12/23/2024: Localization News - Team Innocent

PC-FX Localization for Team Innocent is released, a pre-Christmas gift!! In a twist, it feels like the NEC PC-FX got more attention in 2024 than any other time I can remember! Caveat: The localizers consider the "v0.9" patch a BETA as it still faces technical hurdles to eventually subtitle the FMV scenes, but they consider it very much playable.
github.com/TeamInnocent-EnglishPatchPCFX
x.com/DerekPascarella/PCFXNews
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CDROM2 and Super CDROM2 games for Wii?

Started by Ceti Alpha, 09/09/2007, 05:03 PM

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TR0N

Quote from: ceti alpha on 10/16/2007, 07:53 AM
QuoteKeep in mind only 2&3 had a u.s release not 1&4 for the turbo-cd.
Well, maybe Hudson is giving us a little hint that their going to be releasing Japanese titles with the "PC Engine" SuperCD2 load screen.  :)
They could but it is a matter of rights.

Afther all valis is made by telenet afther all.

Btw they are still around there was the,Valis cell phone game.Plus that trash that was made into a hentai game for the pc  :P
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#101
Quote from: Keranu on 10/16/2007, 10:11 PM
Quote from: ceti alpha on 10/16/2007, 07:53 AM
QuoteKeep in mind only 2&3 had a u.s release not 1&4 for the turbo-cd.
Well, maybe Hudson is giving us a little hint that their going to be releasing Japanese titles with the "PC Engine" SuperCD2 load screen.  :)
Whoa, good observation! I wonder if that means something. By the way, does anyone know if you can press Select on this screen to access the RAM menu?
No dice Keranu.  The screen goes into "just a moment" mode as soon as it appears.
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Keranu

Quote from: Pcenginefx on 10/17/2007, 12:49 AM
Quote from: Keranu on 10/16/2007, 10:11 PM
Quote from: ceti alpha on 10/16/2007, 07:53 AM
QuoteKeep in mind only 2&3 had a u.s release not 1&4 for the turbo-cd.
Well, maybe Hudson is giving us a little hint that their going to be releasing Japanese titles with the "PC Engine" SuperCD2 load screen.  :)
Whoa, good observation! I wonder if that means something. By the way, does anyone know if you can press Select on this screen to access the RAM menu?
No dice Keranu.  The screen goes into "just a moment" mode as soon as it appears.
Yeah I found this out from your other post in another thread, sorry for the double postage!
Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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kenomac78

Quote from: ceti alpha on 10/16/2007, 09:06 PM
QuoteEven TG haters know that "blast processing" can't even come close to it.  =;  :P

Anyway, he's going to buy GOT.  =D>
i think  blast processing was just a marketing term for when a game shuts off its background scrolling to speed up the foreground without creating any slowdown on screen.


 still 2 things thought inconcievable have happened on wii, neo geo and turbo cd,

i am sure sega cd is next, and then what? im hoping for  jaguar!

CrackTiger

Quote from: kenomac78 on 10/18/2007, 05:01 AM
Quote from: ceti alpha on 10/16/2007, 09:06 PMEven TG haters know that "blast processing" can't even come close to it.  =;  :P

Anyway, he's going to buy GOT.  =D>
i think  blast processing was just a marketing term for when a game shuts off its background scrolling to speed up the foreground without creating any slowdown on screen.


 still 2 things thought inconcievable have happened on wii, neo geo and turbo cd,

i am sure sega cd is next, and then what? im hoping for  jaguar!
Blast Processing is just a buzz phrase for when Sonic 2 goes "Kicky Fast!". Kicky Fast! isn't a real programming trick either. The explanation Sega gave EGM back in the day is that when you speed dash in Sonic 2, the game scrolls as fast as the Genesis can do it. So basically, Blast Processing is just telling hardware to do as much as it can under the software its running. Like slowdown and flicker in any game (which it could be argued is going even beyond BP :wink:).

I'm not even sure if scrolling a screen view in a 2D video game is really straining the hardware graphically(or at least that it would have to), since it would be drawing the same number of frames or less to animate the video. I could see how all that rapid collision detecting could tax the system and one BP theory I heard of was that under BP the game drops its collision speed/frame rate.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

Ceti Alpha

QuoteBlast Processing is just a buzz phrase for when Sonic 2 goes "Kicky Fast!"
Exactly, Blast Processing was just a bunch of bullshit.  :-" It meant about as much as "Genesis does".  :P

But I could never put as well as the "Angry Video Game Nerd". hehe
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Turbo D

Lol, that sums up the game system war  :)
Quote from: MissaFX on 01/06/2008, 12:10 PMMy idea of gaming is a couple of friends over, a couple of drinks, a couple of medical-handrolled-game-enhancing-cigs and a glowing box you all worship.
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nat

I just realized moments ago that the original Japanese "Super Mario Bros. 2" is available on the Wii VC in addition to the USA SMB2 we all know and love. This is the original NES game, not the SNES Super Mario All-Stars re-master.

