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Messages - awack

#1
oops, forgot to post the sheets,

here is some color cycling comparison, the pic below is from Dracxx, it cycles through 15 unique colors, in comparison, rondo cycles through 125 colors, by the way, I don't count those as frames :) other things in rondo I don't count is the begening of each stage has a title different for richter and Maria, they have a cool warping or melting effect, also when you defeat a boss, his life bar melts, two unique frames for that...I don't count a lot of animation that's in rondo, the game is just loaded with crap, I also added the rondo death color cycling.

Just to point out, the GNG sprite sheet of animation/fx is only about 65 percent done...rondo is about 90 percent done, the enemy flame fx has three other palettes, one green and two purples there are actually subtle differences between them, so that right there is 90 more frames, mostly palettes swaps though, Demons Crest is about 100 percent complete.



Dracula xx 15 unique colors
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rondo about 125 unique colors...just Death I got lazy and didn't cut the other frames out.
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#2
QuoteIn all honesty though, Awack, any other PCE sprite rips? The rips are really well done. Amount of frames does't bother me, I just want to see the beautiful sprite work.
Sorry, I lost most of them when my comp crashed.


By the way, if you want to know what I think the best is when it comes to cartridge games as far as hand drawn fx go, its Demons Crest huge number of frames, great colors etc.. Not in the same league as Rondo, but still  beautiful. 

Demons Crest
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One of the other best is GNG for the super grafx and super GNG for the snes.

GNG supergrafx
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here is some color cycling comparison, the pic below is from Dracxx, it cycles through 15 unique colors, in comparison, rondo cycles through 125 colors, by the way, I don't count those as frames :) other things in rondo I don't count is the begening of each stage has a title different for richter and Maria, they melt away, also when you defeat a boss, his life bar melts, two unique frames for that...I don't count a lot of animation that's in rondo, the game is just loaded with crap, by the way, the rondo version of this part of the game is somewhere in this thread.
#3
QuoteThis is a good point. Look at Earthworm Jim. It's much more well animated than Rondo, but plays rather sloppier. Animation frames don't make a game.
In my opinion, more frames can make for a better game, rondo for example...first of all I have to point out that rondo has thousands more frames of animation, also individual enemies have more frames, EWJ has between 20 and 40 frames per boss, rondo has between 70 and 240 frames per boss, some of those are flips or color swapping though.... what EWJ and many other cartoony type platformers do is have only one move per enemy, they put all the frames in that one move, where is in rondo there can be three, four, five or so moves...this can but not always make for a more fun game, a few bosses from each game below to show what I mean.

EWJ
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EWJ
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EWJ
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EWJ
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EWJ
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the rondo sheets are so big that you have to scroll over to the right.


RONDO DRACULA
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RONDO MINATOUR
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RONDO DEATH
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RONDO SHAFT
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RONDO WYVERN
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RONDO WAREWOLF
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RONDO DULAHAN
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non boss enemy from rondo, this is what I mean, he jumps out of window, walks, runs, jumps, kicks, flips, sword attack, has death animation, and two different sparks from sword attack depending on where you face him, i realize im becoming more and more of a dip shit fanboy every day :?


RONDO
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I completely agree about Axe 2, could you imagine a super cd Axe 3.
#4
QuoteInteresting. Bonknuts is saying that Rondo of Blood would be roughly the same size as SNES Dracula X, minus the cinemas, but that doesn't make any sense considering how many more stages, bosses, frames of animation, sound fx, etc. that Rondo has. Have you looked at SNES Dracula X and compared the frames of animation between the two?
Yes ive compared dracxx too rondo, look at the pic below, its of rondo sprites.

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Dracula xx and rondo both use sprite flipping and palette cycling/swapping, of course rondo uses it more partly because many time more frames of animation to begin with, this stuff takes a lot less memory than actual frames, on the flip side take a look at the some of the biggest sprites in the game like rock golem, the big purple skull, bone golem boss, the horses, the giant flower, the painting, the cross, the dragon, the dead wyvern(dragon), Frankenstein, the two large skull attacks, the phenox, the green armor knight with ball and chain and the cat item crash, basically most of the largest sprites were done away with completely, and one of the bosses that was changed from the dragon to the three headed panther is much smaller than the rondo counter part, on top of that the dragon from rondo has almost two and a half more frames of real animation, plus the other large bosses in Draculaxx like the serpant boss and demon form Dracula are a bit smaller, plus, the big sprites that were kept far have far fewer frames of animation like the bull.

