track is there for redundant reasons ~only~. It's the same track

 I'm go by Bonknuts here, but I'm tomaitheous elsewhere (in relation to coding). If you don't want to take my word for it, then take a look for yourself in a debugger.
That's cool and all but that doesn't change the fact that being a Super CD game gave Rondo a huge advantage over CIV due to the sheer amount of space for frames of animation, different tiles, etc. If you look at CIV there is a lot of repetition when it comes to tiles used throughout each level. Less enemies, less frames of animation, etc. 1 megabyte will only hold so much. Even if the PCE can only load 256k into memory at one time it's loading from a much larger pool of sprite and tile data. Heck, 256k is 1/4th of the entire game of CIV. You might want to read awack's last post and his comparison of PCE and SNES Cotton, same situation as Rondo and SNES Drac X. Super CD equals faaaar more frames of animation, background animations, sound fx, etc. I mentioned Forgotten Worlds earlier before. PCE Forgotten World is a Super CD while FW Genesis is 4 megs. We all know how much better the PCE port is and the main reason for that is the CD format. Sure, the colors will always be a bit better on the PCE but other than that don't you think the Genesis port could've had better looking bosses, backgrounds, music, etc if it was on CD? And two player as well.

CrackTiger

QuoteGame on CD that has a lot more space to put a lot more animation in the game than any cartridge game could match uses that space well.  News at 11.
Quote from: RyuHayabusa on 01/26/2014, 07:06 AMThat's cool and all but that doesn't change the fact that being a Super CD game gave Rondo a huge advantage over CIV due to the sheer amount of space for frames of animation, different tiles, etc.

Heck, 256k is 1/4th of the entire game of CIV. You might want to read awack's last post and his comparison of PCE and SNES Cotton, same situation as Rondo and SNES Drac X. Super CD equals faaaar more frames of animation, background animations, sound fx, etc.
It's actually the opposite. CD-ROM is a storage format, but not all CD software platforms are identical. PC Engine CD2 and SCD games are extremely bottle-necked. Cart games can use assets from anywhere in the rom at any time. PCE CD games have to load a tiny amount and only do what they can with that. Bonknuts has said that the code alone can take up half the space that CD2 games get to use at a time. And again, each load is using duplicate code that could perhaps(?) be read from the same spot each time on cart.

The amount of space that CD discs have for storage doesn't mean anything when it comes to most genres. No PCE game ever comes close to denting the that space with anything other than CD and adpcm audio (News at 11!). Even the fmv heavy games aren't using much space for graphics.

The SNES however has a huge amount of ram for decompressing data off of carts. That's what so many SNES games are doing during their longer-than-PCE-CD-game-load-screens. Meanwhile a game like Drac X duplicates tiles for each boss fight and always loads duplicate sprites and code. A 6 stage HuCard version could be done at around 8 megs. It wouldn't have so much superfluous content, but would still be very impressive. When you account for all the duplication and count the loads, there's no way that a seemingly identical in-game experience described in a previous post wouldn't be around 16 megs.

The big disadvantage that the SNES has is the fact that it got saddled with sample-based audio by the time that CD audio had already become standard. So SNES games have to waste a bunch of space just to have sound.



QuoteEven if the PCE can only load 256k into memory at one time it's loading from a much larger pool of sprite and tile data.
Again, count the loads, do the addition and use common sense for how much gets reused. You still haven't accounted for the missing 295 loads you claim make up the actual game (even with that ignoring all the duplication). By your logic, Castlevania IV may be 40MB uncompressed. Or even more to what you're saying, there are SNES cart games which have huge storage on them, therefore SNES carts have huge pool to draw from, therefore Cvastlevania IV does.

We know what's in Dracula X. Bonknuts has taken apart countless PCE and misc games apart and is an expert (even though this is just common sense). He's even looked inside Dracula X and helped the translation get done.

Every PCE CD game is not a 4400 megabit cartridge.



