Dang. Aside from some of the background elements, this doesn't look (or sound) that radically different from the SNES version. Just goes to show what the system can do when you put talented people behind it! Looking forward to both this and Piggsy's SotN demake/port!
Funnily I always thought that Castlevabia 4 had muddy / megadrive looking colors and graphics for the SNES that could display so much more variety of gradients and colors
Of course the friction and gravity are not on point but I'm sure it's gonna be changed... Now, the real issue here is the mode that the devs has chosen : - Original game = 256x224 resolution. - MegaDrive port = H40 mode which is 320x224 resolution. That's not the best deal because the MegaDrive has a H32 mode which is 256x224 resolution like the original game. Why am I saying that ? Because the level design was thought with a 256x224 resolution in mind... It's gonna be difficult to "adapt" the level design because of that stange choice. The best of luck and kudos to the people behind this port ! 👍
They need some substitution for it, maybe new levels and bosses, since the Megadrive lacks hardware scaling/rotation effects. Maybe with an additional chip it would be possible, but I doubt they make use of it because it's still a homebrew game.
Maybe a Sega CD version to substitute Mode 7 sections with its hardware scaling and rotation would be a better target. Nice stuff!! Looking forward to see how it progresses.
System Shock 2 for the Dreamcast? I remember seeing screenshots for it in gaming magazines around the year 2000 but it never came out. I have heard a prototype exists though.
Well... obviously the SotN "port" (it's not a straight port, as it's a deliberately more linear adaptation) is going to look a lot better, since the source assets are vastly more detailed to start with. At best the SNES version will look about as good, and that's IF he can get some really optimized art. Slightly better resolution, though. If they had the time and resources, they could improve on the graphics (more animations, more parallax, etc) but that's a lot of work - plus the focus is just a straight port, I think.
@@greenmachine5487I think the candle sticks won’t be too tough. The mega drive can do that tilt thing that is like half of a full rotation…and then the rotating room where you are stationary on the hook should be similarly coded to the sonic bonus stages that simulate mode 7 if possible. I think the expanding and contracting golem boss might be tough
@@parappatherapper4141 well, I think it’s just a matter of coding things right. Just because it’s not a feature of stock hardware, doesn’t mean there aren’t ways to make it happen
@@parappatherapper4141 Beta testing it would be a pain though...No everdrive, and burning cd-Rs for testing would eventually bust the hardware(wich is already rare).
I really hope this port gets completed, I prefer the Mega Drive console but imo Super Castlevania 4 is a lot better than the Castlevania game for the Mega Drive. I am a bit concerned about the jump in this version, it seems a lot more fast than the original, it was more "floaty"in the original game and I like it that way. Also the colors of the original version were very very good they cannot be the same in a Mega Drive port I hope that the developer can "compensate" this problem somehow. The Mega Drive can have wonderful graphics too for sure but it needs a lot of polishing, the colors just cannot be the same as the SNes no matter what
@@guillaumenunes9319 yes I am aware of Hayato's Journey for the MD which just came out some days ago. But isn't FF just a hack? Also I didn't even mean regarding the MD, I meant for any platform. I mean like in general there is always interesting homebrew stuff on YT that is work in progress but then you never hear about those games again because they rarely get finished.
Good afternoon friend. Greetings from Argentina. Thank you very much for reviewing our Mega Castlevania IV project! I appreciate the positive comments. Mega Castlevania IV is a great game, and we are fascinated by the idea of seeing it run on Genesis. I will leave two of the songs that I adapted below, for you and the users in the comments: * Simon's Theme (ruclips.net/video/C-rqZ64SbHs/видео.html&lc=UgwQxqtxZvs1yYSBiVN4AaABAg) * Forest of Monsters (ruclips.net/video/jHm3K1wV0yk/видео.html&lc=UgyKfHVUqcpuqIZ-ftN4AaABAg.A7NO8t8snrtA7NPE7f4vqu). I will continue doing more songs. Best regards to all!
My friend I am more than happy to help where I can! Thanks for coming by my little channel. I'll be checking out the tunes shortly! Can't wait for future updates!