I just added up what Bonknuts is saying, dracxx memory includes music, soundfx, cutscenes, and a few other things, I think what he got from rondo Is just code and graphics, in theory, if  all of the adpcm memory was used each load in rondo that would be eleven and a half megs, taking all that into account, it would seem that rondo is the largest action game(shmups, platform shooters, hack n slash type games) released on the three major 16bit consoles
#5
QuoteMost games start slowly.  SCIV and RoB aren't too different in that regard, and I wouldn't say that you need to get past the first three or four levels before things pick up in SCIV, no
I don't know too many people who would agree that they start out about the same, you said that you probably agree that rondo has better AI, in SCIV there is hardly ever more than a couple of enemies on screen with enemies that just walk back and forth combined with the long multi directional whip, makes disposing of them, way too easy, like the first boss(skeleton horse and rider) all you have to do is stand in one place and whip and in no time hes dead, Medusa is even worse. now take rondo, the green skeleton swordsman has a good level of AI, he will actually react to your moves such as by sliding under your whip, the blue knight in front of the bridge seems to pose more of a challenge to players than the first few bosses in SCIV,

This is before the more difficult platforming shows up later in the game, these are some reasons why myself and others make that statement about the first few levels.

Quotebut SNES Dracula X does show visual and speed improvements, at least.
Yes, it does show an improvement over SCIV like you say, but compared to rondo, its a different story, take the fight against death, there is half the amount of blood from death when hit onscreen , there is also half the number of cycles flying onscreen at  as well, at the same time every thing moves slower like death richter, they up the difficulty in Drac xx by shrinking the platform your fighting on and taking damage when ever you touch death.

QuoteThe multi-direction whip is far more important, useful, and powerful than any of that stuff you listed that RoB has.  It's not that close (Maria + red birds is good, as long as your special weapon stock holds up, but still the multi-directional whip has fewer limitations.).  Those other moves in RoB are nice to have, though, for sure.  They do help make the game better.
In my opinion, the multi directional whip combined with the type of opposition you face makes for very unbalanced gameplay.

QuoteGame on CD that has a lot more space to put a lot more animation in the game than any cartridge game could match uses that space well.  News at 11.  No, this isn't any kind of argument against SCIV.  If anything it's a good one the other way, showing how much they did with the small space of that cartridge!
I completely agree, I don't use SCIV for comparison because its an early game and the fore sucks, I do it because I already have it done up for showing, for an 8 meg game, its pretty amazing, like they used some kind of awesome compression scheme.


Love your sprite rip work, from Bonknuts.

 Thank you so much, knowing all the details in a game makes me appreciate the game even more.


Quoteawack, I would be interested if you have more PCE sprite rips. I wonder what other games are as technically good as Rondo, but behind the scenes. HuCard rips of beautiful games like New Adventure Island and Twinbee, would be interesting too!
No other action game is even close to Rondo, the second most beautiful game when it comes to those type of sprites is Cotton for the PCE, and of course the snes cotton, which uses the same type of special fx doesn't even come close, ill post some comparison shots, believe it or not one of the best in my opinion is Demons crest for the snes, the Genesis can put a lot of stuff on screen at once (great CPU) it has one major problem in its low number of sub palettes, take rondo for example, a boss can be shooting a projectile at you, you can be pulling off a item crash, plus things bursting into flames, your putting an extra 20 to 40 colors onscreen at once, so things will lose a lot of flash due to that.

pce cotton
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snes cotton,
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Some more things about Rondo, it doesn't have a handful or a few dozen of background animations, it has hundreds, it doesn't have dozens of unique sound fx, it has hundreds, and of course it doesn't have hundreds of sprite frames, it has thousands.
#6
In some ways SCIV is a study in how not to design a game, even people who call it their favorite game of all time tell you that you just have to get past the first  three or four levels and then things pick up, for the most part you will only have around 2 or 3 enemies on screen at once, you have far more on screen in Rondo of course, the main way you or at least most people die in SCIV from what Ive seen is from disappearing blocks and such, in Rondo its doing battle with enemies, enemy AI seems to be far superior In Rondo as well, SCIV gives you multi direction whip...in comparison Rondo gives you the ability to jump on and OFF stairs, multiple characters, different paths to choose, item crash, back flip, slide, tumble, double jump, money actually has a purpose, able to pick your secondary weapon back up, a lot of people might not know but if you keep your finger on the jump button your able to control your jump, and the turtle crash, your able to control where goes (up or down) with the direction pad.