This gives me further hope/belief we may see at the very least some previously Japanese-only PCE/Turbo games on VC.

This is probably old news, but this is the first time I've browsed the NES section on the VC.

Keranu

Quote from: nat on 10/20/2007, 03:02 AMThis gives me further hope/belief we may see at the very least some previously Japanese-only PCE/Turbo games on VC.
Are you not aware that Battle Lode Runner, a Japanese only PCE game, was released on the VC several months ago? I think it was the first import to hit the VC period. It's nice to see a handful of Japanese only games making it to the VC and now I am hoping translations are ahead.
Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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nat

Quote from: Keranu on 10/20/2007, 03:10 AM
Quote from: nat on 10/20/2007, 03:02 AMThis gives me further hope/belief we may see at the very least some previously Japanese-only PCE/Turbo games on VC.
Are you not aware that Battle Lode Runner, a Japanese only PCE game, was released on the VC several months ago? I think it was the first import to hit the VC period. It's nice to see a handful of Japanese only games making it to the VC and now I am hoping translations are ahead.
I'm aware. The difference is that this game is actually marked as an import. I don't think that BLR is. We already know BLR was ready for US release on the TG-16.

Keranu

I think it's the same difference really since BLR didn't make it out here regardless. Someone on here mentioned that Final Soldier was coming to the VC out here, which is pretty cool.
Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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kenomac78

however  smb2-j  has come out in the USA in different variations, battle load runner never did.

and as a game smb2-j does suck, no innovation and very similar to the first, too much i say. comparing the jump made with smb3  it just looks like nintendo dropped the ball. its still a good challenge but i cant think of any other sequal that looks and plays just like the first game that much.   then again the japanese hate change!

lets just see more  cd games and grated easy translation free imports with the hope of translations down the line

Turbo D

lets just see some naked ladies  :P
Quote from: MissaFX on 01/06/2008, 12:10 PMMy idea of gaming is a couple of friends over, a couple of drinks, a couple of medical-handrolled-game-enhancing-cigs and a glowing box you all worship.
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Keranu

Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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Turbo D

 :D that would be great, but I don't think it would reach the US  :-k
Quote from: MissaFX on 01/06/2008, 12:10 PMMy idea of gaming is a couple of friends over, a couple of drinks, a couple of medical-handrolled-game-enhancing-cigs and a glowing box you all worship.
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nat

I imagine Nintendo would have a fun time securing the "rights" to that game.

Keranu

That would be cool if they brought it over, but totally edited. Maybe something really dumb like "Waffle Fighters" where everything is censored with waffles.
Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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Click the banner to learn more about Alex Chiu and his "immortality rings"

Turbo D

Quote from: MissaFX on 01/06/2008, 12:10 PMMy idea of gaming is a couple of friends over, a couple of drinks, a couple of medical-handrolled-game-enhancing-cigs and a glowing box you all worship.
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OldRover

Commenting on the whole "kicky fast!" crap:

Find yourself a Genesis emulator that is capable of slow motion. Run any Sonic game in it. When you have a really good speed going, turn on the slow motion (an emu that manually advances frame-by-frame is best, so you can see what I'm talking about next). You will notice that the frame rate never changes, but the amount of pixels scrolled increases. In essence, the game is always working at exactly the same speed, but the scroll increment changes. Any game console with hardware scrolling is capable of it. It would be incredibly easy to make a game even on the pokey old SNES appear to run faster than Sonic by simply increasing the scroll increment.
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Ceti Alpha

QuoteIt would be incredibly easy to make a game even on the pokey old SNES appear to run faster than Sonic by simply increasing the scroll increment.
The Turbo doesn't have scrolling hardware though does it?  :-k
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OldRover

Quote from: ceti alpha on 11/10/2007, 02:07 PMThe Turbo doesn't have scrolling hardware though does it?  :-k
Of course it does. It just has only one background.
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nat

Quote from: ceti alpha on 11/10/2007, 02:07 PM
QuoteIt would be incredibly easy to make a game even on the pokey old SNES appear to run faster than Sonic by simply increasing the scroll increment.
The Turbo doesn't have scrolling hardware though does it?  :-k
Of course it does.

Ceti Alpha

haha. Yeah, that's what I thought. I've just been brainwashed by the Genesis ads. "GENESIS DOES"  :)
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nat

I don't know how I missed Nod's reply when I posted mine.

