First Look at Long Library & More! - Castlevania: SotN for Sega Mega Drive & Genesis - Dev Diary 26

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  • Опубликовано: 6 июл 2024
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Комментарии • 160

  • @BocaRetroGames
    @BocaRetroGames 5 месяцев назад +45

    With the recent new version of the saturn released, I've been playing it and finally I realized how amazing your mega drive version is becoming !! Congratulations 🎊

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +6

      Thanks! I want to replay that Saturn version soon

    • @Tomorer
      @Tomorer Месяц назад

      @@PigsysRetroGameDevTutorials Yea its dope! It will be cool to get a handheld friendly version ;()

  • @jbmaru
    @jbmaru 5 месяцев назад +11

    Great feature, that "widescreen" mode. It gives meaning to widescreen emulation handhelds :)
    The section of the library at 2:24 looks pretty good already!

  • @LM77va
    @LM77va 5 месяцев назад +9

    I'm amazed at the progress! I remember when this project was first announced, I didn't think it was possible.

  • @StRoRo
    @StRoRo 5 месяцев назад +15

    In the boss room with the skulls, hide a sonic skull in there 😊

  • @dmnsonic
    @dmnsonic 5 месяцев назад +14

    This project is an ambitious yet fantastic one! Just a suggestion, the original one have "stages" too much far from the other and the teleport room can be used to take one place to another. You can use the same resource to change stages on your game too.

    • @ungenesis9
      @ungenesis9 5 месяцев назад

      To elaborate on this idea without clashing with the themes of a classicvania / action platformer, you could use the teleport room as a way to travel back to a previous stage and take a different path, perhaps with the goal of seeking a specific item pick up or fighting a unique boss. You could also get some more mileage out of each stage by having a "third" route that only unlocks if you are revisiting a previous stage.

  • @Enkeria
    @Enkeria 5 месяцев назад +7

    Suggestions: When making a "floating" platform, make sure the background support the floating platforming, making it part of that background. For example, the Library area with the center platforms could have a railing in the background from left to right, just to make sure that railing is pointing towards us, the players and thus expose a platform area to jump on, or, make soft pillars in the background behind the platforms in the center to make it support them in the air. That is all.

  • @Elrinth
    @Elrinth 5 месяцев назад +8

    The new palette alternation on enemies on hits are great usage! Use the same flame when u defeat the Fleamen on the axes when you destroy them. also put a bunch of them on the axe armor when you defeat them. and play some explosion sounds. Would be interesting if this project grew into an actual SOTN demake, or maybe the same source could be split into both a demake and it's own platformer adventure. Or just like 320 / 256 selection, there could be SOTN Demake and SOTN action platformer game to choose from. I mean many rooms are already 1 to 1.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +4

      We'll eventually add proper death animations for all enemies. Unfortunately, the later suggestion might take a bit too much extra work to realistically be able to implement

  • @ProjectCOE
    @ProjectCOE 5 месяцев назад +3

    I am so incredibly impressed by this work. I can't wait to give it a try myself. Wonderful job!

  • @samuraijaydee
    @samuraijaydee 5 месяцев назад +3

    Brilliant work Pigsey. Thank you for sharing this with us.

  • @vitaoretrogame
    @vitaoretrogame 5 месяцев назад +2

    Nice to see the collision detection (in yelllow) on those green armors. Cheers from Brasil, we're anticipating this port so much!

  • @nintendo4life132
    @nintendo4life132 5 месяцев назад +2

    You sure made lots of progress developing

  • @Bird_Dog2099
    @Bird_Dog2099 5 месяцев назад +4

    While not the same console i believe World Cup Soccer on the SEGA CD has a widescreen mode available via the options.

  • @alejandropuglielli6803
    @alejandropuglielli6803 5 месяцев назад +4

    Put some sort of ghost librarian in the library , guardian of some secret book you have to get . great work !

  • @deano72
    @deano72 5 месяцев назад +2

    I can't believe how beautiful it looks at this early stage brilliant work pigsy😉

  • @mxjproductionshd3737
    @mxjproductionshd3737 3 дня назад

    3:52 for this sub boss, i think a perfect fit would be the fire demon, since the the fire demon and lesser demon appear together in the inverted castle's alchemly lab. Another interesting suggestion would be Copper Armor form the sega saturn version. Another interesting suggestion i could leave is for the sub boss, in the catacombs, During the walk way with the lava , i think Efreet from the Saturn version is a top an interesting concept.

  • @PixelCherryNinja
    @PixelCherryNinja 5 месяцев назад +2

    Thanks for the update. I'm a big fan of your work.