Like I was saying before, here are some of the fx/animations that are still being used today, no other snes or genesis game can claim this. This is where Rondo of blood is the best of its generation.

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here are all of the similar SCIV fx/animation for comparison..cant capture transparencies
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#7
Hardware scaling like in snes games would have  ruined rondo of blood, a lot of  snes scaling looks like pixilated pieces of paper coming closer or moving away from the screen there is no change in color or detail and it gets more and more pixilated as it draws closer to the screen, if you look at sapphire the game was able to redraw each frame and recolor as an object got closer to the screen, so aesthetically it looks much better than most snes type scaling, though not as smooth of course.

here are some scaling, rotation and spinning that's found in rondo, most of this stuff was dropped all together in Dracula xx, or downgraded with less frames due to not enough memory, if you look at the cyths with16 frames those are all unique frames which is why it looks so good in game.

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#8
Two awesome games, I agree with Fragmare, visually I find them pretty close, player, enemies and bosses, look a lot better in 2036 to me, level three with its great line scrolling, four layer overlapping parallax scrolling and reflections in the ice  is just awesome. Really nice cutscenes, 2036 also in my opinion has much better music and soundfx, and that's saying a lot because SV has some of the best sound Ive ever heard in a shooter....SV on the other hand has higher color counts and makes really good use of rotation, scaling and transparencies and this isn't always the case but SV does a good job at incorporating these fx into the visuals.

Macross 2036 Bosses
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Macross SV Bosses
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Player Macross 2036
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Player Macross SV
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enemies SV                                          enemies 2036
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a few more screens of 2036
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Macross 2036 has the missile salvo and as far as I know, Sv doesn't, that in it self makes 2036 the better Macross game,
#9
Damn, I think I finally finished ripping Rondo, I know these numbers are boring to just about every one....your typical 16bit side scrolling action game, Altered Beast, shinobi, castlevania, GNG, Act raiser, etc are between 280 and 700 frames of animation, the best action games, batman & Robin, Demons crest, Dracula XX, Kaze Kiri, etc are around 1000 to 1100 frames of animation, Rondo has approximately 4000 frames of animation, but to be completely accurate, lets compare it to SCIV 700 frames, which is amazing for an 8 meg game, on average the sprites in rondo are far, far larger, so that 4000 frames vs 700 frames is actually 5000, 6000 frames(only a guess) vs 700 frames, ah, but it doesn't end there, not all animation is equal, many if not most of Rondos sprites have what I call full body animation, take richter vs Simon or the standard skeleton for example, whether the main character is standing on flat ground, facing up stairs or facing down stairs, if you swing your whip the upper and lower part of the body animate, 7 for the top and 7 for the bottom, in SCIV Simon and enemy sprites the lower part of the body does not animate, and since enemy characters and and bosses are typically made up of multiple sprites(not talking about multi jointed bosses) you see that you can save a lot of memory this way especially for cartridge game.

So its not 5000, 6000 frames vs 700 frames its more like 7000, 8000 frames vs 700 frames,(again a guess:)...Rondo of Blood is, a excuse my language, a Goddamn freak of video game design!!!

heres the last comparison of Rondo and SCIV, im sure I don't need to say which is which.

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infact the game over animation for Maria has as many if not more frames than SCIV :) they are a bit small though, but you get the point.

