View Full Version : Would this be legal?
Hey :o
I just had an idea :o It's about megaman 9 ;p and the nes :| Would it be possible to put it on an nes board (repro style) and play it on the original NES? Now I realize just doing that is blatently illegal :| But what if you bought the game (in some form, wiiware, psn, xbl).
So, possible?
Tupin
08-04-2008, 11:57 PM
I actually remember them saying in one interview that the game would be impossible to put on an NES cartridge because it's so big.
bb_hood
08-05-2008, 01:03 AM
give it up man. its not gonna happen
No, it wouldn't be legal, and no it can't be done at all.
PixelSmasher
08-05-2008, 01:17 AM
No, it wouldn't be legal, and no it can't be done at all.
It might not be legal, but it would only be illegal on a technical level. Doing this for your own enjoyment is hardly something that would get you into any kind of trouble from anyone. Doing it for profit by selling these carts WOULD be an issue.
As for how technically feasible it is, I do not know. Doesn't seem like it would be worth the trouble.
Sweater Fish Deluxe
08-05-2008, 01:23 AM
It's got nothing to do with how big it is. The problem is simply that it's not an NES game. It's a Wii game, written for the Wii. Not an NES game being emulated. Would you expect to be able to play Super Mario Galaxy on an NES? Well, this is no different.
I don't know the details of MegaMan 9's gameplay, but if it's a more-or-less exact clone of the early MegaMan games, then maybe someone could hack an existing NES MegaMan game to play like MegaMan 9. Maybe even use the original MegaMan 9 graphics assets.
...word is bondage...
It's got nothing to do with how big it is. The problem is simply that it's not an NES game. It's a Wii game, written for the Wii. Not an NES game being emulated. Would you expect to be able to play Super Mario Galaxy on an NES? Well, this is no different.
I don't know the details of MegaMan 9's gameplay, but if it's a more-or-less exact clone of the early MegaMan games, then maybe someone could hack an existing NES MegaMan game to play like MegaMan 9. Maybe even use the original MegaMan 9 graphics assets.
...word is bondage...
*sniff*
Sniderman
08-05-2008, 05:51 AM
Just because the game LOOKS how it would for an NES doesn't mean it was PROGRAMMED for the NES.
Let me put it to you like this. Can you read French? No? Why not? It uses the same alphabet as English! You can recognize A, B, C, D...etc. right? The letters are formed into words. The beginning of a sentence has a capital letter, and each ends with a period. So it's gotta be JUST like English, and you should be able to read it fine!
Same concept. The systems can't read the same "book".
Lady Jaye
08-05-2008, 06:51 AM
What, you mean I can't copy Contra 4 and put it on a SNES board? But it plays just like a SNES game!!!!
Sabz5150
08-05-2008, 07:37 AM
It's got nothing to do with how big it is. The problem is simply that it's not an NES game. It's a Wii game, written for the Wii. Not an NES game being emulated. Would you expect to be able to play Super Mario Galaxy on an NES? Well, this is no different.
I don't know the details of MegaMan 9's gameplay, but if it's a more-or-less exact clone of the early MegaMan games, then maybe someone could hack an existing NES MegaMan game to play like MegaMan 9. Maybe even use the original MegaMan 9 graphics assets.
...word is bondage...
I have to ask why they would go through that work. One person's sig rings true, that game developers are lazy and will take as many shortcuts as possible to get the job done right. So why would they write all-new code? Why not emulate? Even if the ROM is larger than what could fit on an NES cartridge, why reinvent the wheel?
The way I see it, they have two choices.
1. Write the code from the ground up.
2. Use an existing emulator and existing code.
Choice 2 sounds like the absolute best. You want a true throwback to the old Bomber... the feel, sound and looks have to be spot on. This means they would not only have to mimic the original game's main features, but also the subtle nuances (such as the disappearing sprites).
Plus they handed it to the developers of the original MM games. You know, the ones who recycled 80% of the code across all six titles. Why change now, when it's that very code that people are chanting for?