  • @thehumbleone1983
    @thehumbleone1983 5 месяцев назад +1

    I’ve been watching you work on this since from the very beginning and its amazing I love everything you have done thank you so much really appreciate your hard work

  • @aliceinmansonland448
    @aliceinmansonland448 5 месяцев назад

    I'm really happy that you're doing Widescreen mode! It looks awesome on my Retro Handhelds!

  • @rael_gc
    @rael_gc 5 месяцев назад +2

    The library background is impressive!

  • @felix-ve8jk
    @felix-ve8jk 5 месяцев назад +1

    As always thank you so much for your dedicationt to this project. Looks fantastic.

  • @bredmaster
    @bredmaster 5 месяцев назад

    really nice watching the progress. thank you

  • @SCIN
    @SCIN 5 месяцев назад +3

    Pigsy, please leave the button configuration the same as Castlevania: Bloodlines, this resolution option would be better in the menu and that this is saved automatically, if the save is automatic and has the option to configure the buttons discard the request for the classic configuration Castlevania: Bloodlines, so we can configure and save it to be the preferred configuration and always load automatically when turned on, thank you for your attention.

  • @GreyMatterShades
    @GreyMatterShades 5 месяцев назад +2

    Awesome work as always, man! The Catacombs actually look amazing already. I could see the need to simplify the visuals a bit, but it's a strong start regardless. Edit: Almost forgot to mention that the hit reactions look great. Definitely a huge improvement to have those in the game.
    My Mega Everdrive Pro arrived a short while ago, so I got to play the Christmas demo on real hardware. It was fantastic! Now I'm going to go back and follow along with all your tutorials to get some of my own stuff running on it.
    Hope you enjoyed your break!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +4

      Seeing your own work running on original hardware is a special feeling, so I hope you enjoy playing your own demos on it!

  • @psx69
    @psx69 5 месяцев назад

    congratulation on your project

  • @drakonolus7922
    @drakonolus7922 5 месяцев назад +1

    I've already tested some your SOTN demos, pretty good !!!! this game looks so hard to develop for any standards, but you are making the impossible to possible. Amazing, and respect. 👍

  • @yousefslimani99
    @yousefslimani99 5 месяцев назад +2

    Cool updates bro, can’t wait for more

  • @efuuu
    @efuuu 5 месяцев назад +5

    The resolution selector is great, i love you for that.
    It was just about the only thing i didn't like about this project; thank you for addressing it.

  • @rodrigomolinsky
    @rodrigomolinsky 5 месяцев назад +2

    I really REALLY like the resolution option. When I heard the game would have 320 pixels wide, I didn’t like it because I’m used with the original proportions (and I pretend to play it in a CRT), but many people enjoyed having more horizontal resolution. So I guess having an option is incredible!

  • @locked01
    @locked01 5 месяцев назад +1

    I love you, mate!!!!!!

  • @jmcclain8237
    @jmcclain8237 4 месяца назад

    I can't believe that people would complain. You're doing the impossible on the Genesis/ Mega Drive. Keep going.

  • @shanestep8685
    @shanestep8685 5 месяцев назад

    gorgeous, love how the md limitations bring out the striking art design

  • @samaeldrakul4191
    @samaeldrakul4191 5 месяцев назад

    that enemy hit flash on the axe knights is awesome! i love it! 🎉🎉🎉 awesome work sir ✊️✊️✊️✊️ loving the music by Inglebard and Ariana, hot damn... 😊😊 this game rocks so hard 🤟 How about a book boss in the library that summons skeletons maybe has a shield of smaller books or skulls you have to get through. give the book a dreadful tormented scream when it dies 😁

  • @notthesameman
    @notthesameman 5 месяцев назад +1

    Amazing talented people, God gave you such a great touch, thank you a million buddy 🎉🎉🎉

  • @whopoder
    @whopoder 5 месяцев назад

    Está tão incrível! Sabendo das limitações, fica difícil opinar ou apontar negativamente algo.
    Abraço, Pigsy!

  • @flink1231
    @flink1231 5 месяцев назад

    Good stuff! On the library, when you added sprites to scroll in the background, if they have the same depth they need to move at the same time for the same amount, so that when they "snap" to a new pixel all do it at the same time. Also important to colide to remove the sprite with the coordinate closer to the center of the screen!

  • @rancyheyglades1751
    @rancyheyglades1751 5 месяцев назад +2

    Thank you/excited for the unexpected update!! Great to also see so many new areas at once/does this mean all the restructuring work from last year is paying off as expected? The hit detection palette swap also looks great!

  • @danbaker9492
    @danbaker9492 5 месяцев назад +1

    The game worldcup USA 94 is widescreen on Genesis. It uses the same technique and can be turned on or off in the options 😉

  • @TorutheRedFox
    @TorutheRedFox 5 месяцев назад +6

    Sonic 2 has a resolution switch to 320x480 (interlaced) in split screen mode

  • @diegochavesborges1810
    @diegochavesborges1810 5 месяцев назад

    Great job

  • @zyxyuv1650
    @zyxyuv1650 2 месяца назад

    I think the "small" feature of recreating the fire dematerialization effect for monsters dying can help to make it feel more SOTNish.