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#10
Here are some more shots to add to the ones Tatsujin has posted.

pce sg                                                    genesis
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There are some Backgrounds in the Gen port that are missing all together not shown in the pics above, but the worst part of this comparison is the animation, tons of frames are missing from the Genesis port, if I didn't know I would probably think that the pce port is 10 megs if the genesis game is 5 megs, not only because of the missing animation but also the missing tiles and the more simpler tiles that are used in Genesis game.
#11
Comparing the games the pc engine dominates(im only comparing to the snes and genesis) in a couple of areas, and these superiorities came along with the introduction of the cd especially the super cd format...it completely thrashed the competition when it came to action games, when I say action games im talking about games like horizontal and vertical shooters, side scrolling games like shinobi, castlevania, and contra, contra type games are only theoretical though.

Lets compare what many people believe to be the best 16 bit shooter,Thunderforce IV, it has around 450 frames of animation, give or take and about 13 back ground variations, now lets take winds of thunder, it has around 930 frames of animation and 44 back ground variations. The problem with card or cartridge shooters is that they range from 2 to 8 megs in memory, there is one exception and that's the 2nd paroduius game for the snes, it has a whopping 16 to 18 megs of memory, it has around 750 frames of animation and between 15 and 18 back ground variations, so as you can see much better than Thunderforce IV, there is another factor, size, sprite size, big sprites take more memory than tiny sprites, below are the regular enemies from WOT and Parodius 2, no bosses.

WOT
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Parodius 2 snes
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The most impressive action games are around 16 or a little over megs, like Batman & robin for the genesis, Dracula xx for the snes(yes Dracxx is one of the most impressive when it comes to sprite frames, Back ground variation and sprite size) etc, Castlevania Blood lines and Super castlevania both have around 650 frames of animation in total, the above games have about 1020 and 1030 total frames. The Batman game has between 1020 and 1050 frames of animation and 17 or 18 back ground variations, Rondo of blood has over 3000 frames of animation and 59 back ground variations, lets not forget that the pce has half a meg of memory for adpcm soundfx, which I have heard could also be used to store graphic info like sprite and tile sets, what that means is that these card and cartridge games have a good number of soundfx Rondo has a huuuuuge number of unique soundfx.....Rondo also has far more BG tile animation, on top of all of this, you also get what cds are known for cut scenes.

The sprites in Rondo are huge, SCIV, Bloodlines, Batman and robin etc don't even come close, the closest one infact is Dracxx, a lot of the enemies that were cut from dracxx were some of the largest sprites in rondo, the largest animated fx were also cut out, enemy attacks in Rondo of bloodl like lightning, skull projectiles, wave attacks and item crushes are much larger than any sprite found in SCIV, in other words Rondo of blood is pure magic.

Rondo
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SCIV snes
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While the PCE is my favorite system because action games are my favorite type of games, im not saying its the best system, because other genres are lacking on the super cd format, like side scrolling brawlers, one on one fighters, platform games like Yoshis island sonic 3 or ristar and platform shooters, which actually fall in the action game category, amazing games of this type could have been produced for this system like a contra game,  but the system didn't get one nor did it get a brawler of the same quality of streets of rage 2 or 3 for the genesis or final fight 3 for the snes.

I haven't talked about the ACD, which took this crap to a whole new level, Fatal fury special is probably the most impressive game for the ACD, no gen or snes fighter even comes close when you look at sprite size, animation and so on, im tired but I might go into some of this furhter a little bit later.
#12
Quote1.0 I know I'm missing games (didn't he do Dracula X?)...provide a LINK (and description) so I can easily get to the content
SNES
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                                          PCE
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I did a lot of dracx stuff that's by far my favorite game, I did one of rondo vs sotn.

Rondo                                          SOTN
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I never did finish sprite ripping I wanted to do, one reason was because of Rondo, I played that game a million times and every time I played it I saw a new animation and I got sick of it no other game was like this...no other game that I looked into my self or saw some one elses complete sprite tables came close to the number of real frames as rondo, not only that but if you look at the some of the better animated games like The adventures of batman and robin for the genesis or demons crest, or earth worm jim etc, the the sprites are far smaller than whats in rondo, I mean damn, the enemy attacks such as projectiles are larger than just about any sprite of the best 16 bit games, it truly is an amazing game.
#13
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As far as a similar effect is concerned, this is the only thing i can think off the top of my head, in this Case, it looks like a different sprite with a different color palette.
#14
This isn't a trick, but a strength, the pce seems to be very good at putting allot of unique, well animated sprites on screen at once....when comparing ports , the snes version typically reduces or subtracts and the genesis just doesn't have the number of Palettes needed...some of the combined attacks have a total of 30 colors alone.