IMHO, it will probably be a MasterSystem/GameGear situation. Sure, they ARE compatible code-wise, but the original hardware has a few limitations that will not allow the game to play, as is the issue with the GG's larger color pallete making the games technically compatible with the SMS, but unable to run on the hardware.
Sniderman
08-05-2008, 08:20 AM
Even if the ROM is larger than what could fit on an NES cartridge, why reinvent the wheel?
The way I see it, they have two choices.
1. Write the code from the ground up.
2. Use an existing emulator and existing code.
If I was to take a guess, I would think they would do what was easiest.
1. Program for a machine they're familiar with with a highly developed programming language/development system.
or
2. Program in an archaic language for a system no one really knows the ins and outs of.
It's probably the difference between programming for the Dreamcast (using a Windows based language) and the Atari 2600 (machine language anyone?). The newer system is gonna be easier to deal with. Besides, with the newer systems, they can program all kinds of neat bells and whistles that would be impossible on the original system.
roushimsx
08-05-2008, 09:08 AM
One person's sig rings true, that game developers are lazy and will take as many shortcuts as possible to get the job done right.
Uh, how are they lazy if they're getting the job done right? That's like shitting on John Carmack for his method of rendering stencil shadow volumes in Doom 3.
Some developers are better than others. Some write highly optimized code (like Starbreeze Studios with Chronicles of Riddick: Escape From Butcher Bay) and some write broken ass code (such as in the game I'm currently playing, X-Men: Ravages of Apocalypse). Some games get delayed by the publisher to give the studios more time to work on them and they turn out better (Twilight Princess, Metal Gear Solid 4) while others don't (Timeshift, Daikatana). A lot of games get rushed a little or a lot by the publisher and turn out either terribly (Hellgate: London), decent-but-flawed (Knights of the Old Republic II), or you just never know the difference (most games).
Like Sniderman said, why learn an archaic language for a dead system? There's absolutely no point to doing that over writing it in a common, modern language except to appease the dozen or so people that would actually purchase a functional NES cart of the game.
If you wind up liking Mega Man 9 when it comes out, why not kick off a project to port it over to the NES via hacking an existing game? Don't be lazy, now! You're going to have to make sure you get the AI working properly and you'll have to make sure it boots on a real NES, not just an emulator. Don't be the guy that's just the "project coordinator", either. That's for lazy people that don't actually have anything to contribute to a project.
mailman187666
08-05-2008, 09:55 AM
I think if people can create hacks of final fantasy 7 on the nes, have sonic in mario 1 ect. I think it would be possible to make a hack using say MM6 and trying to design everything according to how MM9 will be.
mnbren05
08-05-2008, 10:05 AM
So no Vampire Rain on the SNES? :bawling:
Sabz5150
08-05-2008, 10:16 AM
If I was to take a guess, I would think they would do what was easiest.
1. Program for a machine they're familiar with with a highly developed programming language/development system.
or
2. Program in an archaic language for a system no one really knows the ins and outs of.
It's probably the difference between programming for the Dreamcast (using a Windows based language) and the Atari 2600 (machine language anyone?). The newer system is gonna be easier to deal with. Besides, with the newer systems, they can program all kinds of neat bells and whistles that would be impossible on the original system.
Remember, they passed the task on to the guys who wrote the first six Mega Man titles. That's not an "archaic language" to them. Also, if they go the emulator route, all they need to work on is the new goodies. The emulator itself takes care of the rest.
Sniderman
08-05-2008, 10:20 AM
Remember, they passed the task on to the guys who wrote the first six Mega Man titles. That's not an "archaic language" to them.
Interesting point - one I was unaware of.
Sabz5150
08-05-2008, 10:29 AM
Uh, how are they lazy if they're getting the job done right? That's like shitting on John Carmack for his method of rendering stencil shadow volumes in Doom 3.
