Animating Alucard - Castlevania: Symphony of the Night for Sega Megadrive & Genesis - Dev Diary 7

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  • Опубликовано: 15 июл 2024
  • The 7th developers diary for my Castlevania: Symphony of the Night game for the Sega Megadrive & Genesis. This is just a fan-made, educational project, and is not intended for commercial use.
    Timestamps:
    0:00 Intro & Music News
    1:34 Basic Animation Fixes
    3:48 New Jumping Mechanics
    5:47 Running Speeds
    6:27 Resolution Difference - PS1/Saturn/MD
    7:50 Animation Bugs
    9:34 Slow Motion Analysis of Animation Frames
    12:23 Fixing Alucard's Limping Problem
    14:00 Level Collision Improvements
    15:01 Final Look at the Updated Animation, Controls & Camera
    16:28 Alchemy Lab Boss Background Redesign
    18:09 Pyron's New Alchemy Lab Graphics
  • ИгрыИгры

Комментарии • 247

  • @PigsysRetroGameDevTutorials
    @PigsysRetroGameDevTutorials  2 года назад +74

    A fun drinking game for everybody: take a shot every time I say "as you can see" :) I actually cut out around 4 or 5 of these during editing, but there was only so much I could do at that stage, haha. I'm going to try to avoid using the phrase the next time I have to record a voiceover.

    • @Hmbs271
      @Hmbs271 2 года назад +7

      Don't worry! Everyone is like this.

    • @orderofmagnitude-TPATP
      @orderofmagnitude-TPATP 2 года назад +3

      Ooh mate....if only you knew the awfulness that I upload. Don't worry. Your doing great.

    • @Nuiiiiiiiiii
      @Nuiiiiiiiiii 2 года назад +2

      Hello Pigsy! I really los your work and I enjoy so much this kind of content. Btw, in a video of a channel named GameHut, explain how he use half o de RAM to gain more VRAM in order to fit all the artwork on Sonic 3D on the MegaDrive.
      I give you the link on the matter, I hope you see it useful. A really big hug from Spain dude and sorry for my poor English.
      ruclips.net/video/A_jFNiIdKUQ/видео.html

    • @analog_ape
      @analog_ape 2 года назад +3

      Didn't even notice until I read this :)

    • @chirinea
      @chirinea 2 года назад +3

      It made me feel a lot better seeing that a native speaker also uses this expression a lot, so don't feel bad about it!
      One question: why did you disable his "standing/breathing" animation in this video?

  • @AllardRT
    @AllardRT 2 года назад +39

    As someone who can't code his way out of a "Hello World" lesson but loves the Mega Drive dearly, this is a very exciting project to follow.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +14

      I'll be starting Megadrive dev tutorials soon, so I'm sure we can get you displaying "Hello World" (or maybe "Genesis Does!") on your console :)

    • @santitabnavascues8673
      @santitabnavascues8673 2 года назад +1

      As one who has programmed a graphics engine in Vulkan, I agree 😁

    • @AtariBorn
      @AtariBorn 2 года назад +1

      ​@@PigsysRetroGameDevTutorials Has anyone donated a 32X to you yet? lol

    • @arciks11
      @arciks11 2 года назад +1

      @@AtariBorn I see what you're implying there.

    • @AtariBorn
      @AtariBorn 2 года назад +1

      @@arciks11 Exactly. Imagine the 32x dedicated solely to all of the special effects and leave the gameplay, A.I. and sound to the Genesis.

  • @TonyToon
    @TonyToon 2 года назад +62

    I do not envy you trying to duplicate Alucard’s movement and animation. Not only is it incredibly detailed and full of nuance/details, but everybody knows it *so* well that even the slightest difference will stick out. Looks great so far.

    • @dmas7749
      @dmas7749 2 года назад +4

      at least its easy to get feedback for since so many people have played SotN

  • @GodzillasaurusJr
    @GodzillasaurusJr 2 года назад +29

    Definitely agree on the "don't stretch" thing. It almost never looked good when they did it back then, and I prefer the increased playfield view besides. This looks great!

    • @TurboXray
      @TurboXray 2 года назад +3

      You do realize that whether you stretch, of shrink, technically the game play changes? Because as he mentioned in the video, Alucard's run frame is 1.5 pixels. 1.5 pixels is faster in 256px mode than it is in 320px. It's actually 25% slower in 320px mode, per the screen realstate. It's a whole can of worms haha

  • @jaspercochran1535
    @jaspercochran1535 2 года назад +8

    Years ago I tried to port this game to the Atari Jaguar but gave up due to it being just too much work to recreate the assets, physics etc. and so I decided to make my own original game. I’m so happy someone more dedicated has gotten so far in a project like this. I hope you continue, this project has so much charm and heart. And with so many people behind you I know you can do it!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +4

      I think the Jaguar could probably have done a good version of the game, maybe even one-to-one with the Playstation original. Is the console hard to develop for? How is its 2D capabilities?