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#15
QuoteYs IV has a spot when you go over a waterfall and the world map/bg flips over in 3D.
I forgot about that, it sneaks up on you.


Showing some card respect for now, scaling in Parodius, threw in the snes port for comparison.

PCE
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SNES...there are 3 to 5 distorted sprites that i did not include, like the one in the box.
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Ill post more stuff later.
#16
The coregrafx was definitely designed for the IFU set up, both color and shape, but i can understand why so many people like the all white.

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Probably my favorite two
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The big boys
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#17
I removed some of the duplicate frames, that leaves a total of 85 unique character frames.


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On top of that, there are  frames with only 3 to 6 pixels separating them from each other, like below, while others only switch out heads, they still count of course. Doesn't seem all that impressive(in relation to this thread), but according to Bonknuts, they are uncompressed, while other types of games,some times use compression for sprites. 

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But Bonknuts just posted this about memory use...
QuoteI just looked at the SF2 hucard rom in TMOD2. E. Honda is 161k and Blanka is 143k. Assuming you had those two chars for a level, that's ~304k just for the frames. That doesn't include the code (game logic) or animation tables and other LUTs. And thoses frame sets are *packed* and optimized for size. No wasted space there (although uncompressed).
#18
QuoteSome of those frames of animation you count aren't specifically a 'pixeled' frames (they use palette and/or multiple sprites overlaying via script or such).
Absolutely, in 2700/2900 total, i include most of that stuff, not all but almost all.I subtract 300 of those to get a total of 2400/2700, if i subtract 400 frames, thats removing 1 in every 6.8 frame.. thats to many in my estimation.

In contrast, the totals i got for Dracxx(1005/1080) SCIV(650/680) all include color cycling, mirroring, and sprite shifting.

Heres an example of Bloodlines
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We also have to remember that not every frame is equal, some of the largest sprites are completely missing or downsized.


Rondo
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Dracxx
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Not only that, but check this out, looking at the shot below, you will notice that the Dracxx  dracula is just shifting sprites from left to right to simulate animation...right above his elbow, his arm shifts to the right a few pixels and then back, which is why you see his arm farther away from his body and then closer....now look at Rondos Dracula, from his upper body to his lower body to his face, those are all redrawn .

Still, i counted all of these as unique.
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So, in the end, when you compare these games in detail, you realize that rondo is far, far more impressive than even the 2700/2900 versus 1005/1080 frames would suggest.



QuoteIt might have come out in March '94, but the card was supposed to come out in fall '93 (design wise, it was final and ready, etc). It was delayed because of production reasons
I read somewhere there was a fire at the plant that manufactured the memory and thats what set it back.
#19
QuoteAlso, Bonk 3 SCD game has missing frames of animation for giant bonk that couldn't fit into memory (or specific level design requirements, maybe most levels but not all). Yet the hucard version has the additional frames.

Yep, memory allocation, how much memory you want to use and where. They decided to use a large chunk, not just for one, but for two large sprites Simultaneously, the lesson in my oppinion, is how not to design a game..no matter what level, you will be walking past the same brick, rock or tree trunk over and over and over again, character sprites have 2 or 3 frames each, Bosses are large, but not much better animation wise.

QuoteAnd lazily, they simple recopy/paste enemies from other levels of the game into these sections, when they could have added something unique to each level sprite or tileset, etc. A strength of the CD format severally missed out on, on most titles IMO.
I might be wrong, but I'm guessing production time/cost. If you look at the average side scrolling action game, they have around 200 to 600 unique sprite frames, the absolute best, range from 700 to 1000 frames, Rondo has about 2900 frames, of which somewhere around 2600 are unique...not only that, but many are very detailed, try and draw several frames in the style of say Aladdin(cartoony) and then try in the style of Rondo/SOTN.



Level 3, almost looks like an entire game.
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there are are quite a few more unique tiles than whats in the shots like this shot, but I'm just giving an idea.
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Hell, they didn't even care if it was all visible to the player, I'm guessing they were thinking about putting a window there.