Some developers are better than others. Some write highly optimized code (like Starbreeze Studios with Chronicles of Riddick: Escape From Butcher Bay) and some write broken ass code (such as in the game I'm currently playing, X-Men: Ravages of Apocalypse). Some games get delayed by the publisher to give the studios more time to work on them and they turn out better (Twilight Princess, Metal Gear Solid 4) while others don't (Timeshift, Daikatana). A lot of games get rushed a little or a lot by the publisher and turn out either terribly (Hellgate: London), decent-but-flawed (Knights of the Old Republic II), or you just never know the difference (most games).
Your beef min. Calm it just a tad.
Did I say anything about them doing it wrong? Did I say that ANYWHERE?
Developers are lazy. They need to be. It's how things get done right and efficiently. They will find shortcuts that optimize code, develop their own calls and libraries, all to make their job of coding a new piece of software that much easier so they, like you and I, can go home an hour or so later.
Don't misinterpret my statement as an insult. That laziness is what quite often gives us very tight and simplistic code.
Like Sniderman said, why learn an archaic language for a dead system? There's absolutely no point to doing that over writing it in a common, modern language except to appease the dozen or so people that would actually purchase a functional NES cart of the game.
What is there to learn? These guys wrote the original Mega Man titles. Read the articles once in a while. Yes, the people who got the task to write MM9 are the SAME people that wrote MM 1 - 6. This is second nature to them, and if they take the route of recycling the code they recycled five times over, it's gonna be that much easier.
If you wind up liking Mega Man 9 when it comes out, why not kick off a project to port it over to the NES via hacking an existing game? Don't be lazy, now! You're going to have to make sure you get the AI working properly and you'll have to make sure it boots on a real NES, not just an emulator. Don't be the guy that's just the "project coordinator", either. That's for lazy people that don't actually have anything to contribute to a project.
Not enough is known about the game itself yet. Does it need an increased color pallette? If so, then it's not gonna run on the NES, just like a GG game won't run on the SMS even though the code is technically compatible.
As for AI? What AI? The patterns that all the enemies and robots use? The enemies don't really think too much or make "advanced" decisions. MM4's Toad Man is a shining example of "stupid AI".
Sabz5150
08-05-2008, 10:40 AM
Interesting point - one I was unaware of.
Let me find the article clip, but I know somewhere I read that these guys did the original six. It's a company called Inti Creates, and they are mostly ex-Capcom employees. They've done several MM games since then as well, so the Bomber is home turf for them.
Just because the game LOOKS how it would for an NES doesn't mean it was PROGRAMMED for the NES.
Let me put it to you like this. Can you read French? No? Why not? It uses the same alphabet as English! You can recognize A, B, C, D...etc. right? The letters are formed into words. The beginning of a sentence has a capital letter, and each ends with a period. So it's gotta be JUST like English, and you should be able to read it fine!
Same concept. The systems can't read the same "book".
but yes <.< >.>
Uh, how are they lazy if they're getting the job done right? That's like shitting on John Carmack for his method of rendering stencil shadow volumes in Doom 3.
Some developers are better than others. Some write highly optimized code (like Starbreeze Studios with Chronicles of Riddick: Escape From Butcher Bay) and some write broken ass code (such as in the game I'm currently playing, X-Men: Ravages of Apocalypse). Some games get delayed by the publisher to give the studios more time to work on them and they turn out better (Twilight Princess, Metal Gear Solid 4) while others don't (Timeshift, Daikatana). A lot of games get rushed a little or a lot by the publisher and turn out either terribly (Hellgate: London), decent-but-flawed (Knights of the Old Republic II), or you just never know the difference (most games).
Like Sniderman said, why learn an archaic language for a dead system? There's absolutely no point to doing that over writing it in a common, modern language except to appease the dozen or so people that would actually purchase a functional NES cart of the game.