  • @misk-ivus2990
    @misk-ivus2990 5 месяцев назад +1

    I'd love if Legion would drop all the pieces of its shell once it's damaged enough so you have to deal with the homing lasers, in the original, you would never see that attack because you'd break open part of the shell and then just attack through there.

  • @108Stars
    @108Stars 5 месяцев назад +2

    I think Mr. Nutz has a 320*224 mode hidden in the code. It was theoretically accessible via password but the password used a character not present in the end, so someone hacked it to change the password to something people can actually use.
    So I don't know of any game actually released with a selection, but at least one had that as a debug feature.🤔

  • @igodreamer7096
    @igodreamer7096 5 месяцев назад

    "A new resolution that touch the widescreen aspect of Mega Drive/Genesis games, a fix for the camera jenkiness while jumping in certain environments, quick tests on other places of the castle and a reminder of another solid project in the making" - Pigsy has be very busy these days, huh ⭐⭐⭐⭐⭐

  • @rustymixer2886
    @rustymixer2886 5 месяцев назад +1

    Amazing

  • @albertoluna4302
    @albertoluna4302 5 месяцев назад +2

    Gran trabajo como siempre, has pensado en hacer un modo facil usando el doble salto de Alucard.

  • @BaneKing57
    @BaneKing57 4 месяца назад

    Thank you

  • @erikaleao3012
    @erikaleao3012 5 месяцев назад +1

    esse projeto e lindo , adoro acompanhar o processo de criação ^^

  • @GusPagan
    @GusPagan 5 месяцев назад

    Colosseum could be a series of battle challenges! It could be a series of floors and each floor has a special room in the middle with a cool battle challenge.

  • @DAN_TITAN
    @DAN_TITAN 5 месяцев назад

    Wonderfull!!!

  • @Blankult
    @Blankult 5 месяцев назад +1

    5:20 Just a heads up, "hard jumps" don't make a platformer challenging, it's more about the overall movement, and this also applies to other areas of game design. Don't wanna act like an expert or anything but i think a better way to make the game more challenging is to put obstacles and such around these platform sections that restricts player movement.

  • @Svartadragon
    @Svartadragon 5 месяцев назад

    World Cup USA '94 has an anamorphic 16:9 widescreen option.

  • @AngelicDirt
    @AngelicDirt 5 месяцев назад +1

    Even for a first pass, the visual depth in the Library is quite amazing. I don't remember many inside stages on the Genesis looking so... large, I guess. Not that my memory is the best... XP
    Oh, and you got to the Catacombs~ I always loved that area. All that detail in the BG... so grungy and good... but I'm sure it'll still look good after some simplification. The other (more finished) areas look gorgeous so far. I agree, fully, tho; original game was very detailed, too detailed for here on the Genesis/Mega Drive. They had a ton more space for sprites, after all. ^^;
    ~10:55 - Haha... the Game Gear sprites look so out of place, but in a 'sprite comic' kinda way. Looking forward to that project, too. I think that's the only Shinobi I never played.
    This was a cool update. Thanks~ :3

  • @DJ4461
    @DJ4461 5 месяцев назад

    I remember there being a widescreen hack for ds games where you increase whats rendered, in exchange for a little bit of detail (on 3ds and emulators). The megadrives different resolutions seem a little similar to that.

  • @denraimei32
    @denraimei32 5 месяцев назад +1

    Widescreen display doesn't look so bad. Really breathing new life!
    Would like to see Woodfrog take notice for Sequel Wars.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +2

      Most people will probably play the game on an emulator/Mister/Mega Sg etc rather than on a console with 4:3 CRT, so I think widescreen is a good option to have

  • @Markooz-GamesNostalgia
    @Markooz-GamesNostalgia 5 месяцев назад +2

    Muito bom!

  • @raycastello2532
    @raycastello2532 5 месяцев назад

    Great

  • @guspaz
    @guspaz 5 месяцев назад

    320 isn't quite widescreen, but it's most of the way there. It should be easy to set the image width to maintain square pixels on a Mega Sg, Analogue Pocket, MiSTer, or various video scalers like a RetroTINK 5X/4K. Some TVs will also allow enough flexibility on scaling (such as a "four way zoom") to stretch it to the appropriate aspect ratio. And of course if all you can do is stretch it to 16:9, you're closer (1.67) to the correct aspect ratio (1.78) than 4:3 mode (1.33) would be.