QuoteI mentioned Forgotten Worlds earlier before. PCE Forgotten World is a Super CD while FW Genesis is 4 megs. We all know how much better the PCE port is and the main reason for that is the CD format. Sure, the colors will always be a bit better on the PCE but other than that don't you think the Genesis port could've had better looking bosses, backgrounds, music, etc if it was on CD? And two player as well.
If the Sega-CD got a port of Fortrgotten Worlds done the way that the PCE version was, then it would have likely sacrificed 2-player gameplay as well. The Sega-CD has 3 times the space of what Super CD games get to load into. But you're still thinking about it all wrong, there's no reason to bring up the Sega-CD. The PCE version's stages without bosses can't be more than <16 megs. It's obvious not only how much gets recycled, but how stages like the vertical ones aren't filling the 2 meg space. It's just another average sized 16-bit console game.



QuoteNo, this isn't any kind of argument against SCIV.  If anything it's a good one the other way, showing how much they did with the small space of that cartridge!
Not when you compare it to games like the 6 meg Valis III for Genesis.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

TurboXray

Quote from: RyuHayabusa on 01/26/2014, 07:06 AMThat's cool and all but that doesn't change the fact that being a Super CD game gave Rondo a huge advantage over CIV due to the sheer amount of space for frames of animation, different tiles, etc. If you look at CIV there is a lot of repetition when it comes to tiles used throughout each level. Less enemies, less frames of animation, etc. 1 megabyte will only hold so much. Even if the PCE can only load 256k into memory at one time it's loading from a much larger pool of sprite and tile data. Heck, 256k is 1/4th of the entire game of CIV. You might want to read awack's last post and his comparison of PCE and SNES Cotton, same situation as Rondo and SNES Drac X. Super CD equals faaaar more frames of animation, background animations, sound fx, etc. I mentioned Forgotten Worlds earlier before. PCE Forgotten World is a Super CD while FW Genesis is 4 megs. We all know how much better the PCE port is and the main reason for that is the CD format. Sure, the colors will always be a bit better on the PCE but other than that don't you think the Genesis port could've had better looking bosses, backgrounds, music, etc if it was on CD? And two player as well.
Ok... but what does any of that have to do with what I said? You stated Rondo couldn't be ported to the snes 'cause it was like 40 megabytes. I said the game, excluding cinemas and such, is around 18megabits. That's definitely doable with SNES cart space limitations. Did you reply to the wrong person?

RyuHayabusa

I'll admit I'm no expert with all the technical stuff. I'm just trying to understand how Rondo of Blood, with all it's extra stages, extra bosses, twice as many lesser enemies, tons more frames of animation, sound fx, etc would be the roughly the same size as SNES Dracula X at 16-18 meg, minus the cinemas and music tracks.

Tatsujin

by Pce being the superior hardware? :P
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awack

I don't know why rondo stands out so much from other action games, heres an interesting fact.
take SCIV, bloodlines, Actraiser, Actraiser 2, the adventures of batman and robin for the genesis, and lightning force,  all of those combined, you just about equal rondo in sprite frames, most games use sprite flipping or color swaping for animation, rondo uses more but that's because it uses more of everything, but you have to take into consideration that the sprites in rondo are much larger than the other games.

RyuHayabusa

Quote from: awack on 01/27/2014, 08:07 PMI don't know why rondo stands out so much from other action games, heres an interesting fact.
take SCIV, bloodlines, Actraiser, Actraiser 2, the adventures of batman and robin for the genesis, and lightning force,  all of those combined, you just about equal rondo in sprite frames, most games use sprite flipping or color swaping for animation, rondo uses more but that's because it uses more of everything, but you have to take into consideration that the sprites in rondo are much larger than the other games.
Interesting. Bonknuts is saying that Rondo of Blood would be roughly the same size as SNES Dracula X, minus the cinemas, but that doesn't make any sense considering how many more stages, bosses, frames of animation, sound fx, etc. that Rondo has. Have you looked at SNES Dracula X and compared the frames of animation between the two?

TurboXray

#129
Quote from: RyuHayabusa on 01/26/2014, 05:00 PMI'll admit I'm no expert with all the technical stuff. I'm just trying to understand how Rondo of Blood, with all it's extra stages, extra bosses, twice as many lesser enemies, tons more frames of animation, sound fx, etc would be the roughly the same size as SNES Dracula X at 16-18 meg, minus the cinemas and music tracks.