If you wind up liking Mega Man 9 when it comes out, why not kick off a project to port it over to the NES via hacking an existing game? Don't be lazy, now! You're going to have to make sure you get the AI working properly and you'll have to make sure it boots on a real NES, not just an emulator. Don't be the guy that's just the "project coordinator", either. That's for lazy people that don't actually have anything to contribute to a project.
But I don't have anything to contribute :( I don't have any art skills (outside of MS Paint :P) I can't code at all.... I don't even know how to use XNA). If I could make games I would long ago have made my ideal game ^^ I have pages and pages of ideas/mechanics for it but no way to bring it to life ;p
Greg2600
08-05-2008, 11:42 AM
http://www.digitpress.com/forum/showthread.php?t=119644
According to this thread, MM7 (Japan) was made into an NES game from the SNES version, and another team is working on doing the same for MM8. However, those seem to be usable on a PC, not an NES.
A good idea though. It does break into the question of video game formats, whether all digital will become the only way of getting a game? This is a perfect example, because here we are wanting a physical copy of the game.
But my question is, why did Capcom make MM9 an NES game? Shouldn't it have been SNES?
Jorpho
08-05-2008, 12:09 PM
But my question is, why did Capcom make MM9 an NES game? Shouldn't it have been SNES?
Because they felt like it. Because the NES games are probably more familiar. Because it's going to sell a bazillion copies anyway.
How tiresome this gets.
Gentlegamer
08-05-2008, 12:31 PM
A hacked version might be playable via the Power Pak.
jb143
08-05-2008, 12:48 PM
I never thougt in a million years that my quote would cause so much trouble :p
Programming a game for a console in that consoles native language and architecture isn't lazy, it's common sense. The ONLY reason for doing it the other way would be if they had intended on releasing it on the NES as well, which there's no real reason they would do so. If they had, even though they'd be emulating the system, then they would still have been limited by the original hardware.
Also the development time for such a project would be much much shorter programming at the higher level on the Wii. Nintendo is a buisness in the real world after all. If they needed to take their time to program in in assembly language to make a few gaming purists happy then more than likely the project would have never gotten off the drawing board.
Sabz5150
08-05-2008, 01:43 PM
I never thougt in a million years that my quote would cause so much trouble :p
Programming a game for a console in that consoles native language and architecture isn't lazy, it's common sense. The ONLY reason for doing it the other way would be if they had intended on releasing it on the NES as well, which there's no real reason they would do so. If they had, even though they'd be emulating the system, then they would still have been limited by the original hardware.
Also the development time for such a project would be much much shorter programming at the higher level on the Wii. Nintendo is a buisness in the real world after all. If they needed to take their time to program in in assembly language to make a few gaming purists happy then more than likely the project would have never gotten off the drawing board.
But again, why the need to reinvent the wheel? That requires the game to be remade from the ground up on a new system while staying true to its original platform. That means more time until the dollar signs start flowing the other direction.
I don't see them as being limited by the original hardware. Those are the boundaries they worked within when they did the other six titles. Why, if they are making a title specifically to fit within these boundaries, are they now obstacles?
Are you telling me that you can't code an 8-bit game in... 8-bit?
Emulation also helps when releasing on several platforms. Consider that one for a second.
Jorpho
08-05-2008, 03:12 PM
But again, why the need to reinvent the wheel? That requires the game to be remade from the ground up on a new system while staying true to its original platform. That means more time until the dollar signs start flowing the other direction.
It is trivial to make a game whose graphics resemble something the NES could produce. I've seen many examples of games done purposely in such a style.
Emulation also helps when releasing on several platforms. Consider that one for a second.
And in that case you'd need a full-featured relaible NES emulator on several platforms. The coding involved would not necessarily any more difficult than porting non-NES code (especially given the simplicity of the graphical effects).
Frankie_Says_Relax
08-06-2008, 02:20 AM
LOL, I can't believe that there are still debates as to whether or not this game is coded in actual NES emulation/programming language ... and not just HERE, a quick google search will find this debate raging on many game forums.