  • @NoSpamForYou
    @NoSpamForYou 5 месяцев назад +1

    Have you seen Paul Met's Legend of Oasis widescreen mod? It is about keeping enemy sprites and background tiles in memory off screen then Genesis Plus GX Wide emulator is able to show that. So it would be even wider screen than just the 320 Mega Drive resolution for people that want to emulate and get widescreen.
    The question is will there be enough memory to do that without compromising the quality?

  • @justanotherlikeyou
    @justanotherlikeyou 5 месяцев назад +1

    Until I saw the playable demo I had assumed you were making this like Symphony of the Night on PS1, i.e. a metroidvania. I didn't realize you were making this a standard side-scrolling platformer like the typical Castlevanias before Symphony. Question: why revert back to the old Castlevania formula?

  • @fthprodphoto-video5357
    @fthprodphoto-video5357 5 месяцев назад

    4:30 you may change the green background with yellowish/light brown Pastel colors

  • @RedLP5000S
    @RedLP5000S 5 месяцев назад +1

    Please consider including the two added levels of the SS version. The dungeon level and the garden level. Those are a joy to play and it's cool to see the new enemies. ✌🏻

    • @ungenesis9
      @ungenesis9 5 месяцев назад

      I agree that that the Sega remake should include previously Sega exclusive content!

  • @MrDarkNao
    @MrDarkNao 5 месяцев назад +1

    Nice

  • @juststatedtheobvious9633
    @juststatedtheobvious9633 5 месяцев назад

    There's some new enemies in the third DS game that match the aesthetic, without breaking your sprite limits.

  • @inceptional
    @inceptional 5 месяцев назад +2

    I'm still very interested in seeing how you work within the Genesis' 256x224 resolution's restrictions, especially managing the 16 individual sprites per scanline and 32 sprite tiles/256 sprite pixels per scanline there, and then working around those limitations using some of the sprites for faux background layers/elements alongside still showing the player and any enemies and such on-screen while also avoiding any flicker as best as possible.
    This is valuable to me personally because I know it will come in handy if anyone ever wants to work on SNES or PC Engine ports of this game, which is something I would like to see happen too.
    The PC Engine would still struggle to get all the typical layers plus sprites regardless, and in many cases simply wouldn't be able to, mostly because it's similarly limited to 16 individual sprites per scanline and 32 sprite tiles/256 sprite pixels per scanline as the Genesis in 256x224 mode, and it has only two sprite widths per scanline just like the SNES, plus its obviously limited to only a single real background layer too. But the SNES' 32 individual sprites per scanline and 34 sprite tiles/272 sprite pixels per scanline plus the 1-3 extra real background layers over those other systems should help it there.
    Any extra little tricks to squeeze the most of all these retro system's limitations is always very valuable to know imo.
    You're doing some great work on Genesis. I continue to be inspired and informed by your example.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +2

      I really don't find it to be a huge problem tbh, it's just one of the many limitations that need to be worked around.

    • @inceptional
      @inceptional 5 месяцев назад +2

      @@PigsysRetroGameDevTutorials Great to hear it's something you're approaching with a positive attitude of possibility and problem solving to see what's doable there. I think you will produce some very nice results in the 256x224 mode on Genesis, just as you have done to date in the 320x224 mode, and I look forward to seeing more of your work. :)

    • @shannonbirt9267
      @shannonbirt9267 5 месяцев назад +1

      32 sprites per line is not of much use here as to actually see 32 sprites they would all need to be 8x8 which is very unlikely requirement for this game , there is a slight coverage benefit to snes vs genesis in h32 mode , it's offset however by the fact that the genesis has 4 sprite widths that can be used on any scanline vs 2 on the Snes. Meaning for many objects the Snes would need to use 2 sprites vs the genesis 1 sprite using more cpu in the process also.
      Somethings sound great on Paper just they are not that great in real world usage.

    • @inceptional
      @inceptional 5 месяцев назад +1

      @@shannonbirt9267 Yeah, with regards to the 256x224 mode specifically:
      There's not a lot the PC Engine could do to work around its 16 sprites per scanline, 32 sprite tiles/256 sprite pixels per scanline, two sprite widths per scanline, and single background limitations in trying to get closer to the original PlayStation game. Outside of using say animated background tiles to fake some overlapping background parallax and such, which is also an option on the other two systems too of course, the odds are quite a few of its sprites per scanline and sprite tiles/pixels per scanline would need to be used up similarly to Genesis for a bunch of faux background layers/objects, almost certainly even more so. So, yeah, that would definitely be the system that would present the biggest challenge when porting this game.
      With the SNES, it would be interesting to see how the ability to use the slightly increased 32 sprites per scanline and 34 sprite tiles/272 sprite pixels per scanline over the Genesis' 16 sprites per scanline and 32 sprites tiles/256 sprite pixels per scanline in 256x224 mode, along with the 1-2 extra background layers, would work out. Even in 256x224 mode, being able to use more sprite widths per scanline probably still favours Genesis here when it comes purely to the sprites, but the 1-2 extra full background layers on SNES should basically negate the need to use any sprites at all there to more closely match the original game's multiple background layers/objects if handled properly. That then frees up all the sprites per scanline and sprite tiles/pixels per scanline on SNES to be used entirely for the actual enemies and such.
      Note: Because the PC Engine only has 16 and 32 pixel wide sprite sizes per scanline anyway, I think I would go with the same on SNES too and try to fit everything in similarly, as it would make sense to share any solutions people come up with there across both those systems. The SNES would still have the extra sprite tiles/pixels per scanline to help a little bit, plus the extra background layers obviously. And it would also reduce how many individual sprites the SNES would need to process compared to going with the smaller 8 and 16 pixel wide sprites too. But it would be worth testing the various options just to see what would be optimal there.
      This is why it's great to see people coming up with solutions for one system, which can then be learned from and used on other systems too. All the experience and knowledge can be shared and everyone benefits.

