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Final Fight PCE

Started by Spector, 06/01/2009, 03:52 PM

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Spector

We'll never know for sure, but how good do you think a conversion of Final Fight would have been on the PC Engine if it had been released in, say, 1991? By that time, there were some 8Mb Hucards, so obviously it would have needed that anyway. With 8Mb to play with, could a decent conversion have been made like the SNES version, with one character and a level removed, plus no two-player option?
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NecroPhile

Final Fight on the SNES was a 10mb cart, so I suppose an 8mb HuCard would've been missing even more stuff than the SNES version.  Maybe not though, as I'm just speaking out of my ass and don't know how SNES code efficiency compares to that of the PCE.

Anyway, in '91 it probably would've been cheaper and easier for it to be released as a CD-ROM2 title (or maybe one of the first Super CD-ROM2 titles).  In that case, it would be pretty similar to the Mega-CD version, though with better colors.
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CosMind

i think the best we can do is relate it to a comparison between sf2 on both systems.  both sf2 and final fight are from the same dev house.  both games originally ran on the same cps1 arcade hardware (respectively).  thinking along those lines would likely lead to a close imagination of how final fight might have turned out on the pc engine.

ccovell

Quote from: guest on 06/01/2009, 04:21 PMFinal Fight on the SNES was a 10mb cart, so I suppose an 8mb HuCard would've been missing even more stuff than the SNES version.  Maybe not though, as I'm just speaking out of my ass...
Yep!

Because Final Fight was an 8 meg cart.  FF2 was 10 meg, however.

CrackTiger

Quote from: CosMind on 06/01/2009, 06:10 PMi think the best we can do is relate it to a comparison between sf2 on both systems.  both sf2 and final fight are from the same dev house.  both games originally ran on the same cps1 arcade hardware (respectively).  thinking along those lines would likely lead to a close imagination of how final fight might have turned out on the pc engine.
A better comparison would be Forgotten Worlds PCE. At the very least, a pixel for pixel (slightly cropped) static bg port maintaining most of the detail and great colors is possible. If someone who knows how to do animated tiles stepped in and helped, then some bg layering could be thrown in. It would help to cut down on flicker that there wouldn't be horizontal streams of bullets flying by and the AI could be told to keep down the number of horizontal enemies.
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

#5
on cd-rom, it would have looked better than the MD one (colorwise), but would have missed most of the parallax. the sound however was horrible anyway, so this could have been only an improvement.

anyway, if used the ACD, and i mean very well used, it would have been an awesome, even if a little late port.

i wished that SGFX port was true :cry: then also the parallax issue wouldn't have be an issue anymore.
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CrackTiger

Quote from: Tatsujin on 06/01/2009, 08:06 PMon cd-rom, it would have looked better than the MD one (colorwise), but would have missed most of the parallax.
Final Fight doesn't have much in the way of PCE-unfriendly parallax. Most of the backgrounds, if not entirely flat, are mostly or nearly all flat and the pockets of bg layering there are would be easy to pull off. Even the molten metal/flaming catwalk section would be easy to recreate 95% accurate.


Quotei wished that SGFX port was true Crying or Very sad then also the parallax issue wouldn't have be an issue anymore.
Remember, a big reason the SuperGrafx failed was because the PCE was good enough. :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!

Ceti Alpha

QuoteRemember, a big reason the SuperGrafx failed was because the PCE was good enough. :wink:
Truer words hath never been spoken.  :wink:
IMG
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Tatsujin

Quote from: guest on 06/01/2009, 08:34 PM
Quote from: Tatsujin on 06/01/2009, 08:06 PMon cd-rom, it would have looked better than the MD one (colorwise), but would have missed most of the parallax.
Final Fight doesn't have much in the way of PCE-unfriendly parallax. Most of the backgrounds, if not entirely flat, are mostly or nearly all flat and the pockets of bg layering there are would be easy to pull off. Even the molten metal/flaming catwalk section would be easy to recreate 95% accurate.
that's just not true. final fight had a lot of effective parallaxes (behind buildings, elevator, town) which couldn't have be done on the PCE and which just would not have looked OK if removing it.


Quote from: guest on 06/01/2009, 08:34 PMRemember, a big reason the SuperGrafx failed was because the PCE was good enough. :wink:
in this case, the SGFX (and a 16~20mBit huey) would have been TEH hardware for.
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
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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..