While I personally, sincerely doubt that they used "actual" NES dev kits to build the game, or that it will be running in an NES emulator (especially since it's multi-platform), it IS obvious that they purposely "limited" themselves to what they would have been able to do on an NES.
http://www.vooks.net/modules.php?module=article&id=13170
"In an new interview with Hironobu Takeshita, producer of Mega Man 9, it was revealed that the game would come with not just the look of a NES game, but the glitches too! Via the options menu of the game, old-school glitches like flickering - as would be found on a real NES game - can be turned on, to give a more complete 'retro' experience. "In the options of this game, you can adjust that, unlike the old games. We purposely put some of those old-school bugs into this game, so it does recreate that feel. " Takeshita said. Retro gamers are in for a treat, as Mega Man 9 has been created with NES limitations specifically in mind."
TonyTheTiger
08-06-2008, 03:18 AM
I think those "glitches" are what makes me wonder exactly how they're producing this thing. It would make sense for things like flickering and slowdown to show up if they were just making an NES game. That stuff would come naturally. But the fact that you can turn those things off seems to suggest that it's no NES code running. Of course, if that's the case then I wonder how they're implementing those NES throwbacks. Flickering, slowdown, it's not really supposed to be there. But we've gotten so used to it and comfortable with it that it might not feel "natural" if we're playing a game where that kind of stuff is put there on purpose. How would they go about adding a flaw in the same way that it would happen naturally on an NES without some kind of guesswork and approximation being involved?
chrisbid
08-06-2008, 03:35 AM
with six previous mega man games available on the NES, all virtually the same game with the only differences being levels, music, weapons and enemies, each sequel was in essence a hack.
it would not be too far fetched for a new mega man game to be produced using mostly existing code from the original six games.
im not saying that MM9 is or is not written in NES code, im only saying that it is not outside the realm of possibility, and just like hobby programmers can hack new levels of NES and Super NES games, it is also not outside the realm of possibility that MM9 can be played on NES hardware simply by re-coding an older mega man game.
playgeneration
08-06-2008, 03:51 AM
The game will not have been coded in assembly for nes hardware, thats a fact. It will have been coded in a modern language like C or somesuch. It doesn't matter that the original developers worked on it, its been like 15 years since any of them will have done any Nes assembly coding. Thats a long time and a lot of that knowledge and familiarity with the old code will be lost by now, they will have been learning to code for multiple systems since then.
Assembly coding for the exact nes hardware is not going to be the easy option at all, anyone who thinks it is no doubt hasn't tried coding in assembly themselves.
Sweater Fish Deluxe
08-06-2008, 03:59 AM
Actually, if anything the options for turning on and off NES hardware limitations wold make it sound mre like Mega Man 9 *DOES* use emulation since that is easy to do with an emulator. However, there is no chance that this game is actual NES code being emulated. That's just ridiculous. Just because some of the senior people in charge of the project coded 6502 ASM for the NES 20 years ago, doesn't mean that the team as whole 20 years later would be able jump into a frame of reference for programming that's so amazingly different form what they've been doing for the last 10 years or so. Programming today is absolutely *NOTHING* like it was in the NES era. Everything is different.
I find it pretty funny that they're going to simulate what everyone agreed were defects in a game's design 20 years ago and call them features. It's silly enough to limit the graphics the way they are, but including sprite flicker is just dumb. NES graphics were never attractive, even when we didn't have anything better to compare them to (except the SMS). Those muddy palettes and sad, pixelated attempts at shading are just nothing short of ugly. Some people would say this is meant to appeal to people's nostalgia, but to me it really feels more like kitsch.
...word is bondage...
Sabz5150
08-06-2008, 08:07 AM
The game will not have been coded in assembly for nes hardware, thats a fact. It will have been coded in a modern language like C or somesuch. It doesn't matter that the original developers worked on it, its been like 15 years since any of them will have done any Nes assembly coding. Thats a long time and a lot of that knowledge and familiarity with the old code will be lost by now, they will have been learning to code for multiple systems since then.