This "game port" preview is about two whole years too early... Look at the Final Fight and R-Type ports, those were announced two years go and they are still not finished... Meanwhile this particular game hobbyist guy is attempting to take on the mighty Super Nintendo Mode 7 effects that are nowhere near there and too boot he seems to he using the American or western censorship version of the Castlevania game that we complained was censored back in 1991 cause in Japan the headstone had a cross on the top and there was blood in places.
@devinahudson what do you not understand that its the 3rd month they posted a video like this but thee basic physics haven't been fixed , once? It should be the first thing perfected in a game, the character and its physics 💡 so what do you not understand huh
Bro, SNES fans are getting a Doom remastered cart , I'm just curious what happened to Street Fighter Alpha , Dark Stalkers, King of Fighters, on the Genesis ? 😐
Very excited for this to be completed. It's looking and sounding good so far!
If only there was already a way to play Super Castlevania IV somehow! ...oh wait.
Dang. Aside from some of the background elements, this doesn't look (or sound) that radically different from the SNES version. Just goes to show what the system can do when you put talented people behind it!
Looking forward to both this and Piggsy's SotN demake/port!
this is the kind of content that i like. it looks better than the demo, cheers from argentina, and thanks for the hard work.
Eeeaahhh! Saludos desde Mendoza mostro! Estoy preparando más canciones para este proyecto. Cuesta, pero poco a poco se deja. Muchas gracias!
Funnily I always thought that Castlevabia 4 had muddy / megadrive looking colors and graphics for the SNES that could display so much more variety of gradients and colors
Of course the friction and gravity are not on point but I'm sure it's gonna be changed...
Now, the real issue here is the mode that the devs has chosen :
- Original game = 256x224 resolution.
- MegaDrive port = H40 mode which is 320x224 resolution.
That's not the best deal because the MegaDrive has a H32 mode which is 256x224 resolution like the original game.
Why am I saying that ? Because the level design was thought with a 256x224 resolution in mind...
It's gonna be difficult to "adapt" the level design because of that stange choice.
The best of luck and kudos to the people behind this port ! 👍
What about the Mode 7 stages? They will probably look like carp!
They need some substitution for it, maybe new levels and bosses, since the Megadrive lacks hardware scaling/rotation effects. Maybe with an additional chip it would be possible, but I doubt they make use of it because it's still a homebrew game.
Maybe a Sega CD version to substitute Mode 7 sections with its hardware scaling and rotation would be a better target. Nice stuff!! Looking forward to see how it progresses.
beautiful
System Shock 2 for the Dreamcast? I remember seeing screenshots for it in gaming magazines around the year 2000 but it never came out.
I have heard a prototype exists though.
Looks cool, but I still want to see how does SotN port would Look when completed!
Well... obviously the SotN "port" (it's not a straight port, as it's a deliberately more linear adaptation) is going to look a lot better, since the source assets are vastly more detailed to start with. At best the SNES version will look about as good, and that's IF he can get some really optimized art. Slightly better resolution, though. If they had the time and resources, they could improve on the graphics (more animations, more parallax, etc) but that's a lot of work - plus the focus is just a straight port, I think.
The rotation hooks could be challenging to port.
Can´t think of any way of doing it without using polygons. 😨
Yeah, the Mode 7 parts will have to make compromises.
@@greenmachine5487I think the candle sticks won’t be too tough. The mega drive can do that tilt thing that is like half of a full rotation…and then the rotating room where you are stationary on the hook should be similarly coded to the sonic bonus stages that simulate mode 7 if possible. I think the expanding and contracting golem boss might be tough
Mega CD does rotation and such. It may suit a conversion better than stock Megadrive...
@@parappatherapper4141 well, I think it’s just a matter of coding things right. Just because it’s not a feature of stock hardware, doesn’t mean there aren’t ways to make it happen
@@parappatherapper4141 Beta testing it would be a pain though...No everdrive, and burning cd-Rs for testing would eventually bust the hardware(wich is already rare).