    • @saturndual32
      @saturndual32 2 года назад +4

      Really?!… do you have anything to show of your project?, would be really interesting to see, no matter how early it was

    • @arancione8336
      @arancione8336 2 года назад +2

      I’d be interested to see some Atari Jaguar development as well, even if development was cut short.

    • @jaspercochran1535
      @jaspercochran1535 2 года назад +2

      @@PigsysRetroGameDevTutorials there is a considerable amount of tools for the Jaguar created in the Atari age community making it actually not that hard to develop for as long as you can program in C and are willing to put some time into learning how the hardware works. However, while the very common Motorola 6800 processor is used most often, it doesn’t allow for anywhere close to the Jaguars true capabilities, especially when it comes to processing numbers in 3d. In order to really take advantage of the Jaguar it’s required that you know a lot about how the chips talk together and the tricks required to get things working properly. It’s 2d capabilities are pretty good, it can handle it about as good as the PlayStation can, and there’s even evidence of this with games such as Rayman. Even though the cartridge limitation holds it back, it can still do some things better than the PlayStation, it’s 64 bit graphics system (object processor) is a GREAT sprite system. Everything on a given screen is moveable and scaleable. It even has a 64 bit blitter to do graphic variations at a pixel level, like shading, moving, copying, etc. although unlike the PlayStation the Jaguar handles 2d and 3d with the same processor, so I’m not sure something like the save rooms could be done in sotn (I never got NEAR far enough to look into doing 3d on the Jag) this of course means that the jag doesn’t really have a 3d processor but you can do 3d by using the blitter for shading and filling in polygons and the math for the polygons themselves all have to be done in software. Anyways I hope I answered your question good enough, if you want to learn more the people at the Atari age forums would love to share it with you I’m sure, but I’ll stop vomiting words at you now. :)

    • @jaspercochran1535
      @jaspercochran1535 2 года назад +2

      @@arancione8336 my stuff isn’t that impressive compared to the stuff you’ll find at Atari Age, but if you really want to see some of the stuff I worked on I may upload some of it later. I’ll let you know if I do.

  • @fredmetzge4666
    @fredmetzge4666 2 года назад +23

    Love your work and the videos - I've been a 16bit dev "back then" and this reminds me of the "good old days". 😅 Thanks for keeping the MD alive with projects like this.

    • @Alianger
      @Alianger 2 года назад +5

      That's awesome, could you tell us what you worked on?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +6

      I'd like details on what games you worked on too :)

    • @Nikku4211
      @Nikku4211 2 года назад +4

      While I know there were limited console (as in vaguely similar to the Mega Drive) games in the 1990s that used C, did you use C for any of your games back then?

    • @fredmetzge4666
      @fredmetzge4666 2 года назад +11

      I was doing art and game design, not coding, but I can at least say that everybody I worked with used assembler. Seems like many of the new retro coders get solid results from C, though, nowadays. (Sorry, I prefer not to say what I worked on - it's been a few Amiga games, a handful of SNES ones but unfortunately only a single MD/Genesis game which was my favorite console then.)

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +9

      @@fredmetzge4666 Apparently, the C compiler is much better now than it was then, so C has become a very viable way of writing code for the system (plus SGDK etc). I think that doing the graphics has become a lot easier too. I can just draw something on Asperite, load it into the ROM using SGDK, and then view it in an emulator (or even on a flashcart) pretty much straightaway. I'm sure it was tougher for you guys back in the day.

  • @Pai3000
    @Pai3000 2 года назад +20

    I'm totally hooked on this project. I wish you the best!!!

  • @datboitmic
    @datboitmic 2 года назад +3

    Those sprite sheet animations look way smoother now. It made my eyes smile.

    • @samaeldrakul4191
      @samaeldrakul4191 2 года назад

      im right there with wholesome eye smiles ^_^👍

  • @anjodaharpa8757
    @anjodaharpa8757 2 года назад +16

    Animations, hitboxes, physics and boss fight mechanics are the hardcore part of the making games job. Incredible progress you did in few days!

  • @arcane0nex122
    @arcane0nex122 2 года назад +12

    I like more the new altered background and the colors than the psx version.

  • @PixelPipes
    @PixelPipes 2 года назад +14

    It's amazing how close the MD is able to get to the PS1 in the animations. That being said, I think you're right about keeping the movement clean without the ghost images, since the MD can't do the transparencies like the PS1 it wouldn't look right and would be too distracting.