 Not all the frames up animation in Rondo are pixel/bitmap frames. There's a lot of flipping sprites and subpalette animation, as well as what looks like real time composite animation (using few animated sprites moving around each other to create a lot more 'unique' frames of animation). That takes up a lot less than simply storing them as tiny bitmaps to be uploaded.

 Also, I didn't include Maria's animation and character in that size/figure - because she's not in the SNES port. I didn't include music, because that's Redbook. The SNES obviously is gonna need space for the samples and the music data itself. I don't know how much this takes up; you'll have to look into the snes rom and check for yourself. I also didn't include the ADPCM samples from Rondo, but SNES would have used lower frequency variant with added echo. And it already has its own ADPCM samples.

 The snes version appears to have a decent amount of non-tiled graphics for the background. As well as two or three tilemap layers. That'll eat up a little bit memory just for the extra tilemaps (compressed or not). And of course non-tiled detail takes up more space.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
 Edit: Just popped the SNES rom into a tile viewer; there's a LOT of unused space in the SNES rom. It might be a 16megabit rom, but the game isn't using all 16megabits. There's a decent chunk of uncompressed sprites for the main character and weapons. That's pretty lazy of them, considering they had 128k of work ram to use. I.e. They could have decompressed the player sprites to work ram, and fetched from there. That would have saved some space.

CrackTiger

Quote from: RyuHayabusa on 01/27/2014, 08:20 PM
Quote from: awack on 01/27/2014, 08:07 PMI don't know why rondo stands out so much from other action games, heres an interesting fact.
take SCIV, bloodlines, Actraiser, Actraiser 2, the adventures of batman and robin for the genesis, and lightning force,  all of those combined, you just about equal rondo in sprite frames, most games use sprite flipping or color swaping for animation, rondo uses more but that's because it uses more of everything, but you have to take into consideration that the sprites in rondo are much larger than the other games.
Interesting. Bonknuts is saying that Rondo of Blood would be roughly the same size as SNES Dracula X, minus the cinemas, but that doesn't make any sense considering how many more stages, bosses, frames of animation, sound fx, etc. that Rondo has. Have you looked at SNES Dracula X and compared the frames of animation between the two?
Many times.

The main difference is that Rondo is amazingly polished while DracXX was clearly a quick cash-in. Rondo's biggest asset is the quality. Just as the Sonic and DKC games were designed to make the most of the hardware, Rondo shows to those who can appreciate it, how the developers play tested the game to death and tweaked and designed it perfectly.

People like Black Falcon like to use checklists to understand games (even if his begins and ends with "-Nintendo or not?"). In other forums people trying to prove Castlevania IV's superiority have also tried the oblivious "8 directions are better than fewer!" whip gameplay argument. This only makes any sense to people who don't actually play or appreciate games. Those of us without a cabinet full of unused Mach 3 and Mach 4 razors understand that great gameplay involves so many variables which must be balanced together. An 8-way whip is only worth what you can and must do with it. Perhaps a Castlevania game could make proper use of it, but Castlevania IV doesn't justify its existence with complimentary stage and enemy design and control/collision. The potential as a general idea is almost wasted it's so unfulfilled.

Using checklist logic, Drac XX has the exact same gameplay as the PCE original. Anyone who can appreciate gameplay knew as soon as they tried DracXX how completely untrue that is. The main actions are there, but the response/timing is off. It's not simply different, it's broken to a degree. Separate from that, the stages and enemy placement/behavior were designed without any understanding or thought about what made the original so special or about making everything work in general. Just like how an original stage hacked into an existing game isn't automatically the same quality as the professionally designed ones. DracXX's all-round brokenness can lead to getting clipped at full health and being juggled around till death, without the player being able to control the situation at all.

All the warts of that game show how little care went into it. It just happens to be a remake of a game that received as much care as anything from that time. You can't just count the number of stages, or megs or anything else to quantify what makes Rondo of Blood so special or to compare it to similar titles. The aesthetics may have been fine tuned to maximize art, style, and quantity, but even if you strip away the aesthetics, the gameplay transcends the Castlevania series and brought it an entire knew level which has yet to be surpassed. Considering how bottlenecked the game is by aiming so high while at the same time honoring is roots so faithfully, it's all the more impressive and a testament to just how much the developers cared about the project, instead of just churning out a Castlevania game for "platform X".