I really hope this port gets completed, I prefer the Mega Drive console but imo Super Castlevania 4 is a lot better than the Castlevania game for the Mega Drive. I am a bit concerned about the jump in this version, it seems a lot more fast than the original, it was more "floaty"in the original game and I like it that way. Also the colors of the original version were very very good they cannot be the same in a Mega Drive port I hope that the developer can "compensate" this problem somehow. The Mega Drive can have wonderful graphics too for sure but it needs a lot of polishing, the colors just cannot be the same as the SNes no matter what
everything is always work in progress, I rarely hear about anything that was actually finished and just released -.-
Fatal Fury and an other homebrew are just released for Genesis.
@@guillaumenunes9319 yes I am aware of Hayato's Journey for the MD which just came out some days ago. But isn't FF just a hack? Also I didn't even mean regarding the MD, I meant for any platform. I mean like in general there is always interesting homebrew stuff on YT that is work in progress but then you never hear about those games again because they rarely get finished.
Good afternoon friend. Greetings from Argentina. Thank you very much for reviewing our Mega Castlevania IV project! I appreciate the positive comments. Mega Castlevania IV is a great game, and we are fascinated by the idea of seeing it run on Genesis.
I will leave two of the songs that I adapted below, for you and the users in the comments:
* Simon's Theme (ruclips.net/video/C-rqZ64SbHs/видео.html&lc=UgwQxqtxZvs1yYSBiVN4AaABAg)
* Forest of Monsters (ruclips.net/video/jHm3K1wV0yk/видео.html&lc=UgyKfHVUqcpuqIZ-ftN4AaABAg.A7NO8t8snrtA7NPE7f4vqu).
I will continue doing more songs. Best regards to all!
My friend I am more than happy to help where I can!
Thanks for coming by my little channel. I'll be checking out the tunes shortly!
Can't wait for future updates!
We don't need super Castlevania 4 on the Genesis ... We have the goat ... Bloodlines
Castlevania rondo of blood was the Master class in Castlevania. Bloodlines didn't look as pretty but comes a close second.
PLEASE PLEASE PLEASE use Hitoshi Sakamoto audio driver!!!
3:18 Why couldn't Simon hurt Medusa?
This port is not finished... there's no code for when medusa gets hits... there's no code for its AI either so it doesn't attack back....
There are no active hit/hurt boxes yet. Development is still in progress!
That jump🤢ew
lol
This "game port" preview is about two whole years too early...
Look at the Final Fight and R-Type ports, those were announced two years go and they are still not finished...
Meanwhile this particular game hobbyist guy is attempting to take on the mighty Super Nintendo Mode 7 effects that are nowhere near there and too boot he seems to he using the American or western censorship version of the Castlevania game that we complained was censored back in 1991 cause in Japan the headstone had a cross on the top and there was blood in places.
Lol, I thought Mega Final Fight was finished... It's not?
Hit detection looksnoff
actually they let money on the floor
Please change the death animation...I'm tired of seeing the Belmont falling face first.Make him explode like Richter or Alucard
Tá ficando ooooo, uma bosta! 😂😂😂
The jumping physics are too fast like gravity pull him down 2x faster than normal gravity
That's the blast processing
That's blast processing
So this is castlevania 4 turbo?
It's an early work in progress. What about that don't you understand?
@devinahudson what do you not understand that its the 3rd month they posted a video like this but thee basic physics haven't been fixed , once? It should be the first thing perfected in a game, the character and its physics 💡 so what do you not understand huh
Damn nintendo fans are mad at the blast processing on this version then there slow clunky snes slow version 😂
I don't see any nintendo fans complaining 👀
Bro, SNES fans are getting a Doom remastered cart , I'm just curious what happened to Street Fighter Alpha , Dark Stalkers, King of Fighters, on the Genesis ? 😐
@@ExSiegfriedSNES getting Doom remastered cartridge
@@joezar33 yep
PAL CV4 ran better, no slow down. Same for Contra 3.
😂😑😑😑😑😑😑😑😮💨
Nie wiem czemu ludzie się tak podniecają tą grą, ona wgląda naprawdę słabo. Rocket Knight Adventures dla przykładu jest 10x lepszą grą.