CrackTiger

Quote from: Tatsujin on 06/01/2009, 09:15 PM
Quote from: CrackTiger on 06/01/2009, 08:34 PM
Quote from: Tatsujin on 06/01/2009, 08:06 PMon cd-rom, it would have looked better than the MD one (colorwise), but would have missed most of the parallax.
Final Fight doesn't have much in the way of PCE-unfriendly parallax. Most of the backgrounds, if not entirely flat, are mostly or nearly all flat and the pockets of bg layering there are would be easy to pull off. Even the molten metal/flaming catwalk section would be easy to recreate 95% accurate.
that's just not true. final fight had a lot of effective parallaxes (behind buildings, elevator, town) which couldn't have be done on the PCE and which just would not have looked OK if removing it.
I've looked over the game in the past to see what if anything might need to be sacrificed and I didn't see any background effects that couldn't be done using simple "tricks" that I'm aware of. If anything, it almost looks like Final Fight was designed with a future PCE port in mind parallax-wise and everthing has already been done in other PCE games (Riot Zone did that elevator effect, but also added moving gears :wink:).

To narrow it down, can you point out any sections with parallax that you think that the PCE couldn't do a version of?
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

#10
Quote from: guest on 06/01/2009, 10:10 PMI've looked over the game in the past to see what if anything might need to be sacrificed and I didn't see any background effects that couldn't be done using simple "tricks" that I'm aware of. If anything, it almost looks like Final Fight was designed with a future PCE port in mind parallax-wise and everthing has already been done in other PCE games (Riot Zone did that elevator effect, but also added moving gears :wink:).

To narrow it down, can you point out any sections with parallax that you think that the PCE couldn't do a version of?
so show me your mighty tricks how to move the city behind buildings (1st lvl)? :) you see how well they did this in ninja gaiden e.g.
or in the park with trees, toilets, lamps, fence etc.? and as i said the elevator wouldn't be possible as it is in the AC, SFC, MCD..

and btw. that elevator effect in riot zone looks awfull!! as are the other used tricks in riot zone to pretend parallax or such (e.g. rain).
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..

CrackTiger

Quote from: Tatsujin on 06/01/2009, 10:17 PMso show me your mighty tricks how to move the city behind buildings (1st lvl)? :) you see how well they did this in ninja gaiden e.g.
This section would be the hardest to do from what I remember. We actually did see how well they did that Ninja Gaiden bg effect in all the other PCE games that did it correctly. It only stands out in Ninja Gaiden because it's broken. Pretty much every stage in Lords of Thunder does it and uses the same method as Ninja Gaiden. Even if the buildings were to become more repeated (if on SCD instead of ACD), as long as it's smooth it'd blend in well with the rest of the screen looking so faithful overall. Higher skyscraper tiles on the screen could use different upper section art, building off of shared lower tiles. There are also small sections of the arcade lacking parallax (like the far hallways of the final area) that the PCE port could add to with animated tiles.

Another possible way, but not the one I'd go with would be to have the upper portion of the bg slide horizontally, with sprites overlapping. The non-boss sections of Super Darius are a good example of how much space sprites can cover a bg without noticeable flicker/breakup. I'd make the foreground garbage pile up higher in places and maybe add some other city distance art below the point where the taller buildings would scroll. Leading up to the buildings, the negative space between any new art could fade up into the buildings. The brown buildings could be shortened width-wise artistically if needed. Priority could be given for player sprites to flicker when characters jump at the top of the screen. Otherwise sprite bg sections would normally be above their heads. The invisible horizontal barrier where characters cannot walk above could be lowered a bit too. A variant of this method would require the HP bars, time, etc to either use strips of the bg/tiles or all sit above the play area. Again, I would do it with animated tiles (if I was ever anything but an armchair programmer :wink:), but many PCE games pull this off surprisingly well.


Quoteor in the park with trees, toilets, lamps, fence etc.? and as i said the elevator wouldn't be possible as it is in the AC, SFC, MCD..
The park sections would be the easiest to do, with the upper portion of the screen sliding along with the odd sprite overlapping. The point where the arcade begins to scroll the top section could be moved up and the difference could be filled with more grass and tile tree bases. Reducing the frequency/space between stuff like trees could help reduce potential flicker. In the waterside night section, the distant bg doesn't need to scroll until above everyone's heads, so sprite overlapping wouldn't even be necessary below, but lowering the invisible play area ceiling could minimize potential flicker from characters jumping up in front of trees.

