Hey man - This is pretty awesome. I'm currently working on MK2 for the 3DO and I assume we're both dealing with a lot of the same challenges. There's a guy named Chris / TruFunGames working on an MK1 port to the Jaguar as well. We're all nuts ;)
I've been following your project and the Jaguar Project as well! Both are very cool! Lots of good stuff from fans in the pipelines. Thanks for reaching out!
@@rafaelantonio6765hi, its been done by Brazilians I think. Look up SGDK street fighter alpha for sega megadrive or genesis and you should hopefully find it😊
If the problem with Anakaris is that he has too many animation frames upon extending his arms then you need to split and redraw his snake arm into segmented tiles, as he extends you effectively create a copy and paste after effect of bandages. Like how in games like Turrican and Strider they used repeated sphere tiles to make a rope. The arms will look less detailed as it is just repeating the same tile but it should work. In theory it will function like a pop up book when you slide a page. Some frames I saw were just recolored sprites for when he is flashing. You can easily cut frames out by having him flash two contrasting pastel colors, such as pink or yellow with neon blue. Why pastel colors? Because they create a glow effect upon the darker and duller backgrounds. Contrasting colors are also just as flashy but dont flicker too fast between frames as the colors will blur into one combined hue. Give it a try and see how it looks. Worse case scenario is you just have him flicker into a white silhouette between frames. If VRAM, processing and sprite tearing is still a problem with special or EX moves you can also have the background change to monochrome or black out like they do with games like Rival Schools or Bloody Roar 2. If anything, there should be no animation within the background when special moves are on active frames.
This is the first I've heard of this project, and a core memory of mine was unlocked. I definitely recall that Capcom was attempting to port Darkstalkers: The Night Warriors to the Genesis 32X before canceling the project and moving to greener pastures on the Saturn and Playstation. Whether it would use the cartridge itself or be a Sega CD 32X title was up to speculation, but even so, I never thought developing it on a stock Genesis console was possible until now. I look forward to further developments on this feat.
Great work on this project, we are going to feature it in our retro gaming substack where we round up all of the news each week (link in bio). Keep up the great work.
Some really impressive stuff here. Amazing animation especially. I'm a bit concerned about the prospect of getting special moves implemented considering it looks like you're already hitting VRAM limits, but maybe if some less essential animation frames are cut (like from idle animations) and with some other creativity it could be possible. What you've done already is amazing though. Best of luck with the rest of the project!
Love to see more progress! It would be fine with me if you switched Anakaris with someone like B.B. Hood... Especially if you can add her dog there too 👀
Wow, this is amazing!! :D :D :D I'd say you just remove Anakaris, and if in the future you feel like it you can add Bulleta or Q-Bee or whoever you want. But this is going to be fantastic anyway! :D
You are using Daniel Moura hamoopig engine. Have you figured out how to stop corner cross ups? The constant blocking state bug if a player jumps over a fireball and then blocks? How to enable line scrolling on floor? Paning the camera at a closer distance to players more like street fighter 2? Im working on my own version of Super Street fighter 2 turbo and yes the vram is a huge issue plus limited colour of each 4 palette is very restrictive. If you would like to chat sometime about prgramming please let me know. Your work is extremely excellent.
@@rafaelantonio6765 hello , thank you for your replies. I've been working on programming for a few months now. I've implemented to backgrounds and scrolling. But I'm talking about adding more line scrolling to the existing foreground for the floor. Real bout fatal fury genesis Is excellent but only uses 1 layer background. No floor scrolling. It does have the blocking bug but only for 1 frame. It does fix the corner cross up successfully. It does not pan camera close to player but rather does it far but that's ok. It also has really cool combo counting system. I've spoken to Daniel a few times but he very very rarely replies. He is busy of course plus speaks Portuguese natively where as I am English. His version of super street fighter 2 turbo called omega will be Infinity better than my prgramming but I'll still carry on doing my own programming. Also we want 320 mode not lower res as we want to use full power of megadrive. Too bad its colour palette on screen is just so low. Talented people like gamedevboss, pyron and rheogamer are amazing with colours and coding.