Koji Igarashi appreciated all of this and that's why Symphony of the Night* came to be as it is and the rest of the great 2D Castlevanias which followed. Rondo is one of the greatest and most inspired game series reboots in history.

*People who don't get games just think SotN/NitM is Super Metroid + Castlevania -end of thought. Like Reese peanut butter cups. Unfortunately games (like films) are likely pitched this way today. Look at how Sonic 4 turned out. "It's got everything on our list of what looks like all the elements of Sonic games to us!"
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

Tatsujin

nothing much to add here, beside the interesting fun fact that rondo was konamis most expensive game developement at that time, which only confirms all the above written.
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awack

QuoteInteresting. Bonknuts is saying that Rondo of Blood would be roughly the same size as SNES Dracula X, minus the cinemas, but that doesn't make any sense considering how many more stages, bosses, frames of animation, sound fx, etc. that Rondo has. Have you looked at SNES Dracula X and compared the frames of animation between the two?
Yes ive compared dracxx too rondo, look at the pic below, its of rondo sprites.

IMG
IMG

Dracula xx and rondo both use sprite flipping and palette cycling/swapping, of course rondo uses it more partly because many time more frames of animation to begin with, this stuff takes a lot less memory than actual frames, on the flip side take a look at the some of the biggest sprites in the game like rock golem, the big purple skull, bone golem boss, the horses, the giant flower, the painting, the cross, the dragon, the dead wyvern(dragon), Frankenstein, the two large skull attacks, the phenox, the green armor knight with ball and chain and the cat item crash, basically most of the largest sprites were done away with completely, and one of the bosses that was changed from the dragon to the three headed panther is much smaller than the rondo counter part, on top of that the dragon from rondo has almost two and a half more frames of real animation, plus the other large bosses in Draculaxx like the serpant boss and demon form Dracula are a bit smaller, plus, the big sprites that were kept far have far fewer frames of animation like the bull.

I just added up what Bonknuts is saying, dracxx memory includes music, soundfx, cutscenes, and a few other things, I think what he got from rondo Is just code and graphics, in theory, if  all of the adpcm memory was used each load in rondo that would be eleven and a half megs, taking all that into account, it would seem that rondo is the largest action game(shmups, platform shooters, hack n slash type games) released on the three major 16bit consoles

FraGMarE

Jesus titty-fucking Christ, guys... this thread has degenerated into a pissing contest with people comparing megs, bits, and sprite frames as if they can somehow come up with a mathematical formula to determine which is the best game, based on those figures.

Sometimes a game is more than just the sum of its parts.  Sometimes a game is better because it's just more fun to play.  Is Rondo the most animated platformer of the 16-bit era?  Probably.  Is that why it's awesome?  No... it's awesome because the development team at Konami poured their heart and soul into that game, and it shows.  The artwork, the music, the level design, the attention to detail... all the subjective and intangible things is what Rondo got so very right.  But the real reason why Rondo is awesome is because once you start playing it you CAN'T FUCKING STOP.  It's like an addiction.  You have to know what's in the other path.  Where that last 10% of the game is.  The only other Castlevania games that I got that feeling from were 1 and 3 on the NES and SotN on the PSX.  *THAT*, my friends, is what makes Rondo amazing...

PukeSter

Quote from: fragmare on 01/28/2014, 04:22 AMSometimes a game is more than just the sum of its parts.  Sometimes a game is better because it's just more fun to play.  Is Rondo the most animated platformer of the 16-bit era?  Probably.  Is that why it's awesome?  No
This is a good point. Look at Earthworm Jim. It's much more well animated than Rondo, but plays rather sloppier. Animation frames don't make a game.

Hell, want to know why Legendary Axe is still one of the best Huey's? Sure, it may look a little dated, and environments can be repetitive. But, the way the Axe system is designed forces the player to be either calculative and strategic, and the build-up of power makes it oh so rewarding. Not to mention atmospheric music, and awesome enemies with smart AI.