In the sunset section, the foreground giant lamps can be done with sprites, as it's been done in so many PCE games already (they're nice and narrow until they're higher than anyone can jump). Aside from animated tiles for the fence, the whole bg below the horizon could be merged and the statue of liberty could move up a bit. The sky could then slide along with a sprite for the top of the statue of liberty. Again, even if the end result was some parallax, but less overall than the Sega-CD version, people would still love it more for the actual Forgotten Worlds-quality graphics/art.


Quoteand btw. that elevator effect in riot zone looks awfull!! as are the other used tricks in riot zone to pretend parallax or such (e.g. rain).
You may not love the art style, but that effect worked perfectly. I never said that Riot Zone was a good example of parallax otherwise. The Final Fight elevator could be done mostly with animated tiles above the floor which could just push upward. The sections where the orange girders that are seen through the floor pushing upward could be depicted with animating tiles that push up with the rest of the floor. Even if the distant third bg that quickly disappears wasn't included, it wouldn't be a big deal. But it could be kept as it is in the Sega-CD version (merged with the girders) by filling in the gaps of the floor and back railing with natural looking art and having the the railing downward push upward. Alternately, the floor could stay the same art-wise, with the holes color cycling in-between girders until the distant third bg art is passed, while the girder behind the floor holes sections could still animate or just remain orange. If this port was pixel for pixel like Forgotten Worlds, the sides would be cropped, so the taller side rails wouldn't need to be worried about.


A SCD version wouldn't be exactly the same, just as Forgotten Worlds wasn't (parallax aside). But like FW once you reach a certain level of faithfulness, people think they're looking at arcade-perfection anyway. It's easy now to compare different ports and arcade originals, but back in the day, people were blown away by much less than true 'arcade-perfectness'. A good example is the Sega-CD Final Fight which is heavily redrawn, but is considered by many to be perfect except for color. For a PCE Final Fight port, people would be pretty forgiving if a port of an often static bg arcade like Final Fight had some sections become completely static if the rest of the game was sprinkled with various forms of parallax.
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!

NecroPhile

Quote from: ccovell on 06/01/2009, 07:02 PMYep!

Because Final Fight was an 8 meg cart.  FF2 was 10 meg, however.
Ah, craponastick!  Oops.  :oops:
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CrackTiger

#13
Quote from: Tatsujin on 06/01/2009, 09:15 PMthat's just not true. final fight had a lot of effective parallaxes (behind buildings, elevator, town) which couldn't have be done on the PCE and which just would not have looked OK if removing it.
Here's a single video clip taken from a real published PCE game that does all the parallax effects you mentioned (except the elevator which Riot Zone does), with a bonus third bg layer, cool transparencies, wavy effect and lots of animation-

http://superpcenginegrafx.net/video/x2boss1bgclip.avi
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!

turbofan1

Quote from: guest on 06/02/2009, 07:17 PM
Quote from: Tatsujin on 06/01/2009, 09:15 PMthat's just not true. final fight had a lot of effective parallaxes (behind buildings, elevator, town) which couldn't have be done on the PCE and which just would not have looked OK if removing it.
Here's a single video clip taken from a real published PCE game that does all the parallax effects you mentioned, with a bonus third bg layer, cool transparencies, wavy effect and lots of animation-

http://superpcenginegrafx.net/video/x2boss1bgclip.avi
Not that I have anything to add to this.What game is that btw?The Legend Of Xanadu?

CrackTiger

Quote from: turbofan1 on 06/02/2009, 08:01 PMNot that I have anything to add to this.What game is that btw?The Legend Of Xanadu?
You betcha! :D
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!

spenoza

Pretty and interesting video, though there certainly aren't many enemy sprites sharing the screen with the main character.

CrackTiger

Quote from: guest on 06/03/2009, 12:07 AMPretty and interesting video, though there certainly aren't many enemy sprites sharing the screen with the main character.
Yeah, depending on how the layering effects are done, balancing sprites can come into play. That game just doesn't happen to use many enemies for the boss areas, even during static bg sections. But the fact remains that the PCE can do all kinds of crazy parallax and other effects.