    • @AtariBorn
      @AtariBorn 2 года назад +6

      If you think about it, 3 or 4 solid blue silhouettes of Alucard, trailing him wouldn't look awful. I'm sure it's something that could be thrown in, after all of the animations are finished. Using that shadow and highlight effect, it might not cost any resources.

    • @dmas7749
      @dmas7749 2 года назад +6

      Harmony of Dissonance used a flickering effect for the trail instead of the transparent effect in SotN, it doesn't look as good but it would work

    • @UmDevoto
      @UmDevoto 2 года назад

      @@dmas7749 exactly, i forgot about it, that would work

  • @lordhiryu
    @lordhiryu 2 года назад +5

    Totalmente impresionante los avances en las animaciones de Alucard!!!!!! Gracias por los videos y los avances.:)

  • @stevesstuff1450
    @stevesstuff1450 2 года назад +17

    The achievements accomplished so far in this conversion are just mind-blowing!!
    You Sir, and your Team are incredible...!! I look forward to seeing how you tackle the 3D elements in the game; the save room animations, the flying 3D objects, etc.....
    This is a true work of art, and love, that you're all creating here, and I just cannot wait to see the final result, and purchase/download a copy to use on my O/G MegaDrive..!
    You guys ROCK!! 🙂 🙂🤟

    • @DDRPriest
      @DDRPriest 2 года назад +1

      Unless there is some legal reason why it can't be, this screams cartridge release.

    • @albey1816
      @albey1816 2 года назад +1

      @@DDRPriest - And a digital download.

  • @Write-Stuff
    @Write-Stuff 2 года назад +4

    This just keeps getting better and better. You're too good to us, Pigsy. I'm afraid we don't deserve you. 😇

  • @ChaossX77
    @ChaossX77 2 года назад +5

    Your attention to detail is great... Amazing job!

  • @PyronsLair
    @PyronsLair 2 года назад +6

    Nice video my friend, Now I always get suprised to hear your voice, its sounding very nice and clear.
    Waiting for the new surprises on the christimas video, thank you and keep going!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +3

      Talking into a microphone still feels very awkward, but I'm very slowly getting used to it :)

  • @RolandoMarreroPR
    @RolandoMarreroPR 2 года назад +2

    This is amazing! The amount of work just to get the walking animation right! Great job!

  • @DougLopes
    @DougLopes 2 года назад +3

    Amazing progress as always, this little things that make a great game. I hope acchive slowly that level of control of animations, i'm kinda of stuck in how to make samus stay in the middle until the camera find the limit of map. Continue spinspiring us!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +2

      Check out the Sonic example in the SGDK Examples folder. That has a camera system you can use.

  • @PlumbDrumb
    @PlumbDrumb 2 года назад +5

    This is so interesting. I really didn't think all this animation could be replicated on the Mega Drive. It looks great.
    And seeing the difference in some of Pyron's work is like jumping ahead a console generation, hehe.

  • @freddysandoval4252
    @freddysandoval4252 2 года назад +3

    I've enjoyed watching the progress of this project almost since you started posting about it, and it's great to see so many talented collaborators doing what almost everyone assumed was impossible.

  • @evlofenn
    @evlofenn 2 года назад +3

    Amazing work, the run cycle looks great but I personally like the look of the ghost images Alucard has in the OG. I remember when i got super shinobi how cool i thought the effect was and would love to see it replicated here. Nonetheless you are doing Gods work here and I wish you every success.

  • @Alianger
    @Alianger 2 года назад +3

    Really appreciate the level of detail in these :)

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +1

      I have to admit that I'm kinda looking forward to the day when my learning period is over and I can just upload footage of new levels, as these videos take a while to make! I do quite enjoy the editing process though and am become a little more efficient/quicker with each one :)
      BTW, I hope I got your name pronunciation correct. Let me know if not.

    • @Alianger
      @Alianger 2 года назад

      @@PigsysRetroGameDevTutorials Yeah, don't feel like you have to make each one like this.
      To be exact it's said with a silent g and the a's are said like the a in "yarn" if that makes sense. This is close enough though, don't worry about it :)
      It's a weird nickname I had as a kid based on my real name.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад

      @@Alianger Ok, I think I've got it. You can tell me if I got it right next time :)

  • @Armm8991
    @Armm8991 2 года назад +4

    I just wanted to let you know this is a very cool project and it’s super entertaining watching your dev diary

  • @tetsuoshima2314
    @tetsuoshima2314 2 года назад +3

    Amazing animation work. For that background, surely there has to be a way to orient the background tiles so the symbol more resembles a pentagram and looks less like an eyeball.

  • @LusRetroSource
    @LusRetroSource 2 года назад +2

    Wow! You're doing a great job! I always wanted more Castlevania games on the Genesis and you helping satisfy that.

  • @venonnegru
    @venonnegru 2 года назад +2

    Amazing work, that's so astonishing to see Mega Drive do all those things.
    Congratulations!