Assembly coding for the exact nes hardware is not going to be the easy option at all, anyone who thinks it is no doubt hasn't tried coding in assembly themselves.
I've toyed with assembly, it's a pain.
My whole point is, why would you throw out 85% of exactly what you're looking for?
Sabz5150
08-06-2008, 08:16 AM
LOL, I can't believe that there are still debates as to whether or not this game is coded in actual NES emulation/programming language ... and not just HERE, a quick google search will find this debate raging on many game forums.
While I personally, sincerely doubt that they used "actual" NES dev kits to build the game, or that it will be running in an NES emulator (especially since it's multi-platform), it IS obvious that they purposely "limited" themselves to what they would have been able to do on an NES.
http://www.vooks.net/modules.php?module=article&id=13170
"In an new interview with Hironobu Takeshita, producer of Mega Man 9, it was revealed that the game would come with not just the look of a NES game, but the glitches too! Via the options menu of the game, old-school glitches like flickering - as would be found on a real NES game - can be turned on, to give a more complete 'retro' experience. "In the options of this game, you can adjust that, unlike the old games. We purposely put some of those old-school bugs into this game, so it does recreate that feel. " Takeshita said. Retro gamers are in for a treat, as Mega Man 9 has been created with NES limitations specifically in mind."
In that case it's most likely non NES code.
Time to start a small DP bounty for anyone who does make an NES version of this. Flicker and slowdown included :D
kaedesdisciple
08-06-2008, 09:21 AM
I've toyed with assembly, it's a pain.
My whole point is, why would you throw out 85% of exactly what you're looking for?
Then why port over any programs that use FORTRAN or COBOL? They work perfectly fine right now!
The idea here is: keep the algorithms and the graphics but re-write the code.
Modern developers and project managers want to move over existing code from dead or dying languages into ones that are newer, more capable and easier to manage. Furthermore, they want to do this before they have to start pulling developers out of retirement to fix problems and make updates, like many companies are doing with black boxes they have in systems developed with COBOL.
In a case like this, where the project manager obviously wants to replicate the look and feel of the older games while still taking the option of putting some modern advances into it, of course they are going to want to develop new code under modern languages. Plus, if they want to do more in the future, they are not still relying on the 20+ year old code. They will have updated code that they will have gotten with the help of original Mega Man team members while they are still in the game, so to speak.
To me, re-writing under a modern language is a no-brainer in this case.
Jorpho
08-06-2008, 10:14 AM
How would they go about adding a flaw in the same way that it would happen naturally on an NES without some kind of guesswork and approximation being involved?
Flickering happens when there are too many sprites on a horizontal scanline. This is not at all difficult to simulate without having to resort to any kind of guesswork and approximation!
Sabz5150
08-06-2008, 10:25 AM
Then why port over any programs that use FORTRAN or COBOL? They work perfectly fine right now!
The idea here is: keep the algorithms and the graphics but re-write the code.
In reality, that's how many corporations (ESPECIALLY local gov'ts) think. Honestly, it gets them into trouble sometimes.
http://www.sacbee.com/111/story/1132588.html
Modern developers and project managers want to move over existing code from dead or dying languages into ones that are newer, more capable and easier to manage. Furthermore, they want to do this before they have to start pulling developers out of retirement to fix problems and make updates, like many companies are doing with black boxes they have in systems developed with COBOL.
In a case like this, where the project manager obviously wants to replicate the look and feel of the older games while still taking the option of putting some modern advances into it, of course they are going to want to develop new code under modern languages. Plus, if they want to do more in the future, they are not still relying on the 20+ year old code. They will have updated code that they will have gotten with the help of original Mega Man team members while they are still in the game, so to speak.
To me, re-writing under a modern language is a no-brainer in this case.
If your main task is to make a game that holds 100% true to its predecessors, including its gameplay, graphics, sound and even the flaws of the hardware itself... it's at least enough to consider using the old fashioned code.