All the characters but Anakaris are done or at least their animation frames. Music is done. Some backgrounds need to be reworked. Animation timing and hit boxes need to be worked on. And a possible single player mode.
This is awesome work! What happened to Victor though? He got cut too? If you would replace Anakaris with a girl I vote Q-Bee or Hsien-Ko, the sprites of BB Hood's super are bigger than Anakaris' LOL
It sort of depends on the details in the background. Basically the more unique background detail an image has, the more space it'll take up in VRAM. Parallax effects don't necessarily require more VRAM, but backgrounds with parallax scrolling are often (though not always) more complex with more unique details. Parallax does affect overall performance though, so if a game is struggling to hit a good framerate, they might strip out parallax for better performance. That might be the reason for the lack of parallax in Real Bout, as it seems like they're pushing the hardware pretty hard.
@@rafaelantonio6765 Not necessarily, but it can. It shows fewer background tiles on screen at once, which can mean you need fewer background tiles in VRAM. But for a fighting game you'd probably want all the background tiles for the stage loaded into VRAM at all times anyway, so the VRAM footprint is going to be based on the overall size of the background, not how much is displayed on screen at one time. You could load background tiles in and out of VRAM as they're needed to save a bit of space, but there's a limited amount of bandwidth for such swapping of assets, and for a fighting game I'd think it'd be more efficient to load and unload character animations based on their states (crouching, standing, jumping), and you might not be able to do both at the same time.
@@rafaelantonio6765 Yes, but there's a pretty big difference between a platformer (large levels with small characters without a ton of animations), and fighting games (much smaller levels with large characters and a lot of animations). There's a limit to the amount of data you can load via DMA per vblank, so developers need to pick and choose what they'll leave in VRAM and what will get swapped in and out.
please keep Anakaris. if you remove 1p 2p sprites and replace them as format text you save some vram also by using low res project genesis mode instead of 320p
Damn, the Megadrive was so much more powerful than the SNES. Almost like a small Neo-Geo! This is why it's the #1 90s console that gets hacks and new games. There's so much potential there.
Hey man - This is pretty awesome. I'm currently working on MK2 for the 3DO and I assume we're both dealing with a lot of the same challenges. There's a guy named Chris / TruFunGames working on an MK1 port to the Jaguar as well. We're all nuts ;)
why dont you port street fighter zero?
I've been following your project and the Jaguar Project as well! Both are very cool! Lots of good stuff from fans in the pipelines. Thanks for reaching out!
@@rafaelantonio6765hi, its been done by Brazilians I think. Look up SGDK street fighter alpha for sega megadrive or genesis and you should hopefully find it😊
@Retro_Reloaded101 you told me you would add cyber akuma as secret in next video where is he
If the problem with Anakaris is that he has too many animation frames upon extending his arms then you need to split and redraw his snake arm into segmented tiles, as he extends you effectively create a copy and paste after effect of bandages. Like how in games like Turrican and Strider they used repeated sphere tiles to make a rope. The arms will look less detailed as it is just repeating the same tile but it should work. In theory it will function like a pop up book when you slide a page.
Some frames I saw were just recolored sprites for when he is flashing. You can easily cut frames out by having him flash two contrasting pastel colors, such as pink or yellow with neon blue. Why pastel colors? Because they create a glow effect upon the darker and duller backgrounds. Contrasting colors are also just as flashy but dont flicker too fast between frames as the colors will blur into one combined hue. Give it a try and see how it looks. Worse case scenario is you just have him flicker into a white silhouette between frames.
If VRAM, processing and sprite tearing is still a problem with special or EX moves you can also have the background change to monochrome or black out like they do with games like Rival Schools or Bloody Roar 2. If anything, there should be no animation within the background when special moves are on active frames.
just add 2 black bars
sprite tearing DMA improvement
black screen white like batman no need
you cant have enough vram with 320 res mode
This is so cool! Between this, SOTN de make, koshiro sans Earthion... SEGA does what Nintendon't
Fight games are a big challenge for any developer. Thanks for all your work...the Sega 16bits community is amazing
This is the first I've heard of this project, and a core memory of mine was unlocked.