No matter how an effect is achieved, it's still just a trick/illusion. The PCE not having a method other consoles use for a second bg layer built-in simply means that it uses other methods to do the same thing or something similar.
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!

awack

Another good example of parallax would be Shockman 3, the first level.

One interesting use of parallax is the first boss fight(Dragon) in Rondo of Blood, sprites are used for the towers that overlap the back ground but as soon as you walk all the way to the end where the Dragon Will swoop down out of the sky, the towers(sprite) magically become tiles, obviously to reduce flicker, i believe this is used in other parts of the game as well.

Digi.k

#19
Konami did it with Parodius and Twin Bee.. but then in my opinion NEC Avenue are no Konami.....

the final stage of detana twin bee!?! should be less than a min long
http://s14.photobucket.com/albums/a348/kwoksta/?action=view¤t=twinbeescrolling.flv

stage 3 detana twin bee
http://s14.photobucket.com/albums/a348/kwoksta/?action=view¤t=twinbeemovie2.flv

CrackTiger

Quote from: Digi.k on 06/03/2009, 11:36 PMKonami did it with Parodius and Twin Bee.. but then in my opinion NEC Avenue are no Konami.....
NEC Ave produced some of the very best parallax and graphics in general for PCE.
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

#21
the xanadu vid looks nice BT (especially the nice transparent effect), but imagine the same trick used in final fight, with building-tiles over the whole vetical screen and with 5+ big sprites on screen brawling -> no way :cry:


i never said, parallax is not possible on the PCE as many great game have proven this. but there are definitly some limits. i am also aware of almost all the tricks available ;)
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..

awack

IMG IMG

In the first shot i marked the 4 layers of scrolling, #4 the walkway platform(sprite) #2 large buildings(bg tile) #3 smaller buildings in the distance(bg tile) #1 sky, mountains and water(bg tile).


In the second shot, i show a large number of sprites.... main character, missile, jet pack robot, small purple robot, walkway platform, large robot with missile launcher and large space craft.

Digi.k

#23
Quote from: Tatsujin on 06/04/2009, 09:02 AMthe xanadu vid looks nice BT (especially the nice transparent effect), but imagine the same trick used in final fight, with building-tiles over the whole vetical screen and with 5+ big sprites on screen brawling -> no way :cry:
Didn't the SNES version had no more than 4 characters on screen??  If they took that route for the pce version reducing the number of sprites on screen I'm sure it coulda been done..

CrackTiger

#24
Quote from: Tatsujin on 06/04/2009, 09:02 AMthe xanadu vid looks nice BT (especially the nice transparent effect), but imagine the same trick used in final fight, with building-tiles over the whole vetical screen and with 5+ big sprites on screen brawling -> no way :cry:
There are many PCE games that already do the kind of parallax needed without sprites, such as Lords of Thunder. The Sega-CD version looks like the backgrounds might actually be completely redrawn. The simplified skyscraper bg in it would be much easier to do on PCE with animated tiles than the more complex arcade version.

Even if a port was done like Forgotten Worlds with static bgs, it'd still look very nice compared to the popular Sega-CD version-

IMGIMG

Even if it were done at 256 x 224 it'd still look very nice and would be at least as detailed by not losing color or having to dither so much-

IMG


Even if the sprites were kept at the same narrowed-from-the-arcade proportions of the Sega-CD version, in the rare case that there are four enemies onscreen in a co-op game and everyone happens to line up together, it's not much over the PCE horizontal pixel limit, so it wouldn't result in flicker too often-

IMG


But the same infrequent scenario in a 256-wide port would be well under the limit-

IMG


Quote from: Digi.k on 06/05/2009, 12:54 AMDidn't the SNES version had no more than 4 characters on screen??  If they took that route for the pce version reducing the number of sprites on screen I'm sure it coulda been done..
That's right, but in a single player game, the Sega-CD version only has up to 5 at a time.
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!

handygrafx

#25
Not sure about a PCE HuCard version, but a PCE SCD version could've looked closer in terms of color and background detail (minus parallax)  than the MegaCD version, which lost ALOT of color and SOME graphic detail.  As CrackTiger mentioned, MegaCD version is redrawn.  It's only a rendition of the arcade, with less detail, not a pixel-exact port.