I guess its a personal thing, being an arrogant, grumpy gamer elitist snob who can tell the difference between Megaman on the NES versus one of those FC Retro or Yobo clones... I want them to use that old code, I want a pure game. However I will admit that it is a tall order these days.
No console for old gamers I suppose. Now, if you'll excuse me...
http://ihasahotdog.files.wordpress.com/2008/02/loldogs-cute-puppy-pictures-gitoffm.jpg
:D :D :D
TonyTheTiger
08-06-2008, 12:54 PM
Flickering happens when there are too many sprites on a horizontal scanline. This is not at all difficult to simulate without having to resort to any kind of guesswork and approximation!
Does it happen so consistently though regardless of the sprites in question? Slowdown too. Obviously that happens when there are too many sprites on screen but how much slowdown, how long does it last, etc. It's consistent enough where you can replicate it each time in individual games but with a new game can you get a clear indication of how it would happen? My real question is whether we'll play this game and feel like it really is an NES game or if we'll play it and constantly be pointing out to ourselves "that's not right" and "that wouldn't happen on an NES."
Sabz5150
08-06-2008, 02:26 PM
The answer has been posted in the MM9 info thread. I respectfully bow :D
Sweater Fish Deluxe
08-06-2008, 02:30 PM
Yes, sprite flicker should be very consistent. It will happen whenever there are more than 8 sprites (not sure if it's whole sprites or individual sprite tiles) on a single horizontal line. That's very easy to fake. In fact, I think the flickering is actually a part of the game program even in original NES games rather than something the hardware itself made happen. The game's code would have had a check to see if there were too many sprites on a line and if so jump to some code that handles alternating which sprites are shown in each vblank. So simulating the same effect on a more powerful system that doesn't have the NES's sprite limitations (doesn't even have true sprites at all!) would actually use exactly the same technique as the original games used.
Slowdown is more complicated and so possibly where this game will not be 100% true to the original hardware. Instead they'll probably use shortcuts and just cause slowdown whenever certain conditions are met like X number of sprites on screen, whereas in the original games it could have been caused by any situation where more cacluations were needed in a single vblank (1/60th of a second) that the NES CPU could complete. That would be very hard (or maybe even impossible) to simulate on a different system, though.
...word is bondage...
Yes, sprite flicker should be very consistent. It will happen whenever there are more than 8 sprites (not sure if it's whole sprites or individual sprite tiles) on a single horizontal line. That's very easy to fake. In fact, I think the flickering is actually a part of the game program even in original NES games rather than something the hardware itself made happen. The game's code would have had a check to see if there were too many sprites on a line and if so jump to some code that handles alternating which sprites are shown in each vblank. So simulating the same effect on a more powerful system that doesn't have the NES's sprite limitations (doesn't even have true sprites at all!) would actually use exactly the same technique as the original games used.
Slowdown is more complicated and so possibly where this game will not be 100% true to the original hardware. Instead they'll probably use shortcuts and just cause slowdown whenever certain conditions are met like X number of sprites on screen, whereas in the original games it could have been caused by any situation where more cacluations were needed in a single vblank (1/60th of a second) that the NES CPU could complete. That would be very hard (or maybe even impossible) to simulate on a different system, though.
...word is bondage...
Well they don't have to be 100% accurate to recreate the feel... which is what they're trying to do. And it's just a bonus addon ^^ I could see people turning of the flicker, but why the slowdowns ontop :o
TonyTheTiger
08-06-2008, 03:15 PM
They never actually said there would be slowdown. I just assumed it would be one of the glitches because they used the plural implying more than just flicker. And I can't think of any other NES quality more renowned than slowdown.
Rob2600
08-06-2008, 03:45 PM
Developers are lazy. They need to be. It's how things get done right and efficiently. They will find shortcuts that optimize code, develop their own calls and libraries, all to make their job of coding a new piece of software that much easier so they, like you and I, can go home an hour or so later.