I definitely recall that Capcom was attempting to port Darkstalkers: The Night Warriors to the Genesis 32X before canceling the project and moving to greener pastures on the Saturn and Playstation.
Whether it would use the cartridge itself or be a Sega CD 32X title was up to speculation, but even so, I never thought developing it on a stock Genesis console was possible until now. I look forward to further developments on this feat.
Great progress, can't wait till this is completed.
Amazing job!
It's almost unbelievable see this port working on real hardware, like the last build you've shared with us...
Keep going!
GENESIS CAN BUT SUPERNINTENDONT
Great work on this project, we are going to feature it in our retro gaming substack where we round up all of the news each week (link in bio). Keep up the great work.
Some really impressive stuff here. Amazing animation especially. I'm a bit concerned about the prospect of getting special moves implemented considering it looks like you're already hitting VRAM limits, but maybe if some less essential animation frames are cut (like from idle animations) and with some other creativity it could be possible.
What you've done already is amazing though. Best of luck with the rest of the project!
2 black bars. special moves are managed by DMA
dithered lifebars take less vram
There is no need, you can use dplcs to upload the animation frames to vram.
So much so it's already being used, the broken tiles at 2:30 are the player tiles
50 60 hz will fix cram dot issue?
🤯Tremendous work! You're cooking hard, my dude! I've always been partial to BB Hood myself...
Beloved soul sucking lady. The one who haunts my dreams. Take me in your arms. My life is yours, oh beloved Morrigan 🧛♀💚
This is fire. Impressive progress!
Awesome work! Animations and soundtrack are incredible. 👍
Love to see more progress!
It would be fine with me if you switched Anakaris with someone like B.B. Hood... Especially if you can add her dog there too 👀
Amazing work so far! 🙏
I was just thinking of this project the other day. I remember on the Saturn game Victor was cut back a good bit in frames.
Wow, this is amazing!! :D :D :D
I'd say you just remove Anakaris, and if in the future you feel like it you can add Bulleta or Q-Bee or whoever you want. But this is going to be fantastic anyway! :D
Impresionante trabajo!! Eres un crack!!!jijiji
Very impressive.
Excellent work, keep it up!
Pretty decent progress so far, but you should take your time including all the characters.
also better quality art for the stages
Simplesmente incrível !!! Parabéns !
ambitious project
Hi!. Looks cool. Thanks! 🤩👍
Would it be possible to downsize (overall) Anakaris’ sprite size to fit the bigger looking moves, in addition to cutting frames?
You are using Daniel Moura hamoopig engine. Have you figured out how to stop corner cross ups? The constant blocking state bug if a player jumps over a fireball and then blocks? How to enable line scrolling on floor? Paning the camera at a closer distance to players more like street fighter 2? Im working on my own version of Super Street fighter 2 turbo and yes the vram is a huge issue plus limited colour of each 4 palette is very restrictive. If you would like to chat sometime about prgramming please let me know. Your work is extremely excellent.
real bout have the same issue?
just use 256 res mode and shrink or remove the shadows or make dithered lifebars to save vram
floor scrooling is just an extra layer paralax
ask @gamedevboss channel how to implement activate paralax
@@rafaelantonio6765 hello , thank you for your replies. I've been working on programming for a few months now. I've implemented to backgrounds and scrolling. But I'm talking about adding more line scrolling to the existing foreground for the floor. Real bout fatal fury genesis Is excellent but only uses 1 layer background. No floor scrolling. It does have the blocking bug but only for 1 frame. It does fix the corner cross up successfully. It does not pan camera close to player but rather does it far but that's ok. It also has really cool combo counting system. I've spoken to Daniel a few times but he very very rarely replies. He is busy of course plus speaks Portuguese natively where as I am English. His version of super street fighter 2 turbo called omega will be Infinity better than my prgramming but I'll still carry on doing my own programming. Also we want 320 mode not lower res as we want to use full power of megadrive. Too bad its colour palette on screen is just so low. Talented people like gamedevboss, pyron and rheogamer are amazing with colours and coding.