Of course, the X68000 version lost zero color or detail, and truly *looks* pixel-exact to the arcade ^__^

MegaCD|SegaCD vs Arcade
FFsegacomparison5.png

SFC|SNES  vs Arcade
FFsnesarcade4.png

GBA
367824-finalfightone_001.jpg 367831-finalfightone_008.jpg

X68000 vs Arcade
final4.png

99.9% of people (nearly everyone) believed that the MegaCD-SegaCD version of Final Fight was arcade-exact, or damn close to it, and thus, it was the closest home version during the 1990s, until Capcom Classics Collection in recent years.  That's because all they knew of in the 90s were the two SFC-SNES versions (FF and FFGuy).  So in comparison, the MegaCD-SegaCD version *seemed* perfect compared to the Nintendo versions.  Almost nobody had ever heard of the Sharp X68000.  Even most people that knew about the obscure Japan-only SuperGrafx, did not know about the even lesser-known X68000.  It just did not exist to people. 

Anyway,  the MegaCD-SegaCD version of Final Fight was certainly the best home *console* version of Final Fight.  It retained all of the features of the arcade (all levels, all selectable characters, 2-player play), and on top of that it featured superior music and an exclusive animated intro that no other version, not even the arcade, had.  Like so many other things in life, all of this combined to BLIND most people into thinking the MegaCD-SegaCD version was more exact to the arcade than it really was.    Indeed it was an outstanding rendition of Final Fight, the best that could be bought domestically in the United States, and even those in Japan who did not own a X68000. 

Compared to IBM PCs and even Amigas, the X68000 was the Neo-Geo of home computers. Thank God the games didn't cost $200~$300. It's just the hardware that was expensive, much more so than the Neo-Geo itself.  I think a X68000 cost $1000 to $1500 at least,  in the range of a LaserActive.  I could be off by a few hundreds bucks, but does it matter, at THAT kind of cost? I think no.

To be clear, the X68000 Final Fight wasn't 100% exact in every way,  it did not put as many enemies on-screen as the arcade, I think only 5-6 at most, instead of the arcade's 7-8,  but still more than SFC-SNES's 3 and MegaCD-Sega's 4.

Anyway.... The creators of the PC-Engine family of hardware, Hudson, did contribute to the design of the Sharp X68000, at least it's OS, and perhaps (not confirmed) maybe its graphic chip(s) also.

If (oh man, IF!) NEC & Hudson had ever come up with a true 16-bit PC-Engine 2  (say in 1990 or 1991), rather than the modestly upgraded 8-bit SuperGrafx of 1989, I would've hoped for X68000-quality results.  The PCE/TG family would've become legendary, in the same sense as the Neo-Geo did.

I wish there had been a X68000 version of Forgotten Worlds.  I'm sure it would've been almost-exact, in the same sense that X68K  Ghouls 'N Ghosts, Strider, Final Fight and SF2CE were.

The X68000 is very much what I had wished the SuperGrafx (or PC Engine 2) had been.

Tatsujin

here and only for the common amusement:

Amiga:
final_fight_03.gif

C64:
final_fight_03.png

at least they both had a simultaneous 2p. mode
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..

handygrafx

#27
X68000 destroys the Amiga in the same sense that the Neo-Geo destroys the PCE, MD, SGX, SNES, SegaCD   :mrgreen:

To be fair to the Amiga, that's NOT the best the Amiga could do, that's really only Atari ST quality right there.
I'm certain the Amiga could've done MegaCD+ quality, though certainly not as good as Arcade or X68000.

Tatsujin

as i said, it's only for amusement purposes, since the amiga version was utterly crap:lol:

the best on that was its sprite size. when i frist saw some screens in the mags back in time, i thought, hella yeas, that will become a superb amiga game. but once you started the game and seen the whole thning in "action", your expectations felt down into the deepest possible basement. unbelievable crap that.

for sure the amiga could have done so much more, but even then, gamewise it was hard to beat the PCE, MD, SGX, SNES, SegaCD fractions. the 68k is out of any range anyway, since that was a $5000 hardware, saturated with just the best components available at the time. no amiga or low cost game hardware could have had just he smallest change against it.

and since the hardware was so uber awesome, they didn't had to redrawn and reprogram the whole thing from scratch, merely just adapt the whole code to different machine and finish was the arcade perfect port!
www.pcedaisakusen.net - home of your individual PC Engine collection!!
PCE Games countdown: 690/737 (47 to go or 93.6% clear)
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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..

blueraven

wow the c64 version eh? Was that released simultaneously with the mega cd? And was it in ANY was playable?