And the final boss will never be forgotten...

awack

#135
QuoteThis is a good point. Look at Earthworm Jim. It's much more well animated than Rondo, but plays rather sloppier. Animation frames don't make a game.
In my opinion, more frames can make for a better game, rondo for example...first of all I have to point out that rondo has thousands more frames of animation, also individual enemies have more frames, EWJ has between 20 and 40 frames per boss, rondo has between 70 and 240 frames per boss, some of those are flips or color swapping though.... what EWJ and many other cartoony type platformers do is have only one move per enemy, they put all the frames in that one move, where is in rondo there can be three, four, five or so moves...this can but not always make for a more fun game, a few bosses from each game below to show what I mean.

EWJ
IMG

EWJ
IMG

EWJ
IMG

EWJ
IMG

EWJ
IMG


the rondo sheets are so big that you have to scroll over to the right.


RONDO DRACULA
IMG
IMG

RONDO MINATOUR
IMG

RONDO DEATH
IMG
IMG


RONDO SHAFT
IMG

RONDO WYVERN
IMG

RONDO WAREWOLF
IMG

RONDO DULAHAN
IMG




non boss enemy from rondo, this is what I mean, he jumps out of window, walks, runs, jumps, kicks, flips, sword attack, has death animation, and two different sparks from sword attack depending on where you face him, i realize im becoming more and more of a dip shit fanboy every day :?


RONDO
IMG


I completely agree about Axe 2, could you imagine a super cd Axe 3.

bob

Forgive how dumb I am, but how do you guys make these frame breakdowns?

CrackTiger

Cartoony animation like Earthworm Jim's stands out more because it's supposed to be exaggerated, with lots of bouncing. Games using a realistic and detailed style with clean polished pixel art like Dracula X don't usually have such perfect animation/consistency among key frames. Usually games like that have noticeable off-model frames or rely more on just waving a limb or something off of the same few frames, in an unnatural looking way. Rondo is packed with lots of fully original frames with animations, but also has lots of animating bits attached to shared frames, but it always looks natural. It's a testament to how well done the animation is done overall, that most people don't realize just how massive the number of frames is throughout the game. And that's part of the mystique: the maintained the same standard from beginning to end for all of the aesthetics. So you don't have as many money shots which stand out in other high profile games. It's all money. :)


Quote from: galam on 01/29/2014, 08:01 AMForgive how dumb I am, but how do you guys make these frame breakdowns?
Play a game in Magic Engine, turn off either the sprite or tile layer as needed, start hammering the backspace key. :wink:
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

esteban

#138
Castlevania, in general, is overrated. Especially The PCE installment. The N64 Castlevanias finally introduced some new, creative ideas (motorcycle-riding skeletons, for example) that were subsequently ignored by Konami, sadly.

But, it gets worse: Rondo of Blood was originally slated to feature fresh new character designs (motorcycle-riding-skeletons), but Konami panicked and missed a golden opportunity to cross-market Honda motorcycles in Rondo of Blood...I read that that a few thousand Dracula X Crucifix Keychains had already been distributed to Honda dealerships across Japan when the cross-promotion deal was cancelled. Damn shame. 

 IMG

Thankfully, a few hundred promotional "Honda of Blood" PCE demos were sent to the dealerships. You can only play the first few stages, but I can't tell you how awesome it is to maneuver Richter around a Honda Scooter in a dungeon, or how insane Maria looks when you reach max speed on a Honda ATV (I counted 89 frames of animation for her hair blowing in the wind).

Again, Konami sucks.
IMGIMG IMG  |  IMG  |  IMG IMG

Nando

Sprite sheet Pr0N!!! LOVE IT!!!

PukeSter

Interesting about Earthworm Jim.

In all honesty though, Awack, any other PCE sprite rips? The rips are really well done. Amount of frames does't bother me, I just want to see the beautiful sprite work. :)

bob

Quote from: guest on 01/29/2014, 08:06 AM
Quote from: galam on 01/29/2014, 08:01 AMForgive how dumb I am, but how do you guys make these frame breakdowns?
Play a game in Magic Engine, turn off either the sprite or tile layer as needed, start hammering the backspace key. :wink:
i havent used ME much.  you can do this?  why "backspace"? is that the screenshot hotkey or something?
or are you messing with me and i am falling for it?