What percentage is all set?
All the characters but Anakaris are done or at least their animation frames. Music is done. Some backgrounds need to be reworked. Animation timing and hit boxes need to be worked on. And a possible single player mode.
This is awesome work! What happened to Victor though? He got cut too?
If you would replace Anakaris with a girl I vote Q-Bee or Hsien-Ko, the sprites of BB Hood's super are bigger than Anakaris' LOL
Awesome!
Very VERY cool 😎
I think some NES and SNES games did, but is it possible to add ram to the cart like the helper chips? Great job on the port .!
Between Q Bee and BBH, would one be significantly easier than the other?
EXCELLENT SPRITE SIZE
holly smoke!
¿Where is Victor?.
O.O hell yeah
does paralax affect vram? real bout has no paralax
It sort of depends on the details in the background. Basically the more unique background detail an image has, the more space it'll take up in VRAM. Parallax effects don't necessarily require more VRAM, but backgrounds with parallax scrolling are often (though not always) more complex with more unique details.
Parallax does affect overall performance though, so if a game is struggling to hit a good framerate, they might strip out parallax for better performance. That might be the reason for the lack of parallax in Real Bout, as it seems like they're pushing the hardware pretty hard.
@@GreyMatterShades 256 res mode projects requires less vram
@@rafaelantonio6765 Not necessarily, but it can. It shows fewer background tiles on screen at once, which can mean you need fewer background tiles in VRAM. But for a fighting game you'd probably want all the background tiles for the stage loaded into VRAM at all times anyway, so the VRAM footprint is going to be based on the overall size of the background, not how much is displayed on screen at one time.
You could load background tiles in and out of VRAM as they're needed to save a bit of space, but there's a limited amount of bandwidth for such swapping of assets, and for a fighting game I'd think it'd be more efficient to load and unload character animations based on their states (crouching, standing, jumping), and you might not be able to do both at the same time.
@@GreyMatterShades sonic does that
@@rafaelantonio6765 Yes, but there's a pretty big difference between a platformer (large levels with small characters without a ton of animations), and fighting games (much smaller levels with large characters and a lot of animations). There's a limit to the amount of data you can load via DMA per vblank, so developers need to pick and choose what they'll leave in VRAM and what will get swapped in and out.
I’m trying to port demon souls to the Nintendo 3Ds. So far I got the consoles to stop bursting into flames
are you making the game from scratch? that's cool
nice xD
Who is making the genesis version????
seagamer
Can we just stop with every F***ing Genesis/Mega Drive Homebrew with "Mega"
since characters name are text
keep him and just remove his critical frames
Replave anakaris with either jedah, bbhood, qbee, or lilith
can you shrink 1p 2p HUD sprites
neon stage will be fixed?
that corrupted stage should work well with no paralax
that glitchy moon stage is a VISUAL LET DOWN
paint the glitchy moon stage in all dark blue
please keep Anakaris. if you remove 1p 2p sprites and replace them as format text you save some vram also by using low res project genesis mode instead of 320p
HUD
please consider dithering lifebars
backgrounds deserve a better dither artwork. all dark blue for the car moon stage
full dark blue color for the moon
horizontal bottom black bar for the select screen no need to shrink
select screen must have a VS word
just 2 colors for each character makes it faster to finish
UGLY MOON LINE DITHER
Damn, the Megadrive was so much more powerful than the SNES.
Almost like a small Neo-Geo!
This is why it's the #1 90s console that gets hacks and new games. There's so much potential there.
add blanka as a secret ´char
replace the middle center woman with BB Hood or akuma no need for special attack
dont like the moon line dithering
Anakaris
yellow lifebars man
take you time then port street fighter zero 3
Do the 128K VRAM mod and program for the interleaved banks. Someone has to push these things forward. Same with the SNES.
snes has a 16kb limitation in ppu unfort
not challenge here