  • @Hidyman
    @Hidyman 2 года назад +1

    This is amazing. I'm really enjoying seeing the progress that you are making.
    I have the Saturn version, and it is one of my all time favorites.

  • @buzzclikverifyme
    @buzzclikverifyme 2 года назад +1

    While I figured the change in the background graphic was related to saving memory, in my headcanon it's been changed for more sensitive audiences from a wicked, evil pentagram to something less satanic. Y'know, like when Devil Crash MD got a western release in Dragon's Fury, and they changed the pentagrams into regular stars. 😉
    Your videos are always great; I'm always super excited when I get notified that a new one has appeared! Keep up the amazing work, mate.

  • @SgtSega
    @SgtSega 2 года назад +3

    The fluid animation reminds me a lot of Disney's Aladdin for Sega Genesis/Mega Drive.

  • @edsound2354
    @edsound2354 2 года назад +2

    Gorgeous and awesome job! Congrats!!

  • @simonissad
    @simonissad 2 года назад +2

    I love seeing your updates, the progress you are making is stunning. Color me impressed!

  • @danmanx2
    @danmanx2 2 года назад +2

    Very impressive work! Thank you for your dedication!

  • @not_jon_vendi
    @not_jon_vendi 2 года назад

    Been following you from the beginning and my how far you have come. This looks absolutely amazing. Great job and nice recommendation on the lost painting for x mas!

  • @echidknux6738
    @echidknux6738 2 года назад +2

    Extraordinary!! As always!!!

  • @DrumsMaker
    @DrumsMaker 2 года назад +2

    Love your work bro!!

  • @SharkJawYokel
    @SharkJawYokel 2 года назад +1

    I love this project, great work and see you in the next video

  • @jazza5564
    @jazza5564 2 года назад

    God damn mate, this is fucking amazing. Really excellent to see the progress and that you're getting help from some big hitters on the dev scene! Good luck!

  • @segacd2621
    @segacd2621 2 года назад +2

    the animations are great, the sprite in my opinion is quality 😼
    -----
    That blue cover I made matches man 💪🏼

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +2

      I haven't forgotten your excellent Brazilian cover, I'll be featuring it in the Christmas video next week :)

  • @elChirrinChirriondelDiablo
    @elChirrinChirriondelDiablo 2 года назад

    Outstanding work.
    It’s notable the passion and the level of perfectionism you put in this

  • @RedLP5000S
    @RedLP5000S 2 года назад

    Alucard is looking spot on. I get excited whenever I get a notification that you dropped a new video. Everyone involved with this project is extremely talented and deserves our gratitude.

  • @willg6580
    @willg6580 2 года назад

    Wow. That's about all I can say, I'm excited to see the project continue! The work you've done is honestly very impressive, my jaw dropped when you said you'd gotten advice from an old MD game dev. The animations look pretty much spot on! Makes me appreciate the work put into the original more as well! Great stuff.

  • @bankbank
    @bankbank 2 года назад +4

    even if you don't have access to the original code, you could use ghidra and decompile the PS1 binary to see how the jumping and walking code works.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад

      That might be an interesting way of doing things. I think it would take forever to locate where the movement code is though. I have trouble enough reading my own code, let alone other people's, haha!

  • @TurboXray
    @TurboXray 2 года назад +5

    For that boss area, there is a way a to get around the tile limitation in vram - but it'll probably require going down to 256px resolution mode. Basically, you setup a 264x232 frame buffer and you stream in the edge columns and rows of tiles. It's definitely a more advanced technique and tilemap updates + scrolling works slightly different, but it's doable. IIRC Sonic 3D blast does it.

    • @AFourEyedGeek
      @AFourEyedGeek 2 года назад

      I would prefer a higher resolution and more repeated tiles in the background.

    • @TurboXray
      @TurboXray 2 года назад +1

      @@AFourEyedGeek So higher res but less detail?

    • @AFourEyedGeek
      @AFourEyedGeek 2 года назад +1

      @@TurboXray In essence yes, but higher resolutions can allow for better gameplay as you can have a larger area to move around in while being able to keep an eye on the enemy. As you know repeating tiles is necessary on 16-bit consoles, though done in a nice pattern it looks good.
      At 16:38, where you compare the difference, the symmetrical iconography (left) in the background still looks good, though the asymmetrical pattern (right) does look better. So I'll prefer that trade off, though it isn't an absolute win, I can see why people would prefer it the other way.