CrackTiger

The X68000 (and Amiga and C64 for that matter) isn't a console, it's a computer. The Neo Geo at least is an impractical console. The SuperGrafx could've also been one if it contained X68000 hardware and retailed for $3000, but I don't think that it would have done much better than the SuperGrafx we actually got.

Technically Mame provides a computer port of Final Fight as well and is more arcade-perfect than the X68000 port. I'd have rather bought a jamma cabinet or supergun and pcbs back in the day instead of sitting at a pricey computer. I actually have a Final Fight cabinet that I paid $70 for (minus a side art and new paint) and the pcb was literally given away to me by someone who didn't want it. I don't think that I could find the X68k disk(s) alone for that much, nor the shipping from japan for the hardware.

I'm glad that the PC Engine wasn't more powerful, so that it's ports are unique even when they're "arcade perfect" by magazine standards from the time.
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!

Spector

Quote from: Tatsujin on 07/06/2009, 03:12 AMas i said, it's only for amusement purposes, since the amiga version was utterly crap:lol:
You have forgotten about the definitive version...

MAY I PRESENT TO YOU THE GENIUS OF THE ZX SPECTRUM

IMG IMG
IMG IMG

:D    :D    :D
You've got to feel the thrill... of disgust!
The beauty... of obscenity!

guyjin

Why the brits put up with that garbage for so long I will never understand.

NecroPhile

Quote from: Spector on 07/06/2009, 12:17 PMYou have forgotten about the definitive version...

MAY I PRESENT TO YOU THE GENIUS OF THE ZX SPECTRUM
Zed Ecks - all the power of a Gameboy in a handy keyboard console.  Silly brits.  :)
Ultimate Forum Bully/Thief/Saboteur/Clone Warrior! BURN IN HELL NECROPHUCK!!!

Spector

Well, Final Fight was in 1991, when the Speccy was well past its prime. Between 1984 and 86 however, when the Speccy was at its peak, it had a range of games that in terms of ideas outstripped anything else at the time.  But that was 1984 - in 1991 it was reduced to this garbage.
You've got to feel the thrill... of disgust!
The beauty... of obscenity!

_Paul

#35
Yep, remember the Speccy is 1982 technology and had some awesome games for the time.

blueraven

#36
Quote from: Spector on 07/06/2009, 02:18 PMWell, Final Fight was in 1991, when the Speccy was well past its prime. Between 1984 and 86 however, when the Speccy was at its peak, it had a range of games that in terms of ideas outstripped anything else at the time.  But that was 1984 - in 1991 it was reduced to this garbage.
Wow. That leaves me totally speechless. It was really monochrome in 1991??!?

So this system has a cult following in Europe? And they were still selling games in 1991?

_Paul

Quote from: blueraven on 07/06/2009, 04:54 PM
Quote from: Spector on 07/06/2009, 02:18 PMWell, Final Fight was in 1991, when the Speccy was well past its prime. Between 1984 and 86 however, when the Speccy was at its peak, it had a range of games that in terms of ideas outstripped anything else at the time.  But that was 1984 - in 1991 it was reduced to this garbage.
Wow. That leaves me totally speechless. It was really monochrome in 1991??!?

So this system has a cult following in Europe? And they were still selling games in 1991?
They were still selling games in 1994. Only just though.

guyjin

Quote from: guest on 07/06/2009, 05:37 PMThey were still selling games in 1994. Only just though.
I blame the lack of fluoride in the water.

blueraven

So it was technically a PC Engine/TG-16 competitor. That's surreal. 

Quote from: guyjin on 07/06/2009, 05:59 PM
Quote from: guest on 07/06/2009, 05:37 PMThey were still selling games in 1994. Only just though.
I blame the lack of fluoride in the water.
lol guyjin.

CrackTiger

The NES/Famicom is 1983 technology.
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!

guyjin


blueraven

Quote from: guyjin on 07/06/2009, 11:06 PM
Quote from: Spector on 07/06/2009, 12:17 PMIMG
you can't do this on Nintendo!
Makes the Amiga look phenominal. Thanks for the clarification!

Tatsujin

when haggar packs an enemy for the his pilldriver, they literally just flipped the enemy sprite 180°. they didn't even bother to remove the shadow between the two feet. damn, what did we had a big laugh fest back then :lol:

maybe you can find a vid on yuotube which shows it.
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..

handygrafx

#44
CrackTiger:  Wow, If the X68000 actually cost $3000, then one might as well buy the arcade PCBs!