Don't misinterpret my statement as an insult. That laziness is what quite often gives us very tight and simplistic code.
You're confusing "lazy" with "efficient." There's a difference.
Sabz5150
08-06-2008, 04:34 PM
You're confusing "lazy" with "efficient." There's a difference.
What's the difference? Does the invention of the TV remote control allow us to be efficient or lazy? Cordless phones? The electric starter on your car?
I write scripts and set things up so that I can do the least amount of work possible and still be effective. Some say that I am efficient... I say I'm lazy as hell and don't want to do any more work than I need to.
Don't equate being "lazy" with doing a slackass job. ;)
TonyTheTiger
08-06-2008, 05:51 PM
You think that maybe since they're not using NES code to make this game they can use the "engine" to make other classic games? Mega Man X9 in SNES style?
Gentlegamer
08-06-2008, 08:44 PM
"Would this be legal?"
http://www.supershadow.org/pictures_pics/darth_sidious_1.jpg
"I will make it legal."
chrisbid
08-07-2008, 12:11 AM
The game will not have been coded in assembly for nes hardware, thats a fact. It will have been coded in a modern language like C or somesuch. It doesn't matter that the original developers worked on it, its been like 15 years since any of them will have done any Nes assembly coding. Thats a long time and a lot of that knowledge and familiarity with the old code will be lost by now, they will have been learning to code for multiple systems since then.
Assembly coding for the exact nes hardware is not going to be the easy option at all, anyone who thinks it is no doubt hasn't tried coding in assembly themselves.
is there a link that confirms this?
megasdkirby
08-07-2008, 12:19 AM
Even if it's not coded as an NES game, with time, patience and luck, it can be ported. Dedication is a must.
Nothing is impossible, and I bet my tacos that it WILL get ported to an NES cart and sold.
Ed Oscuro
08-07-2008, 12:36 AM
Doing it for profit by selling these carts WOULD be an issue.
And if by doing for your own pleasure you mean making NES ROM compatible files for 'net download and use on an emulator...which wouldn't be for profit...you'd also run into trouble.
Bottom line is keep it to yourself and nobody will know.
Capcom would send their legal eagles to crap all over the person who decides to use new art and the game's good name for a "fan project," since they want to have control (and rightfully so) over how their IP's being used.
Even so, I bet somebody will do it, underground or otherwise.
You think that maybe since they're not using NES code to make this game they can use the "engine" to make other classic games? Mega Man X9 in SNES style?
Answer lies in how many of NES features SNES game uses and adds to.
ice1605
08-07-2008, 09:34 AM
I sympathize with those who would like it to be written in 6502 Assembly, but the dev team probably has not used that language in 20+ years. Also, there is no reason (other than laziness, not efficiency) for not rewriting it in a modern language. They can make the game larger (and more features, like optional gliches), while still, with good coding, can retain the original feel almost 100%.
jb143
08-07-2008, 11:25 AM
If they write it as an actual NES program then it would be relativly easy for every pirate and repro maker out there to start selling coppies. This could be one of the main reasons for programming it in a modern language. Pirating games is the lazy approach. If it wasn't then they'd be making their own original games.
Jorpho
08-07-2008, 11:55 AM
Pirating games is the lazy approach. If it wasn't then they'd be making their own original games.
Are you not familiar with the crazy world of HK Originals? NES Final Fantasy VII is but the tip of the iceberg.
jb143
08-07-2008, 02:05 PM
Are you not familiar with the crazy world of HK Originals? NES Final Fantasy VII is but the tip of the iceberg.
I think you just made my point. Since this game isn't going to be in NES code it will be a lot of work to pirate. The games you mentioned were made by people with a lot of time, skill, and dedication, rather than just some monkey with a rom burner. Sure, it'll probally still be done, since as others have mentioned, you can hack the existing games. This way though, there won't be illegal copies selling from China 3 days after the games out.
MarioMania
08-07-2008, 04:27 PM
If they do try to Hack it, it might end up being a odd mapper anyways