    • @TurboXray
      @TurboXray 2 года назад +1

      @@AFourEyedGeek But the original game doesn't run in a higher res and plays just fine. Higher res doesn't automatically get you more gameplay area - the art assets relative to the resolution does. If you use the same pixel art assets but use a higher res, then sure, but you're also changing the gameplay. Not just more area, but "pixel travel" is different as well. You're definitely changed the gameplay mechanics. This is something no one seems to talk about.
      My thinking was: since the original played just fine in 256px res, and Konami even went to great lengths to "hard scale" the Saturn port so that the higher res was the same viewable area, then why not keep the original res and reap the benefit of a few extra tricks/details. Of course, I'm perfectly fine with the way it is now, too, so it's a win-win either way hahah.

    • @AFourEyedGeek
      @AFourEyedGeek 2 года назад

      @@TurboXray Good points

  • @MaskedGuyCh
    @MaskedGuyCh 2 года назад +2

    I'm impressed with the amount of progress made this time. The limping in Alucard's walk animation was something that I was a bit worried about, but I'm happy to see it fixed!

  • @breakpack
    @breakpack 2 года назад +2

    This is incredible work! I look forward to more updates and great job! It's always amazing to see what can STILL be programmed on these retro consoles! I could only imagine what a 32x version might be like!

  • @nintendo4life132
    @nintendo4life132 2 года назад

    Incredible, beautiful work

  • @Hwi1son
    @Hwi1son 2 года назад +6

    I'm only to the section where you're fixing the animations for turning and running and I'm already blown away by the effort. Fantastic work as always
    And how much memory is eaten by all of the animation frames. I think it would be completely understandable if you had to remove a few frames to save space
    I'm also assuming this is going to require the largest Mega Drive cart possible. 4 meg?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +3

      It was a pretty painstaking process. Now I know how those Digital Foundry guys feel! Thankfully that part is almost over now (apart from the jumping), so I won't have to do that again anytime soon :) The controls and feel of the game are probably the most important parts of the project, so I want to at least get fairly close to the original in this regard.

    • @Hwi1son
      @Hwi1son 2 года назад +2

      @@PigsysRetroGameDevTutorials
      Honestly the controls and feel/mechanics look spot-on. I think anybody would have a hard time discerning the difference between versions.
      If you're actually able to squeeze this on a cart when this is done, bravo!

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +4

      It may be the case that we will have to remove some frames in the future, but I'm going to try and keep as many in for as long as I can. Regarding the RM size, I'm going to try to see what I can fit into a regular 4MB cart (Bloodlines was only 1MB, so that's still pretty big). In the end, way may end up with a bank-switched rom.

    • @Darkmetamorphosis1
      @Darkmetamorphosis1 2 года назад +1

      @@PigsysRetroGameDevTutorials how big of a cart can the MD use? I feel like a 5MB cart was the biggest that one being street fighter 2 and I don't know how many of those are out there that I could cannibalize

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +5

      @@Darkmetamorphosis1 Demons of Asteborg was 16MB, iirc. I'm not sure if there is an upper limit when you use bank switching

  • @davidspyro
    @davidspyro 2 года назад +2

    So far so good,Alucard's main animations are half way there to being done,only a few more plus his Mist,Bat & Wolf forms need to be done then you can tackle the enemies & bosses,keep up the great work! 👍

  • @rustymixer2886
    @rustymixer2886 2 года назад +3

    Love these vids

  • @sadriposting
    @sadriposting 2 года назад +6

    That heat haze / after image effect from Shinobi 3 looks so good for the MD, but it looks difficult to replicate and apply into your demo

  • @russianjoint
    @russianjoint 2 года назад

    Lovely stuff, as always!

  • @samaeldrakul4191
    @samaeldrakul4191 2 года назад +1

    absolutely epic work, Alucard looks amazingly good! 🥳🤯😊

  • @albey1816
    @albey1816 2 года назад

    Hi this is fantastic work and love the way this game is shaping up!
    Also can't wait for a playable "DEMO" with enemies.

  • @Oni64
    @Oni64 2 года назад

    Wow. This is coming along nicely. Never would have thought these animations were possible on the Genesis 16 bit.

  • @realizedvisions
    @realizedvisions 2 года назад +2

    Looking forward to the Christmas special!

  • @thebrocksterx
    @thebrocksterx 2 года назад +1

    I can't wait to play this. love it.

  • @vividimaginer
    @vividimaginer 2 года назад

    This is amazing! Subbed

  • @ryanmoore8003
    @ryanmoore8003 2 года назад +1

    very cool, keep crushing it

  • @adesyndicate
    @adesyndicate 2 года назад +2

    I like how much more colorful your version is! 😊

  • @rodrigogaray5589
    @rodrigogaray5589 2 года назад +2

    amazing, go on!!!

  • @cardetailingstudioaustria4121
    @cardetailingstudioaustria4121 2 года назад +2

    Amazing!