    • @inceptional
      @inceptional 5 месяцев назад +1

      @@TROLLING_BOT "firebrandx's Genesis 256 Mode List" looks like it's maybe double that amount to my naked eye, although I couldn't be bothered counting every single one, but, yeah, it's certainly the minority of the full library of games for sure.
      That totally make sense to me, because it really does not play to any of the Genesis' strengths to use its 256x224 mode as default when it has the 320x224 mode, which does not suffer from less sprites on-screen, less sprites per scanline, and less sprite tiles/pixels per scanline than normal and also less than the SNES in each of those areas, along with having to normally contend with the less colours and background layers and stuff than SNES and less colours than PC Engine as well.
      In fact, I'm kinda shocked any developers at all used only that 256x224 mode on Genesis and didn't just put in a little more effort to make those games run in 320x224 mode to be honest. I would say that not using 320x224 mode on Genesis would be akin to not using any of the additional colours, proper multi-coloured transparency effects, extra background layers, Mode 7 background scaling and rotation, etc. on SNES or totally ignoring the loads of on-screen colours on PC Engine. You've seriously got to use those things if you can and if you want to show the best of those systems imo.
      Using the 256x224 mode on Genesis as just a bonus novelty option as Pigsy is doing is kinda cool, but I definitely think all Genesis games should at least use the 320x224 mode as the default and play to the system's strength there.
      320x224 mode is Genesis' most immediately obvious mega power to me now that I'm fully aware of it and all the benefits it brings to the table. Gotta turn it on.

  • @davejones1621
    @davejones1621 5 месяцев назад

    Walkinsimuvania. Honestly just joking, this is awesome progress keep it up buddy.

  • @Snotnarok
    @Snotnarok Месяц назад

    I'm really curious what this game's file size is gonna be by the end. I know that's an odd thing to think about but given how cart space was a real premium back then and every bit really counted. . . I'm just curious if this would have been possible back then.
    Likely if most of the voice stuff wasn't there it'd . . . MAYBE more feasible?
    This is nuts to see though.
    Genesis was a real beast in how it could really move stuff along but this would probably be the biggest game if it came out back then.

  • @Lavagemstomacal
    @Lavagemstomacal 5 месяцев назад +5

    Tá ficando foda isso ai

  • @rubendarioreymartinez2073
    @rubendarioreymartinez2073 5 месяцев назад

    Muchas felicitaciones 🎊 🎉 esta quedando increíble el port de mega Drive . Una pregunta , es posible usar la banda sonora del juego para usarlo con el mega-cd así lo hizo watermelon con pier solar ? Felicidades y sigue adelante , saludos desde colombia 🇨🇴

  • @airic21
    @airic21 5 месяцев назад +1

    Outstanding job.. You mention the saturn exclusive areas by any chance are you going to include anything from that version?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +4

      I hope to be able to include some elements form that version

    • @airic21
      @airic21 5 месяцев назад +2

      @@PigsysRetroGameDevTutorials great to hear... You take as much time as you need :) I appreciate you.

  • @lancelnce
    @lancelnce 5 месяцев назад

    Wide-screen mode is really appreciated since all modern TVs are wide-screen. 😊

  • @elvisborges4524
    @elvisborges4524 5 месяцев назад +1

    😲😲😲😲😍😍

  • @KaskelotenZebbe
    @KaskelotenZebbe 5 месяцев назад

    The Japanese version of Marble Madness has a widescreen mode.

