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Forums > Requests > Mega Man 2 or 3 Port
2022-07-05 12:02
Nordischsound

Registered: Jun 2020
Posts: 2
Mega Man 2 or 3 Port

I know this is insane, but I really would like to see a Mega Man Game on the Commodore 64, as many know I allready did a lot of Mega Man Music and I would do the whole soundtrack if someone would do the game with me together:

https://youtu.be/J1XbmhFdOPI
https://youtu.be/ZVtDr6_rtn0
https://youtu.be/EsR-pck9mYw
https://youtu.be/ZZHwgViQ_yA
https://youtu.be/jffZae17wB0
https://youtu.be/iTmEoGsuqug
 
... 1 post hidden. Click here to view all posts....
 
2022-07-07 09:47
Nordischsound

Registered: Jun 2020
Posts: 2
after sonic and Super Mario Bros 1 I thing, everything is possible^^
2022-07-08 19:53
Oswald

Registered: Apr 2002
Posts: 4784
the port would be hard for other reasons not graphical or sprite capabilities as mario showed.


- huge amount of work
- disproportional amount of pixels on c64 vs nes
- c64 cpu might be to weak for the game logic
2022-07-08 21:19
Carrion

Registered: Feb 2009
Posts: 303
Quote: the port would be hard for other reasons not graphical or sprite capabilities as mario showed.


- huge amount of work
- disproportional amount of pixels on c64 vs nes
- c64 cpu might be to weak for the game logic


@Oswald

#1 not relevant, as we have all our whole lifes to do it (I mean no deadline, no rush)
#2 gfx in NES version is so simple... ECM to the rescue (I have proved it works in games), besides we can always combine hires+multi and it doesn't have to be 1-to-1 conversion to be good and playable.
#3 well. maybe for my coding skills it's true but for coders like you and or many more c64 coders I say this game is like verry doable - no need to call for Manfred Trenz ;)

why?

- no 8 way scroller
- not so many flying projectiles or enemies on stage
- we can take some shortcuts and not have to do everything NES-perfect to be playable

I say this game is perfectly doable on C64.
with REU or .crt - easy! Time consuming but easy!
2022-07-09 20:55
TheRyk

Registered: Mar 2009
Posts: 1504
"easy", debatable...
time-consuming, for sure.

I can only think of a fistful of active C64 game coders who COULD theroetically do this, and those have normally a pipeline crammed with other projects.

But if one of them can be talked into this project: doable, yeah, no SCPU or REU needed imho.
2022-07-10 08:45
Oswald

Registered: Apr 2002
Posts: 4784
Quote: @Oswald

#1 not relevant, as we have all our whole lifes to do it (I mean no deadline, no rush)
#2 gfx in NES version is so simple... ECM to the rescue (I have proved it works in games), besides we can always combine hires+multi and it doesn't have to be 1-to-1 conversion to be good and playable.
#3 well. maybe for my coding skills it's true but for coders like you and or many more c64 coders I say this game is like verry doable - no need to call for Manfred Trenz ;)

why?

- no 8 way scroller
- not so many flying projectiles or enemies on stage
- we can take some shortcuts and not have to do everything NES-perfect to be playable

I say this game is perfectly doable on C64.
with REU or .crt - easy! Time consuming but easy!


#2 its nr of pixels on screen, and not gfx capabilities. NES game logic is written for 256 horizontal pixels, how do you translate that to c64's 320 or 160 pixels ? lot of things must be rewritten from scratch

#3 even mario seems simple, no 8 way scroller, a dozen sprites on screen, and not much is going on right? still 1mhz wasnt enough. I dont know exactly why, but thats a red flag it might happen in other games too.
2022-07-12 18:21
oziphantom

Registered: Oct 2014
Posts: 443
MM2 is horizontal or vertical scroll only I though? not 8 way.

The biggest issue is 224 vs 200 lines. 256 wide is easy just centre it, but the height, not really anything you can do.
Dropping bullets to chars would probably do the trick sprite wise, but might hurt collision accuracy.

you would be better of making a MM game rather than a 1:1 port.
2022-07-14 04:59
ChristopherJam

Registered: Aug 2004
Posts: 1225
Yup, the 14 tile high play area is a fun one. I can think of at least three options though.

You could make the individual tiles a few pixels shorter, though then your tile boundaries would no longer align to char boundaries without d011 trickery (solvable with 14 raster interrupts - takes a bit more CPU for that, but also halves your d800 usage :D) Not so many pixels per tile for whoever's porting the artwork but oh well. The tiles would no longer be square, but I think 8x14 multicolour pixels (16x14 hires) would be "square enough." Another downside is the movement could no longer be pixel exact - you'd either be jumping 14% higher in tiles, or anything moving an integer number of pixels per frame in the original would be a little juddery thanks to a 7/8 display scale..

Second option - introduce a few characters worth of Y scroll - just move the screen down a bit when the player's near the top of the play area and vise versa, or do something smarter when there's something you really need to show the player. Hinting the latter would be tricky.

Third would be to rework the levels to only be 12 tiles high, but you're really starting to look more at "making an MM game rather than a 1:1 port" at that stage, as oziphantom suggested.
2022-07-14 11:33
ChristopherJam

Registered: Aug 2004
Posts: 1225
Gotta say though, those covers are excellent, Nordischsound
2022-07-16 01:26
Jammer

Registered: Nov 2002
Posts: 1202
Speaking of NES like screen ratio:
https://www.youtube.com/watch?v=zaJYzt8GLhc
2022-07-16 17:40
cadaver

Registered: Feb 2002
Posts: 1144
Quote: Speaking of NES like screen ratio:
https://www.youtube.com/watch?v=zaJYzt8GLhc


Easier for that game as it's flickscreen, for scrolling you'd need sprites to mask the border like Quedex does, or charset tricks at the edge column(s).
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