  • @patrickalmquist4762
    @patrickalmquist4762 2 года назад +2

    Whatever you do will be great and limitations are real. However Alucard’s afterimage was the coolest part of his animation.

  • @1iNintendochannel
    @1iNintendochannel 2 года назад +3

    This port reminds me a «Dracula X» variant for the SNES. This is amusing, thank you for your hard work ((GENESIS DOES)) !!! I’ve got only one tiny question : will you you use «Saturn Maria» or her counterpart from PSP/PS4 ???
    Good luck with the further development)))

  • @igodreamer7096
    @igodreamer7096 2 года назад +1

    You just increased the FOV on MegaDrive version. Mad man! HAHAHAHA HAHAHAHA
    Also, I like how your project is evolving, keep up, man!

  • @kakoiniksvoboden
    @kakoiniksvoboden 2 года назад

    Those graphics on the Genesis look incredible. Looking forward to see more and hopefully a finished game, one day!

  • @kassupagamesretro
    @kassupagamesretro 2 года назад

    my congratulations for the excellent work I came to join with you my friend won my application 👊👍

  • @universitairessuisse4652
    @universitairessuisse4652 2 года назад +6

    Amazing work... Would it be possible to ad 2-3 different cloud layers animated at different speeds to simulate foggy clouds using empty pixels to simulate transparency? Regarding the animation, I was actually comparing the md and PlayStation version on your double screen comparison and just realized that I thought the md version was the original psx game...The colors and contrast are just superb !

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +2

      Maybe. That could potentially look good, especially on a CRT. Check out my previous Shadow and Highlights video if you haven't already, as that could potentially be used for clouds too

  • @GregGallardo
    @GregGallardo 2 года назад +1

    Very cool!

  • @shukterhousejive
    @shukterhousejive 2 года назад +1

    I think it's worth it to crack out the RAM viewer and get the exact data for the jump and gravity acceleration, or at least go frame by frame and see if you can fit a curve to that. Player control is one of those things where even small discrepancies are really noticeable. Also don't worry about the aspect ratio, SOTN was mastered for square pixels for some reason so in a way your port is a more accurate one. Crazy good work you're doing, can't wait to see the next milestone!

  • @senhorpenajaca
    @senhorpenajaca 2 года назад +2

    It is amazing improvements. very good 😃🇧🇷

  • @SupaGut2001
    @SupaGut2001 2 года назад

    Really impressed

  • @chrisbent5734
    @chrisbent5734 2 года назад

    Damn, what a talented person you are. The Megadrive version looks actually better in places , and much more vibrant! Incredible!

  • @kumiliarostreamsarchives3079
    @kumiliarostreamsarchives3079 2 года назад

    Cool project !

  • @FatalRose
    @FatalRose 2 года назад

    Incredible

  • @mattpierce5009
    @mattpierce5009 2 года назад +3

    The People: "you just don't upgrade things in a demake!"
    Pigsy: "GENESIS DOES"

  • @piratesephiroth
    @piratesephiroth 2 года назад +1

    All the PS1 graphical assets were stretched for the Sega Saturn port, both sprites and background tiles. The only ones that aren't stretched are the ones that were created for the port.

  • @jagergerg9771
    @jagergerg9771 2 года назад

    All that works just for a character animation, that’s insane amazing job.

  • @rustymixer2886
    @rustymixer2886 2 года назад +3

    2022 will be a great year for genesis, this, 2 other castlevania games, kof98 and sfa2 are now being ported to genesis mega drive

    • @TurboXray
      @TurboXray 2 года назад

      Those 2 other Castlevania games are just demos. They aren't in-game developments.

    • @rustymixer2886
      @rustymixer2886 2 года назад

      @@TurboXray still...they can be worked on, people offered rondo the x68000 etc I sent even boss beat for rondo check my channel ;)

    • @TurboXray
      @TurboXray 2 года назад +1

      @@rustymixer2886 Anything can be worked on.. so that doesn't mean anything. I've been in the retro console dev seen for the past 16 years. Do you know how many demos with promises I've seen of game conversions or even just new dev stuff? A LOT. And guess how many actually came to fruition? Like less than 1%. I follow Master Linkuei too. I like his stuff. But those demos were written in BASIC, and they almost nothing game-logic-related in them, and he hasn't done anything outside a simple 24hour coding demo experience. It's NOT a diss on him; I'm just saying it's a lot to expect from someone - and to be finished within just a year and no real game or software development experience?? It's a HUGE time investment, and then end result is that it's an IP/work you ~cannot~ sell. That might not be the original intention, but after you invest years of your life into something.. literally just for a port.. it becomes a jaded experience. I don't mean to be cynical; just being realistic.
      Honestly, if you want to see Rondo or any other Castlevania game on the MD, people should be making a "castlevania" game engine kit, with all the tools, etc. So that people can port whatever 8 or 16bit castlevania game to it, with minimal effort. A community project to build this engine, where you're not dependent on a single person. Maybe Pigsy will spear head a project like that, after some dev experience on this project. One can hope haha.