BG layer on                                          BG layer off
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I started ripping Asuka, but fighting games are just so damn boring to rip. Every time i play it, i find a new move you can pull off, the game is really hurt by the two button setup. I'm probably the only person who feels this way, but i prefer Asuka over SFIICE, its faster, more going on on-screen at once, great combination moves and other things like being able to step to the side to dodge.
#20
oops, i forgot these two large characters, similar but very different in outline and detail.


the four legged creatures middle right. Looks even more impressive in comparison than before :shock:
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God, im an idiot, i keep leaving large charcters out of the WOT sprite sheet, like i said, a monster of a shooter.
#21
Like has been said, two medium/medium large sized sprites with 77 to 100 frames each, eats up allot of memory, and you cant stop in the middle of a fight to load more data from the CD.

You can how ever do that with other games like Winds of Thunder, Rondo of Blood and Beyond Shadowgate, screenshots below show the variety in each level from WOT, no cartridge shooter on the mainstream consoles came close in terms of sprite frames/variety. 

 

Level one
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Level two
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Level three
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level four
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Level five
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Level six
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Level seven
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Infact, the only thing that comes close that Ive found is a cutemup, Parodius 2 (SFC) thats because its twice as large as other shooter at 16 megs, but not only does Winds of  thunder have more frames and variety, just look at the characters below :o...WOT is a monster of a shooter.

WOT
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Parodius 2
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#22
Yeah, stage 6 and 1 in dracula x use the shadow effect.


The closest thing to snes transparencies that i have found is from Metemor Jupiter, everything in the pic below animates, the vertical pink bar, the squiggly lines and the squares...unlike magical chase or dracx which just uses darker colors, this actually puts a pink tint over the BG shapes, making it a bit more interesting.



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#23
Just to give a few examples of the strength of each system.

SNES and mode 7...when mode 7 is done right, theres a part in batman & robin that involves a blimp and a scaling BG...video below, fast forward to 7 minutes.
Lets not forget about snes games with special chips like Star fox.

The same goes for transparencies, check out the laser weapon in super turrican 2.

For the genesis i would out the adventures of batman & robin(another batman game :-k) above ranger x.
The falling platform in stage two and the mad hatter boss fight are awesome. Ill go ahead and mention FMV games like silpheed for the sega cd.

For the pc engine, its all about sprite animation, what do you get when you add  up all the frames of animation from Act Raiser 2, Demons Crest, Act Raiser 1 and Castlevania 4, roughly the same amount of frames that are in Rondo...oh, it doesn't stop there, the sprites themselves are larger in rondo.


Rondo top   SCIV BOTTOM, the large rock golem is actually a BG tile/mode 7.
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The effects/special attacks are also larger.

Rondo top    Demons crest bottom.
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I ripped Sapphire, it completely trumps Donkey Kong Country, there are other examples, but ill stop.

The pce has a good combination of speed and color, it handles shooter remarkably well, but is it better than the snes or genesis, even though its my favorite system, i say no, both of those systems have a better rounded library in my opinion...such as platform shooters and side scrolling brawlers.
#24
Quote"You take the blue pill - the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill - you stay in Wonderland and I show you how deep the rabbit-hole goes."
pce-red-sega-blue.jpg
:lol: Thats pretty good.
#25
Ha ha, definitely throw it away, you have had it since 93/94, thats long enough.


Macross 2036/sv....some of the best sprite work in any 16bit shooter.



PCE  character ship                                         
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SNEScharacter ship
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These are not all the enemies, the snes game has a larger variety of enemy sprites.

SNES  enemies                                              PCE enemies
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PCE bosses
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SNES bosses
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Strider, i was going to do a few bosses from this game but saw this witch was the opposite OF what i was expecting.

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#26
I dug up a dead horse up and raped it.

The SCIV and Bloodline rips were put together from various other rips on the net.

One thing i noticed after playing Rondo and then going straight to Draxx, is that Dracxx feels likes its in slow motion,especially the boss fights, i mean sloooow.

Ive checked out other snes, gen and pce games of this type incuding Contra, the batman games, Shinobi etc, nothing really compares.