  • @inceptional
    @inceptional 5 месяцев назад +1

    With the full widescreen aspect ratio gameplay footage you are showing in most of this video (I don't mean the normal Genesis' 320x224 aspect ratio that you have said you will rename as widescreen going forward, but the actual 16:9 display aspect ratio of the footage in the clip), how would someone set up their Genesis console to output that on their TV?
    Is it literally an option in the game that you just turn on and it automatically fits to any modern 16:9 TV perfectly as a full-screen 16:9 image*, or does it require a particular cable or convertor box or specifically setting up the TV or something like that for the Genesis to output the image this way?
    It looks pretty cool, so it would be good to know what's required to achieve this, as I think quite a few people will certainly want to use it. You don't have to go into deep technical detail, just a general overview of what's required to get it working and displaying as intended there would be great.
    *Note: I'm going to assume you cannot use this specific 16:9 mode on an old 4:3 CRT either way. Unless maybe it's done like old widescreen movies with the black bars on the top and bottom of the screen that are necessary to display a 16:9 image on a 4:3 display? Correct?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +1

      For modern displays you could either stretch the image using the TV settings or simply do this in the emulator if you're not using real hardware. I think those old widescreen CRTs had an option to stretch the image horizontally too, so that would probably be the ideal way to play the game

    • @inceptional
      @inceptional 5 месяцев назад +1

      @@PigsysRetroGameDevTutorials Perfect.
      Do you know if you can save the settings on either/both the old/new TVs so they auto-switch to the stretched output when playing specific games and systems and then auto-switch back to the normal unstretched display for the other devices you will generally be using like modern consoles and connected PCs and such, just to avoid having to manually adjust the picture settings every time?
      That would be ideal when not using a modern emulator to play the game in 16:9 mode.

  • @dacueba-games
    @dacueba-games 5 месяцев назад +1

    Not a first. There is a Football game on the Mega Drive that lets you choose widescreen. I don't remember what it's called, tho.
    There's also Virtua Fighter on the 32x.

    • @jc_dogen
      @jc_dogen 5 месяцев назад

      did those change the resolution?

  • @protocetid
    @protocetid 5 месяцев назад

    so brown and yellow it looks like a late 2000s game

  • @vitaoretrogame
    @vitaoretrogame 5 месяцев назад +1

    320 resolution in widescreen made it look more like a GBA game, wich is not bad.

  • @AtariBorn
    @AtariBorn 5 месяцев назад

    Awesome! What about fighting the lesser demon in the first boss fight, and then a harder version after he retreats, deeper into the library?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +2

      Good idea, but I think I'd prefer a different enemy (people may complain about fighting the same one twice)

  • @GalagaForever
    @GalagaForever 2 месяца назад

    question? Wouldn't it have been easier to program this for the 32X? Since rumor has it SOTN was going to be for the 32X originally

  • @Neutrico88
    @Neutrico88 5 месяцев назад +1

    Hello pigsy, I wanted to suggest rebalancing the difficulty, especially regarding some level design things, and the enemies.

  • @dbfd276
    @dbfd276 5 месяцев назад

    A bit off-topic from the video, but is there any plan to fix the B and C button combo glitch, it's been there since I guess the 2022 demo maybe? It hasn't been fixed in the 2023 one, btw for the catacomb area I think it's possible to simulate the lava effect from the PSX original, I think something like Sonic 3 did a similar effect on it.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +1

      I plan to re-do the controls and animation in the future. The lava effect should be relatively easy to do

  • @DennisJ42
    @DennisJ42 5 месяцев назад +1

    Do you find yourself running out of tile memory? I had an idea that you could have a 2D array that leads to pointer (in ROM) that has a list of tiles for that chunk. This way if you're on one side and some tiles happen to be different, you only load the tiles you need based on the chunk? Does Sega have dma? Then could just initiate transfer when close to next chunk. Just ideas, may not work.

    • @GreyMatterShades
      @GreyMatterShades 5 месяцев назад +1

      iirc the Genesis has DMA, but I think you're fairly limited in the speed/quantity of tiles you can swap. I'm fuzzy on the details, I just recall hearing it has some limits that can make it hard to use for certain effects. Like if you were trying to use DMA to swap tiles during vblank, you could only swap a fairly limited number. If you were loading/unloading stuff offscreen though, I think it could work.

    • @DennisJ42
      @DennisJ42 5 месяцев назад +1

      Yup, I was referring when they're offscreen not during vblank. Thanks for the reply. I've done some SNES and DS dev, but haven't done Sega Genesis.

    • @GreyMatterShades
      @GreyMatterShades 5 месяцев назад +1

      @@DennisJ42 Oh nice! I was a SNES kid back in the day, but I've come to appreciate the Genesis a lot in the past few years. Is there an equivalent of SGDK for the SNES yet or do you still have to code in Assembly for it?

    • @GreyMatterShades
      @GreyMatterShades 5 месяцев назад

      @@rafaelantonio6765 I thought it was something like that. Thanks for the confirmation/clarification! 👍

  • @G.L.999
    @G.L.999 5 месяцев назад

    someone should make an SNES version with the SA-1 chip in the cartridge! An SNES version is bound to look more beautiful than the Genesis/Mega-Drive version!