BTW, I am well aware that Amiga and X68000 are not consoles, but personal computers  :mrgreen:
I only include it because it was a home consumer platform, even if impractically expensive, unlike consoles.



You also made an interesting point, about being glad the PCE not being more powerful than it was ( and I assume you'd feel the same about the MD, SGX, SNES, etc)  because you get versions of games that are unique/different, and not as good as an original arcade game.

I take it you like the individual unique versions of these 16-bit games across various platforms-some better than others, making it fun comparing them.  I guess it would be boring if every console was a clone of the arcade machines and played 100% pixel-exact ports, with no differences between them, then it would not matter what machine you own'd, they would all play the same games.

Is that how you see it, more or less ?

handygrafx

#45
Quote from: guest on 07/06/2009, 07:35 PMThe NES/Famicom is 1983 technology.
Indeed, NES/Famicom is 1983 technology.   I might even take it a step further than that (while not disagreeing with you at all) and say that NES/Famicom is... "early 80s technology".  Certainly the NES/Famicom was not just R&D'd in 1983, but probably 1981-1982, and released in 1983 (1985 in the U.S. as the NES).

The PC-Engine / TurboGrafx-16 is, at the latest, 1987 technology, at least. Yet was probably developed during the mid 80s.

The Atari Lynx: was released in late 1989, yet was certainly not 1989 technology.  It was developed by Epyx by 1987.  The idea came for it in 1985, and by 1987 the hardware was, at least in some form, almost done.  Atari took it over, released it in 1989.

The Super Famicom/SNES:  released in 1990/1991, but was shown as far back as late 1988.  Nintendo changed the specs several times between 1988 and 1990. It would be most fair to say it's 1989 technology.

The Dreamcast: released in 1998/1999, yet was mainly developed during 1997 in the internal Sega competition with two consoles in development at the same time: the SoA-developed, 3Dfx-based Dural/Shark/Black Belt and the SoJ-developed, PowerVR2-based Katana/Dreamcast.
It would be fair to say Dreamcast is 1997-1998 technology since the hardware was completed in sometime between late 1997 and early 1998.

The GameCube: was released in 2001, yet does not exactly qualify as 2001 technology since it was actually developed during the late 90s, completed in 2000, before being released.  It would be most fair to call GameCube as being 2000 technology.

PlayStation3: released in late 2006.   The CELL processor was developed between 2000 and 2005. The RSX GPU being based on Nvidia NV47 / G70 (GeForce 7800), was released for PCs in mid 2005.   It would be most fair to say PS3 is 2005 technology.

I could give many more examples, but, that's enough I think :)

Sorry for going so far off-topic from Final Fight :)

Tatsujin

i think, what was BT just wanted to say is, that the FC technology is almost as old as the speccy's, but multiple superior to it.
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..

Spector

Do you think that doesn't apply to the Spectrum too? It was developed before April '82 as well - in fact, the start up screen was similar to the ZX81!

Remember I'm saying this as a big PC Engine fan: in terms of amount of memorable games, really between the Spectrum and PC Engine, there is no comparison - the Spectrum wins by a country mile. One problem I've found with PC Engine games is the same with all consoles from that era - you do get a feeling of repeating yourself. You play P-47, then Fantasy Zone and then Ordyne... and in a certain mood, you just feel as if you're playing the same game but with different sprites. You play Cratermaze and then Batman... and it's the same game. Then there are all the interchangeable R-Type-esque shoot-em-ups... The Spectrum had tons of clones too, but in the golden era, they didn't dominate the charts to that extent, no way.

The genres in gaming seemed to narrow as technology improved, and without doubt, as the quality of graphics went up, the ideas went down. I'm being very harsh on the late Eighties scene, but be honest, there's a lot of truth in that.
You've got to feel the thrill... of disgust!
The beauty... of obscenity!

Tatsujin

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..

Spector

Hey! I just slagged off the PC Engine!   :D

But that's called playing Devil's Advocate. I'm still a huge fan. In fact, I just played Final Match Tennis 15 minutes ago, and I think it's the greatest tennis simulation of all time. Absolutely bloody brilliant.
You've got to feel the thrill... of disgust!
The beauty... of obscenity!