FraGMarE

Quote from: guest on 01/29/2014, 08:06 AM
Quote from: galam on 01/29/2014, 08:01 AMForgive how dumb I am, but how do you guys make these frame breakdowns?
Play a game in Magic Engine, turn off either the sprite or tile layer as needed, start hammering the backspace key. :wink:
You're really better off using something like Ootake or Mednafen that has an "advance frame" option.  That way you don't have to hammer the screenshot key.

EvilEvoIX

I always wondered why people bothered comparing Frames of Animation between a Cart and a CD, highly dubious at best.  I think Awack is stating that the MD Version of EWJ has extremly smooth animation for what it is, I always thought that too.  Plus the game moves perfectly and has almost Zero Lag, just a quality representation.  It would be quite interesting to see a Super CD Port of EWJ on the PCE, to see how well it would run.
IMGIMGIMG
Quote from: PCEngineHellI already dropped him a message on there and he did not reply back, so fuck him, and his cunt wife.

EvilEvoIX

Quote from: guest on 01/26/2014, 11:24 AMIf the Sega-CD got a port of Fortrgotten Worlds done the way that the PCE version was, then it would have likely sacrificed 2-player gameplay as well. The Sega-CD has 3 times the space of what Super CD games get to load into. But you're still thinking about it all wrong, there's no reason to bring up the Sega-CD. The PCE version's stages without bosses can't be more than <16 megs. It's obvious not only how much gets recycled, but how stages like the vertical ones aren't filling the 2 meg space. It's just another average sized 16-bit console game.
This Seems Confusing, isn't the Sega CD nearly double the strength of the Sega Genesis in terms of processing power?  Why would it be only single player?
IMGIMGIMG
Quote from: PCEngineHellI already dropped him a message on there and he did not reply back, so fuck him, and his cunt wife.

TurboXray

Quote from: EvilEvoIX on 01/29/2014, 05:34 PM
Quote from: guest on 01/26/2014, 11:24 AMIf the Sega-CD got a port of Fortrgotten Worlds done the way that the PCE version was, then it would have likely sacrificed 2-player gameplay as well. The Sega-CD has 3 times the space of what Super CD games get to load into. But you're still thinking about it all wrong, there's no reason to bring up the Sega-CD. The PCE version's stages without bosses can't be more than <16 megs. It's obvious not only how much gets recycled, but how stages like the vertical ones aren't filling the 2 meg space. It's just another average sized 16-bit console game.
This Seems Confusing, isn't the Sega CD nearly double the strength of the Sega Genesis in terms of processing power?  Why would it be only single player?
Yes and no. The extra processor isn't going to give you more hardware sprites on screen (or more importantly, sprite pixel per scanline limit). There would be quite a bit of flicker or blank, if you ported the SuperCD version "as is" to the SegaCD but add in the extra player. If you used the bitmap function of the SegaCD, the frame would be about 20fps or less and all would have to share the same 15 colors for ~all~ sprites. It's one of the things they shouldn't have gone without; a simple but real 256color/8bit bitmap on the SegaCD side that overlays like the 32x did. 

 As it is, they could have made the SuperCD version 2 player - if they have used the lower 256 resolution.

TurboXray

Quote from: EvilEvoIX on 01/29/2014, 05:26 PMI always wondered why people bothered comparing Frames of Animation between a Cart and a CD, highly dubious at best.
Actually, CD games have their weakness too. So it's fair game. There's no way you can do fit even a single stage of SF2:CE from the hucard into a SuperCD game. The SuperCD is limited by it's relatively small amount of ram (simulated cart space). Carts have the advantage that you can have more animation in a single level, and CDs have the advantage of being able to have more animation across an entire game. One can, and is, superior to the other - depending on what you need for a game design. Games that re-use the same enemies/objects through out different stages, give no real benefit to a CD setup. Games that need more than 2megabit of storage access in a single level, do not work on a CD setup (unless you break the level down into 'section' loading).

