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Download castlevania sotn mega drive
Download castlevania sotn mega drive










download castlevania sotn mega drive

I just don't see much of a point in creating a, clearly inferior, homebrew in the first place for a game that looks worlds better on its intended console with a CRT. This way even a port to Genesis could look very good indeed. SotN is one of the pinnacle of 2D art games from the SD era, and really should be experienced on a CRT, failing that, using some decent CRT shaders on some other platform. This looks quite dreadful, but I don't mean it as a slight towards Genesis or the dev, it's just how it looks on a modern display (at least in these videos, which partially might be caused by compression or their choice of filters or AV connections).

download castlevania sotn mega drive

All this homebrew we've been seeing in the past 4+ years on the MD is because the C and C development libraries/tools for it. But good luck finding a capable C development environment for it. Side note: the SNES, given its extra BG layer and more colors, would yield an easier conversion in that respect. Totally within the capabilities of the system. Because I mean, the overall game engine/logic itself is nothing special. that's clever artistic/design skill to hide the limitations. Those are the things I'm going to be looking at. So it comes to down to an artist to re-imagining the stage/room artwork/color-usage in order to get more color usage for enemies, and/or limit the types of enemies that can appear on screen at once. I don't think 7-8 color versions of some enemies is going to lend itself too well to these conversions. If you did, Genesis games would look way more colorful than they do. You don't get free access to all 61 colors on screen. A lot of Genesis games tend to make use of 7-8 color enemies/objects, and share colors with backgrounds, to stretch the color limitations. But the real trick here is going to be the color/subpalette management on the system. Hopefully that doesn't come to a shock to anyone haha. I mean the game was always doable, which cut backs, on a 16bit system (linear or not). There's also the issue of detail (you can only fit so much into vram at a time regardless of rom size).

download castlevania sotn mega drive

You literally have two palettes left after that (for background ?). Another enemy they show uses another set of 15 colors( or one palette).

download castlevania sotn mega drive

They don't share colors across the palettes. The biggest issue I see right off the bat: the Genesis only has four 15 color subpalettes. I would reserve judgements and awe for when they have an actual stage with enemies, items, FX, etc all in it - i.e.












Download castlevania sotn mega drive