    • @rustymixer2886
      @rustymixer2886 2 года назад

      @@TurboXray sure, and whatever they develop ill send music for, did you check my video audio?

  • @pabloignacioscaletta
    @pabloignacioscaletta 2 года назад

    Impressive!

  • @zebular
    @zebular 2 года назад +2

    Your work never ceases to amaze me. Only thing I'm curious of, what kind of file size are we looking at with all of these animations etc? I'm not sure what the max size rom size can be on a Genesis/MD, I want to say it's capped at 16MB.

  • @GconduitYTubeAccount
    @GconduitYTubeAccount 2 года назад +7

    I'd like to hear more details on collision. I started to make a genesis game and got as far as a scrolling map. But, collision broke me.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +6

      Yeah, level collision is a tricky business. I will be starting tutorials next year, but I'm going to start with the most basic stuff (which you probably already know), so I'm afraid the level collision lesson may not be done for quite a while yet. I will get there eventually though

    • @UmDevoto
      @UmDevoto 2 года назад

      @@PigsysRetroGameDevTutorials do it🙏

  • @analog_ape
    @analog_ape 2 года назад +3

    It's great you're doing this, your attention to detail will surely lead to excellent results! Not sure whether it was mentioned before, but why do you have the purple outline around Alucard in the MD version?

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +3

      Pyron did create a "regular" Alucard sprite too. We will probably use the blue outline version in certain circumstances, but nothing has been decided yet.

  • @marianodiaz6956
    @marianodiaz6956 2 года назад

    perfect!

  • @Darkmetamorphosis1
    @Darkmetamorphosis1 2 года назад +5

    Question, do you plan to make the rom available when you are done? I would love to create a custom cart and box for myself of it, this is painstaking work and I'm in awe of your tenacity sir.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +9

      Tune in for the Christmas episode next week, Santa just might be bring some (very) little presents :)

    • @pablocampos1796
      @pablocampos1796 2 года назад +1

      Good question, for me, I would like to buy It complete in box, cartidge, manual and a big poster hahahahah....

  • @NekoArc
    @NekoArc 2 года назад +1

    You never fail to impress! How hard do you think it will be putting in deceleration code for high jumps is gonna be without it affecting the x-positional movement?

  • @MegaOnerb
    @MegaOnerb 2 года назад +3

    Great Work! I'm starting to think the mega drive version will be better than the PS version kkkk.

    • @stevesstuff1450
      @stevesstuff1450 2 года назад +1

      It is looking just bloody awesome isn't it?
      This man, and his friends helping - his team - have created something stupidly beautiful, and something that just shouldn't exist!! Yet it does, and that is just phenomenal!
      Can't wait to see the finished game... 🙂

  • @SpinningSquareWaves
    @SpinningSquareWaves 2 года назад +2

    I’m really enjoying this series as Genesis development is some I once considered myself. It’s always fun to see how something is made over time, especially if it’s a demake :)
    About resolution, if you wanted to make the resolution more faithful to the PlayStation original, you could put the Genesis in 256 pixel wide mode. It’s in the same register as the shadow highlight mode, if I remember correctly. Although, if you wanted the extra field of view, I wouldn’t blame you for leaving it in 320 pixel wide mode

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +6

      I believe there are some sprite limitations to the 256 mode, although I could be wrong. I'm personally quite happy with the 320 resolution anyway. It makes the Megadrive version stand out.

    • @SpinningSquareWaves
      @SpinningSquareWaves 2 года назад +1

      @@PigsysRetroGameDevTutorials honestly, I didn’t know there were sprite limitations with 256. Either way, if you’re happy with it, then I’m happy with it :)
      Happy coding!

    • @brandonwalker9066
      @brandonwalker9066 2 года назад +1

      @@PigsysRetroGameDevTutorials yes, in 256 width you are limited to 64 sprites, 16 per line, instead of 80 and 20 per line.Still, 64 might be enough.

  • @Guernicaman
    @Guernicaman 2 года назад +1

    Brilliant work! Will you be adding Alucard's standing idle animation?

  • @biostemm
    @biostemm 2 года назад +1

    This is amazing progress! I wonder how much of this is your own skill, and how much is having access to modern computers/tools. I'm not discounting your ability one bit, just wondering if this could also have be done 20+ years ago...

  • @tommj4365
    @tommj4365 2 года назад

    Great work. I'd love to see links of the music in the description.