  • @albey1816
    @albey1816 5 месяцев назад +1

    I prefer your resolutions as they are: 240 or 320 ( It is what it is ) - Widescreen would not be right.

    • @zabustifu
      @zabustifu 5 месяцев назад +2

      I think you misunderstood him. He was only talking about how he'd name each resolution, to be more user friendly than just numbers. The console can't go beyond 320px wide.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад

      That's right!@@zabustifu

  • @AlexvrbX
    @AlexvrbX 4 месяца назад

    It occurs to me that if these areas aren't loaded with sprites, you could use sprites and shadow mode to cast the stair shadows... unless you can do it with a second BG layer? Anyway I'm not saying you should actually waste time on that, but your video on shadow and highlight modes has me looking at everything with a whole new lens like man... the missed opportunities during the Genesis' commercial lifetime. Granted they didn't have access to as much knowledge and tools, studios played everything close to their vest, and time was at an ultra premium. But still!

  • @jonathansifleet83
    @jonathansifleet83 5 месяцев назад

    When you've completed it i hope you can do a deal with konami and maybe limited run/strictly ltd etc to do an official megadrive cart i know i would buy it!

  • @benisser
    @benisser 5 месяцев назад

    Really don't see what's the point of having different resolutions is, only one of them is going to have the artwork with correct proportions

  • @விஷ்ணு_கார்த்திக்

    Funny thing is that SOTN was created by using assets from the cancelled Sega32X game, this fan project is like going back full-circle.

    • @jc_dogen
      @jc_dogen 5 месяцев назад +1

      rondo actually. do we really know if any 32x art was even made? most likely they would have also reused as much art from rondo as possible.

    • @விஷ்ணு_கார்த்திக்
      @விஷ்ணு_கார்த்திக் 5 месяцев назад +1

      ​@@jc_dogen The only surviving assets from the 32x era are sprites of Maria,Ricther and the unnamed red shirt character. Trevor Belmont's boss sprite in SOTN is actually the edited sprite of this unused richter sprite from 32x.

    • @protocetid
      @protocetid 5 месяцев назад

      INB4 SGDK gets 32X support and someone ports the Saturn version to it

  • @DJ4461
    @DJ4461 5 месяцев назад

    I remember seeing a romhack turning aria of sorrow into a linear game. It would be funny if someone did the opposite for this game.

  • @DezorianGuy
    @DezorianGuy 4 месяца назад

    So it will be an action Plattformen without rpg elements? Oh,... ok then...

  • @panzerdragonlegend6664
    @panzerdragonlegend6664 5 месяцев назад +4

    Pigsy's I would like to make a Gradius on Mega Drive xd

  • @AtariBorn
    @AtariBorn 5 месяцев назад

    You should name your Shinobi remake project Shinobi Gaiden.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +3

      I was thinking about "The MD Shinobi", but I'm not sure. Maybe "the GG Shinobi Gaiden" 😁

  • @geraldcortez826
    @geraldcortez826 5 месяцев назад +1

    I've been making a completely new PSX script with AI cloned voices. I am 90% done. It is a Japanese fan Translated script. If you can add voices your welcome to use my script Dub to give it a newer script. I am still editing it and fixing it and fine polishing it. Just finished the nightmare and think it came out great. Just offering of course the PSX original script is beautiful, this is just a more faithful to the Japanese script because even the PSP change it for English. I have been enjoying hearing it being said in different ways and at times like the nightmare it's a whole different thing being said. And darker. Like instead of killing her he tells her it would be to much of a mercy to let her die in the dream world. But she should remained trapped there forever and go mad. Really love the Japanese fan script i just found it on RUclips someone did a English text hack of the Japanese version and when I saw it I thought I have to Dub it with AI. Lol BTW if anyone knows who did that Translation I would love to give them credit when I release a PSP UMDgen replacement like I did for the PSX voices on the dungeon.
    because RUclips delete links in comments. if you would like to see the cloned Japanese fan script Dubbed for Dracula vs Richter search for the title below on RUclips.
    Castlevania Symphony of the Night voice mod Japanese script reDub English PSP Dracula X Chronicles

    • @lancelnce
      @lancelnce 5 месяцев назад +1

      Nice

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +2

      That sounds like a good project, but I'm a fan of the original dub tbh 😅

    • @geraldcortez826
      @geraldcortez826 5 месяцев назад

      @@PigsysRetroGameDevTutorials me too lol that's why I'm cloning the voices. sadly, couldn't clone the original Dracula voice :( but was able to clone all the other voices. I just love the voices so much I wanted more of them. anyway, don't blame you for wanting to keep the original it's perfect.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +1

