Darkstalkers for Mega Drive/SEGA Genesis **Progress Report**

Поделиться
HTML-код
  • Опубликовано: 22 дек 2024

Комментарии • 102

  • @3dohd
    @3dohd 3 дня назад +45

    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 ;)

    • @rafaelantonio6765
      @rafaelantonio6765 3 дня назад

      why dont you port street fighter zero?

    • @Retro_Reloaded101
      @Retro_Reloaded101  2 дня назад +12

      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!

    • @AI_Gaming_and_Technology
      @AI_Gaming_and_Technology 2 дня назад

      ​@@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😊

    • @rustymixer2886
      @rustymixer2886 20 часов назад

      ​@Retro_Reloaded101 you told me you would add cyber akuma as secret in next video where is he

  • @JBalmoreS
    @JBalmoreS 3 дня назад +13

    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.

  • @Rotary_Lover_89
    @Rotary_Lover_89 День назад +8

    This is so cool! Between this, SOTN de make, koshiro sans Earthion... SEGA does what Nintendon't

  • @vicentereisdacruz1915
    @vicentereisdacruz1915 3 дня назад +8

    Fight games are a big challenge for any developer. Thanks for all your work...the Sega 16bits community is amazing

  • @Awesmic1
    @Awesmic1 День назад +4

    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.

  • @bioman1hazard607
    @bioman1hazard607 День назад +1

    Great progress, can't wait till this is completed.

  • @edsound2354
    @edsound2354 2 дня назад +3

    Amazing job!
    It's almost unbelievable see this port working on real hardware, like the last build you've shared with us...
    Keep going!

  • @officialretroshell
    @officialretroshell День назад +2

    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.

  • @GreyMatterShades
    @GreyMatterShades 3 дня назад +5

    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!

    • @rafaelantonio6765
      @rafaelantonio6765 3 дня назад

      2 black bars. special moves are managed by DMA

    • @rafaelantonio6765
      @rafaelantonio6765 3 дня назад

      dithered lifebars take less vram

    • @carlosiagnecz
      @carlosiagnecz 2 дня назад

      There is no need, you can use dplcs to upload the animation frames to vram.

    • @carlosiagnecz
      @carlosiagnecz 2 дня назад

      So much so it's already being used, the broken tiles at 2:30 are the player tiles

    • @rafaelantonio6765
      @rafaelantonio6765 2 дня назад

      50 60 hz will fix cram dot issue?

  • @TwinOpinion
    @TwinOpinion День назад +1

    🤯Tremendous work! You're cooking hard, my dude! I've always been partial to BB Hood myself...

  • @sweettooth7308
    @sweettooth7308 День назад +1

    Beloved soul sucking lady. The one who haunts my dreams. Take me in your arms. My life is yours, oh beloved Morrigan 🧛‍♀💚

  • @kwizzeh
    @kwizzeh 3 дня назад +3

    This is fire. Impressive progress!

  • @AsmrAsap
    @AsmrAsap 2 дня назад +2

    Awesome work! Animations and soundtrack are incredible. 👍

  • @VezukiCh
    @VezukiCh 3 дня назад +9

    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 👀

  • @Rayterni
    @Rayterni 3 дня назад +2

    Amazing work so far! 🙏

  • @heilong79
    @heilong79 2 дня назад +2

    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.

  • @juanjesusligero391
    @juanjesusligero391 16 часов назад

    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

  • @ghhf.yalexissanchez4713
    @ghhf.yalexissanchez4713 3 дня назад +1

    Impresionante trabajo!! Eres un crack!!!jijiji

  • @streetmagik3105
    @streetmagik3105 День назад

    Very impressive.

  • @cursodelicitacao-leonardo
    @cursodelicitacao-leonardo 3 дня назад

    Excellent work, keep it up!

  • @Mohammed1000real
    @Mohammed1000real 2 дня назад +4

    Pretty decent progress so far, but you should take your time including all the characters.

  • @redfiregamesoficial
    @redfiregamesoficial 3 дня назад

    Simplesmente incrível !!! Parabéns !

  • @bankbank
    @bankbank 3 дня назад +3

    ambitious project

  • @GoTiKYT
    @GoTiKYT 2 дня назад

    Hi!. Looks cool. Thanks! 🤩👍

  • @NEONBattleGlitch
    @NEONBattleGlitch 3 дня назад

    Would it be possible to downsize (overall) Anakaris’ sprite size to fit the bigger looking moves, in addition to cutting frames?

  • @AI_Gaming_and_Technology
    @AI_Gaming_and_Technology День назад +1

    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
      @rafaelantonio6765 День назад

      real bout have the same issue?