CrackTiger

#147
Quote from: EvilEvoIX on 01/29/2014, 05:26 PMI always wondered why people bothered comparing Frames of Animation between a Cart and a CD, highly dubious at best.
While it's true that CD games are at a huge disadvantage when it comes to animation compared to carts, the games are the games. Since the PCE launched, only two consoles haven't supported disc-based games. So you can disqualify Nintendo for two generations, but that would be highly dubious at best. Everyone with common sense takes the misc variables into consideration. It's no different than comparing two cart games which weren't released on the same day, hardware, rom size and expertize/effort.



QuoteI think Awack is stating that the MD Version of EWJ has extremly smooth animation for what it is, I always thought that too.  Plus the game moves perfectly and has almost Zero Lag, just a quality representation.  It would be quite interesting to see a Super CD Port of EWJ on the PCE, to see how well it would run.
Keeping things moving faster makes it so that less frames of animation are required for it to look smooth. Slower subtle animation requires the highest number of frames to look smooth. Drac X excels with both.

It would be much more interesting to see how an Arcade Card CD version of Earthworm Jim could turn out. If not limited by the source material, an original game could be tailored for the PCE hardware to show what it can really do.

There won't be any issue as far as running extremely smooth animation with zero lag, as Sapphire runs more on-screen pixels of sprite animation with at least as many frames per second as any 16-bit console game, all with intense 2-player gameplay and zero lag (what are these lagging games anyway?).



QuoteThis Seems Confusing, isn't the Sega CD nearly double the strength of the Sega Genesis in terms of processing power?  Why would it be only single player?
The Sega-CD cpu is close to 65% faster than the Genesis cpu. But 2-player gameplay in 16-bit console games is normally bottlenecked by sprite bandwidth and not cpu power (except maybe SNES games which slowdown a lot with only single player gameplay). Hellfire on Genesis isn't limited to single player gameplay because the PC Engine is twice as powerful as the Genesis.

As has been discussed before, Forgotten Worlds is a pixel-for-pixel port of a CPS1 game and has poor sprite optimization. I don't think that any Genesis or Sega-CD game attempted to port CPS1 assets pixel-for-pixel, but some of the Neo Geo ports look like they use arcade sized sprites. The Genesis can line up more sprites at it's wider resolution (close to the resolution the PCE version uses), but if a Genesis/Sega-CD port was also sloppy with sprite usage, then it would also drop 2-player gameplay. Games like Hellfire, Raiden, Darius II, Mercs, Twin Cobra, Rastan Saga II, Thunderfox, Rolling Thunder 2, and Fire Shark all lost 2-player support when ported to Genesis.

Just look at the difference is sprite size and quantity in comparison pics:

https://www.tg-16.com/screenshot_comparisons.htm#Forgotten_Worlds


And that's just what you actually get to see in the PCE version, which wastes lots of sprite bandwidth with invisible overlap.

It would also be much more than "a little less" color if a Genesis port shot for full detail (see Final Fight CD, even with the shrinkage).

Both the Genesis/Sega-CD and PC Engine could do super detailed 2-player unique versions of Forgotten Worlds, which would look faithful to the arcade. But you can't just take the flawed PCE version and run it as-is on Genesis with more sprites.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

EvilEvoIX

What is the sprite limit on Sega Cd?  Also again isn't it significantly easier to load more frames of animation on a cd vs a cart?  I know that the frames have to load off the cd but there has to be a benefit of having a massive storage space to fit highly detailed sprite information?
IMGIMGIMG
Quote from: PCEngineHellI already dropped him a message on there and he did not reply back, so fuck him, and his cunt wife.

SuperDeadite

Compare the NeoGeo and the NeoGeo CD.  Both play the exact same games and have the same sprite hardware, the CD version was created to be cheaper.  Carts went for $250+ while the same game was sold on CD for $60 or so.  The trade-off is that when using CDs you have to pre-load the data into RAM.   

The NeoCD therefore had a whopping 7mb of RAM, but when you only have a single speed CD-ROM, it takes a long time read that much data, hence the infamous load times.  And even then 7mb wasn't enough hence cuts had to be made to later games.
Stronger Than Your Average Deadite