      @@geraldcortez826 It's good to have an AI version of the voices. It will be useful if people want to create new dialogue using the same actors someday (maybe even in a new story)

    • @geraldcortez826
      @geraldcortez826 5 месяцев назад

      @@PigsysRetroGameDevTutorials yeah I have to give credit to eleven labs also, before I started making my own models I used their service and they can do pretty good with very little audio. they did Alucard perfectly. and I spent a lot of money on charters because they charge you by the later, and you have to pay for bad generated audio too. so got hundreds of audio files on my hard drive of files that sound like Alucard and Dracula but isn't good for my gospel of Mark video I did ( yes, I did a hour and 40 minutes of the bible book of Mark in Alucard's voice. search Alucard Mark and it will show up on RUclips ) or the Castlevania arcade voice replacement I did but what this did was gave me a very big dataset to train my models when I got my pc to clone voice models myself. so they are very good. a lot of emotion in my script comes from my own voice then transformed with my Alucard model like the dream dialog I could not generate that with eleven labs, I needed to wait to clone my own models. and my Dracula used that same generated audio to get a good model. and I plan on doing the same when I train my Richter and Maria models. I will probably release my models after awhile. I want to finish this fan Dub of the fan Japanese Translation and then do the radio Drama but won't start till I get all the models trained, and probably use the Isic voice to from Curse of darkness for the male Succubus in the radio drama, if anyone have other voice ideas feel free to help give me ideas. but if someone is making a game I don't mind giving a model to them I already gave 3 models to WARmachine but he likes the Net Flix voices so he probably won't use them, but maybe the Death model. anyway, I have most the audio, just some I want to train my own voice model to get better emotions for a few lines. like you can't really generate laughing but might just use the original laughing like I did with Succubus it fit pretty well even with her new voice line. I am putting them in the game one by one and then playing the game, some of my lines have been too long and Maria runs off the screen while still talking lol and Succubus had a line at the end of talking before the fight where she says come to me my handsome boy. and it cut the boy part short, so had to stretch the audio basically making her say the line faster without making it sound bad. but fixed it. a bunch of little things like that. kinda like bata testing as I patch the PSP game Dracula X. I might upload a few video's I took with my phone because my OBS Studio is freezing the video so took it to show my niece, but if you all don't mind bad video I might upload so people can see Death talking to Alucard and Alucard talking to Maria 3 times and the dream video. I am kinda proud of it so want to share so probably will go ahead upload it. just check the same Monkey king channel that you seen the Dracula vs Richter video on.
      Edit.
      the new video is up so people can see the Dub of the first 3 Maria meetings and Deaths first meeting and the nightmare, and a recreation of Alucard's memory of his meeting with his mother enjoy.

  • @JimmyBackbeat
    @JimmyBackbeat 4 месяца назад

    Is this project closer to 10% complete or 75%%

  • @squidjam
    @squidjam 5 месяцев назад +1

    I hope you get to finish the project but IF a pesky C&D comes, please pivot to use your own characters and music. You have built a great team of many talents anf I'm more than sure your own game would be amazing!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  5 месяцев назад +1

      I already have my own, original Castlevania-esque game in mind. Hopefully, we'll be left to do this sotN game in peace, but if something does happen then I'll just start work on my own game early!

  • @MaurilioCardosoGoncalves
    @MaurilioCardosoGoncalves 5 месяцев назад +1

    Is it possible to use Blast Processing to render the 3D elements of the game? I'm curious because your work have been incredibly and see this game working properly on the original hardware would be a dream. 😬👍

    • @ischmidt
      @ischmidt 5 месяцев назад +1

      Blast Processing isn't a technique, it was just marketing speak. To the extent it was anything, it was that Sonic games don't check collisions every frame, which is why speed runners can glitch the hell out of them.

  • @inceptional
    @inceptional 5 месяцев назад

    I wonder if you could add an option down the line to use a real 16:9 mode if playing the game on an emulator?
    I've recently discovered [well, remembered] there are some actual modded Genesis and SNES games that allow this:
    ruclips.net/video/GRRrQZMCwf8/видео.htmlsi=7Oz8F_erUON3b1Hv
    ruclips.net/video/ghAPgz-jV04/видео.html
    ruclips.net/video/xu7J68kQ2og/видео.htmlsi=Wgwk9FBZcsgXDR1t
    ruclips.net/video/LTVxPhCVSR0/видео.htmlsi=Y_my4mxyl1XwnZA0
    ruclips.net/video/tLtff6Vv9yk/видео.htmlsi=HtUKci5ElvBuPF8z
    ruclips.net/video/vZvjhmNsKHM/видео.html
    They're often not 100% perfect, but they are dang cool. It would be awesome if this port of SotN could be played similarly.

  • @dannyd4339
    @dannyd4339 5 месяцев назад

    Cringe as always