    • @rafaelantonio6765
      @rafaelantonio6765 День назад

      just use 256 res mode and shrink or remove the shadows or make dithered lifebars to save vram

    • @rafaelantonio6765
      @rafaelantonio6765 День назад

      floor scrooling is just an extra layer paralax

    • @rafaelantonio6765
      @rafaelantonio6765 День назад

      ask @gamedevboss channel how to implement activate paralax

    • @AI_Gaming_and_Technology
      @AI_Gaming_and_Technology День назад +1

      @@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.

  • @julhao244
    @julhao244 3 дня назад +3

    What percentage is all set?

    • @Retro_Reloaded101
      @Retro_Reloaded101  3 дня назад +5

      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.

  • @TerryXu0
    @TerryXu0 День назад

    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

  • @caveiracibernetica
    @caveiracibernetica 3 дня назад

    Awesome!

  • @NEONBattleGlitch
    @NEONBattleGlitch 3 дня назад

    Very VERY cool 😎

  • @tiwanx
    @tiwanx День назад

    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 .!

  • @BrassMountainLion
    @BrassMountainLion 20 часов назад

    Between Q Bee and BBH, would one be significantly easier than the other?

  • @leighbyford635
    @leighbyford635 День назад

    EXCELLENT SPRITE SIZE

  • @DeJotaGamer
    @DeJotaGamer 2 дня назад +1

    holly smoke!

  • @El_Febo_Abel
    @El_Febo_Abel 18 часов назад

    ¿Where is Victor?.

  • @kellymountain
    @kellymountain 3 дня назад

    O.O hell yeah

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад +3

    does paralax affect vram? real bout has no paralax

    • @GreyMatterShades
      @GreyMatterShades 3 дня назад +1

      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
      @rafaelantonio6765 3 дня назад

      @@GreyMatterShades 256 res mode projects requires less vram

    • @GreyMatterShades
      @GreyMatterShades 2 дня назад +1

      @@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
      @rafaelantonio6765 2 дня назад

      @@GreyMatterShades sonic does that

    • @GreyMatterShades
      @GreyMatterShades 2 дня назад

      @@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.

  • @Trashingcanine
    @Trashingcanine День назад

    I’m trying to port demon souls to the Nintendo 3Ds. So far I got the consoles to stop bursting into flames

  • @JorArg-c7s
    @JorArg-c7s 2 дня назад

    are you making the game from scratch? that's cool

  • @digitalwarrior4699
    @digitalwarrior4699 3 дня назад

    nice xD

  • @damin9913
    @damin9913 3 дня назад +1

    Who is making the genesis version????

  • @MarioMania05
    @MarioMania05 6 часов назад

    Can we just stop with every F***ing Genesis/Mega Drive Homebrew with "Mega"

  • @rafaelantonio6765
    @rafaelantonio6765 16 часов назад

    since characters name are text

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад +8

    keep him and just remove his critical frames

  • @mauherrera8939
    @mauherrera8939 22 часа назад

    Replave anakaris with either jedah, bbhood, qbee, or lilith

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    can you shrink 1p 2p HUD sprites

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    neon stage will be fixed?

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад +1

    that corrupted stage should work well with no paralax

  • @rafaelantonio6765
    @rafaelantonio6765 2 дня назад

    that glitchy moon stage is a VISUAL LET DOWN

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    paint the glitchy moon stage in all dark blue

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    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

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    please consider dithering lifebars

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    backgrounds deserve a better dither artwork. all dark blue for the car moon stage

  • @rafaelantonio6765
    @rafaelantonio6765 2 дня назад

    full dark blue color for the moon

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    horizontal bottom black bar for the select screen no need to shrink

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    select screen must have a VS word

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    just 2 colors for each character makes it faster to finish

  • @rafaelantonio6765
    @rafaelantonio6765 2 дня назад

    UGLY MOON LINE DITHER

  • @JaggedMercenary
    @JaggedMercenary 12 часов назад

    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.

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    add blanka as a secret ´char

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    replace the middle center woman with BB Hood or akuma no need for special attack

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    dont like the moon line dithering

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    Anakaris

  • @rafaelantonio6765
    @rafaelantonio6765 3 дня назад

    yellow lifebars man

  • @rafaelantonio6765
    @rafaelantonio6765 2 дня назад

    take you time then port street fighter zero 3

  • @NoSpamForYou
    @NoSpamForYou 3 дня назад +1

    Do the 128K VRAM mod and program for the interleaved banks. Someone has to push these things forward. Same with the SNES.