Death Rondo
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                 Death SCIV                                                                    Death Bloodlines
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Rondo
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Dracula xx                                                                                    Bloodlines
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Rondo
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Dracula xx
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Rondo
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Bloodlines                                                         SCIV
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Rondo
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Rondo
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SCIV
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Rondo
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Bloodlines
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Rondo
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SCIV                                                  Bloodlines
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Rondo                                     Dracxx     
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SCIV                                         Bloodlines
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Rondo                                      Dracxx, forgot to add the 2 bones.
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Rondo                                                     Dracxx
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Rondo
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 :shock: Rondo                                            dracxx
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#27
Here are the pics, not the best quality.

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#28
Reading the GNG thread over at the digital press forums, something comes up that Ive heard a few times before, that something is... Super Ghouls n Ghost proves that the snes could do a much better port of Ghouls and Ghost than the pathetic SG or Genesis, so i decided to take some shots to see for myself.

If anyone has better shots of either game, post em.

DAMAGED SNES SHOTS - REPAIR SOME DAY ??

GnG SuperGrafx                                     Super GnG  SNES
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#29
I prefer the Coregrafx instead of the white PCE, color and shape are a better match in my opinion.

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Went ahead and took some shots of the turbo duo and pce duo together.

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#30
I wanted to show people how new conditioned systems look and compare. I'm using the Super Famicom for contrast, because i think its a great looking system...i just love the cardboard BG.

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My two favorite looking pc engine consoles.

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#31
Dracula x..Drac fight
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Rondo..Drac fight
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Dracula x fade in/out..1
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Rondo fade in/out...1
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Dracula x fade in/out...2
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Rondo fade in/out...2
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#33
Parodius, Snes on top.

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#34
Fatal fury special.

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World Heroes 2

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#35
I agree, the sprites are great, the moves are exaggerated, giving them a more modern look than most action games of the time.


Another move some people might not know about is the one i show below, it helps speed up the game, since enemies can not defend against it.



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#37
As time goes by, i care less about parallax scrolling and more about art work and animation for some reason, but when i played this back in 91, it was pretty amazing, similar to the canyon level in Musha,but better..hell, the first time i saw that level in musha, i dropped the controller and grabbed both sides of the TV because i thought i was going to fall into the lava steam at the bottom of the conyon  :shock:



One cool thing about the this level, is the horizontal and vertical scrolling of the BG.I have more screens of this game i might post.

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#38
Pc engine on top, now, someone needs to do Streetfighter 2 8-[

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#39
I was practicing making maps and thought you guys might like to see some of them, decided to make some snes maps for fun.


pcengine on top except for the boxing ring.
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Pcengine on bottom

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#40
Here's another Super CD Rom2 + Pl-AD18+ LT pic.

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Ive only seen the Pl-AD18 once on ebay, which if i remember correctly went for about $50.
#42
I think you got it, the first picture includes a partial shot of the cover for IQ panic.

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#43
A Contra game would have been great.


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#44
Street Fighter Alpah2

Arcade                                                                    Snes
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#45
Some one years ago, made a modification to their Super CD ROM add-on by cutting out a piece from the top of the system, i don't have a photo of it but from memory, the photo below shows the piece that was cut away, outlined in black.


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#46
I think i got the screenshot and system matched up right.


ARCADE
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PCE
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ATARI ST
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AMIGA
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C-64
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ZX SPECTRUM
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IDONTKNOW
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#47
Bomberman 94                                   Super Bomberman 3 (snes)
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#48
Interesting read, Tom.

Just to show the horizontal sprite handling of the pce, i chose Mad Stalker, a single plane brawler.


Mad Stalker PCE                                 Final Fight SNES
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#49
From left to right.
Arcade,  Supergrafx,   Genesis,   Arcade Card.
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#50
Quoteif i had to guess , aren't you screen grabbing on a per-frame basis, with the background layers all turned off so all you see is sprites?

and then copy pasta to photoshoop and away you go?
Yep, but the key is having the right emulator, you need one with an, advance one frame at a time function.

I just  ripped, nearly the entire game in 30 minutes, thats the easy part.

Here are a few more.

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