  • @benharris6732
    @benharris6732 2 года назад

    sick channell hidden gem found

  • @lancelnce
    @lancelnce 2 года назад +3

    There's no closed captions, no subtitles.
    My English will be tested

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +3

      RUclips automatically generates subtitles in different languages, but it seems a little slow today. Maybe try checking the video again tomorrow, then hopefully the subtitles should be there :)

  • @joesaiditstrue
    @joesaiditstrue 2 года назад +3

    How do you plan on getting all of the PSX controls condensed down to 3 buttons? even with the 6 button pad, a lot of work will have to be done to squeeze all of the controls down to the genesis. so far you're doing an amazing job, can't wait until your next upload! 👑

    • @GconduitYTubeAccount
      @GconduitYTubeAccount 2 года назад +1

      Would jump, attack and special work? Special button being held in while some joystick combo is entered for the particular spell. Up and attack for the accessory. That'd fit in 3 buttons. Start being for the inventory menu.

    • @customsongmaker
      @customsongmaker 2 года назад +2

      PlayStation 4 buttons = Sega A, B, X, Y
      Start = Start
      C = Select
      L1, L2, R1, R2 = hold Z and Up, Left, Down, Right
      That's all the PlayStation buttons. But Sotn doesn't use the Start button, so he could change that to Select like he said.
      Or hold Start and C for the menu, Start+ directions for the 4 shoulder buttons, up+attack for special, then you still have A for jump and B and C for each hand's weapons if he keeps that feature.

    • @orderofmagnitude-TPATP
      @orderofmagnitude-TPATP 2 года назад +1

      Could make it for 6 button pad??

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +3

      This version of the game will be a simpler affair than the PS1 original, so I think even a 3 button controller should be enough. I'm going to do an FAQ video after Christmas and I'll go into the controls in greater detail then.

  • @streeterville773
    @streeterville773 2 года назад +1

    Is the program you used to send input to both games custom-built or can anyone download it? Awesome progress as always!

  • @Benjamillion
    @Benjamillion 2 года назад

    I'd love play this if it's to ever get finished, seeing how modern Konami has absolutely no interest in Metroidvania now it's better late than never to celebrate the best in the series by playing a fan's recreation. Keep up the good work, man.

  • @rodrigoalves-cg6xv
    @rodrigoalves-cg6xv 2 года назад +1

    Very cool! The animation is perfect and the sprite is gorgeous, however I think the blue outline looks a bit weird. I think the effect would make more sense to indicate when Alucard is using a powerful item, not as a standard part of his sprite. It may work better if the outline appears only on attacking frames, since the sword is also blue.

    • @PigsysRetroGameDevTutorials
      @PigsysRetroGameDevTutorials  2 года назад +1

      I think I will probably do something like you suggested regarding the blue outline, but nothing has been decided yet.

  • @AtariBorn
    @AtariBorn 2 года назад +2

    Awesome! You gotta give Alucard the Godspeed shoes by default. The ability to run by double tapping and holding a direction. On the Saturn, you can actually tap left, then hold right or tap right, then hold left to run as well as tapping the same direction that you hold. Strange but it seems they just allow you to tap either direction then hold either direction to run.

    • @dmas7749
      @dmas7749 2 года назад

      i wondered why i entered many accidental runs in my first playthrough of that which was helpful more than not

    • @AtariBorn
      @AtariBorn 2 года назад

      @@dmas7749 Yeah. The back dash is a quick way of getting around but the Godspeed shoes you get, after fighting the Shaft controlled Richter, makes traversing the castle so much more convenient. I found out about the "left/right" and "right/left" run while grinding the Schmoo for the Crissaegrim. I kept running into the room too far and taking a hit.

  • @AFourEyedGeek
    @AFourEyedGeek 2 года назад

    Incredible work, I hope you feel proud of your achievement.
    In my opinion, the shadow effect should be a last thing to add, if at all. It is a nice effect, but not as critical as the work you are already focusing on.

  • @whopoder
    @whopoder 6 месяцев назад

    mmm... O lance do background do Laboratório é bem o que pensava. :D

  • @dmas7749
    @dmas7749 2 года назад +1

    in the saturn version you jumped with B by default
    also i have some values as i was trying my hand at a platformer in unity, which i opened a cheat search for so i could blatantly steal values
    jumping sets Y velocity to -4.875 (FFFB 2000), or -4.125 (FFFB E000) on Double Jump
    gravity applies 0.171875 (2C00 subpixels) velocity per frame, and while i didn't record it i believe the terminal velocity is 7.5 (7 8000)
    backdashing sets Y vel to either 3.5 (3 8000) or -3.5 (FFFC 8000)
    and dive kick sets velocity to 4.5 (4 8000) or -4.5 (FFFB 8000) and 6 (6...lol)
    12:07 Alucard's stopping sprite goes backwards, and then jolts forwards a bit on MD, it should be moved 2-3 pixels forward