Ceti Alpha

QuoteI don't know how I missed Nod's reply when I posted mine.
hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?
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CrackTiger

In "classical" or "cartoon" animation, you create the effect of scrolling by moving the peg bar that holds the background layer(s) in increments of millimetres. To animate the slowest scrolling, you move the bg one millimetre per frame(either 24 or 30 frames per second). To create the illusion of faster scrolling, you just move bg in larger and larger increments.

With film/animation cameras/software, you "shoot" every single frame to fill up every frame of film/video, but really, you're just shooting identically frames all the time. In a video game, it would be the equivalent of rendering fewer frames.

So in a 2D video game, aside from how collision is handled, theoretically speed should be is easier to produce visually than slowmotion, since it requires fewer frames per second. I assume that most games usually use built-in in scrolling routines that don't offer the flexibility of custom scrolling rates, which could contradict this.

If Sonic wasn't stuck in a consistant framerate, it could scroll much faster. But the faster a game moves the more gameplay is lost, aside from human response time, fewer frames per second of visuals equals fewer frames per second of gameplay/collision/control. Which is why AM2 was reluctant to allow online play for so long with the Virtua Fighter series and how they explain that it has tighter gameplay than any other series(the gameplay is actually calculated frame by frame).
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

nat

Quote from: ceti alpha on 11/10/2007, 04:53 PM
QuoteI don't know how I missed Nod's reply when I posted mine.
hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?
Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Bonknuts will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.

Ceti Alpha

QuoteAt one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.
That would be really neat to see.
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"Let the CAW and Mystery of a Journey Unlike Any Other Begin"

CrackTiger

Quote from: nat on 11/10/2007, 06:31 PM
Quote from: ceti alpha on 11/10/2007, 04:53 PM
QuoteI don't know how I missed Nod's reply when I posted mine.
hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?
Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Bonknuts will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.
That Sonic demo is just uses Air Zonk style parallax, which is neat, but as it is real Sonic stages couldn't be done that way. You can download it in the Frozen Utopia forums.

Although I have a few ideas how to do bg effects for a Turbo port of Sonic, but I think that even a static bg Sonic for Arcade CD with tons of shading, animation and variety alone would look much better.

Plus Sonic's bg style is more of a decoration and doesn't give the effect of a moving world the way parallax was intended. It comes off more as flat sliding wallpaper seen behind an ant farm maze. It still a cool effect, but it really discounts the visuals when people say that its the most important part of the graphics.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

ParanoiaDragon

Quote from: nat on 11/10/2007, 06:31 PM
Quote from: ceti alpha on 11/10/2007, 04:53 PM
QuoteI don't know how I missed Nod's reply when I posted mine.
hehe. That's OK. I thought you were just making sure there would be no misunderstandings regarding scrolling hardware on the Turbo.  8)

I can't believe I even asked that question.  :roll: So basically the Turbografx was capable of producing a Sonic game?
Absolutely. Where you'd run into trouble is reproducing the background layer that scrolls both horizontally and vertically. Worst case scenario, the parallax would only scroll horizontally and not vertically. It might be possible to emulate the vertical scrolls using a sprite layer, I'm not sure. I'm sure Chris Covell and Bonknuts will chime in shortly.

And since the Turbo can do more colors on screen, you could theoretically make it look even better than on the Genesis.

At one time someone was doing some kind of Sonic port to the Turbo as a proof-of-concept. I don't know what ever came of that.
I'm not sure either.  I did the title screen & green hill zone music for it.  I know he's been busy, but, I don't think I've seen him for several months.
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Keranu

Yeah that French dude that was working on that Sonic demo had a lot of cool stuff he was working on. He had this neat vertical shooter demo as well as some Strider Super Grafx demo.
Quote from: TurboXray on 01/02/2014, 09:21 PMAdding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).
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handygrafx

Dead Moon has some nice parallax for a standard HuCard game.

ParanoiaDragon

Quote from: handygrafx on 01/28/2008, 04:08 PMDead Moon has some nice parallax for a standard HuCard game.
Indeed.
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nat

Quote from: handygrafx on 01/28/2008, 04:08 PMDead Moon has some nice parallax for a standard HuCard game.
It's the same kind of stuff that can be found on games like Air Zonk and Coryoon.

CrackTiger

#134
Magical Chase does pretty much all the kinds of layered bgs/parallax that is supposed to be impossible on TG-16 (not just simple h-sync/"slate scrolling"), plus shadow/transparency effects.
Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

Ceti Alpha

QuoteMagical Chase does pretty much all the kinds of layered bgs/parallax that is supposed to be impossible on TG-16 (not just simple h-sync/"slate scrolling)", plus shadow/transparency effects.
ceti want Magical Chase. ceti hungry.
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