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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Black Tiger on March 11, 2016, 06:13:57 AM

Title: Has anyone ever looked into Super Darius?
Post by: Black Tiger on March 11, 2016, 06:13:57 AM
Super Darius contains a Darius Alpha mode, among other cheats/tricks.

It makes sense that it would include the code for SuperGrafx support, since it would require work to take it out of Darius Plus. Maybe they just didn't put the extra time into setting each stage/boss load to check for SuperGrafx hardware?

Even if it could only be unlocked with a hack, it would be cool if the SuperGrafx support is still in there and it could be turned into the only SuperGrafx CD game.
Title: Re: Has anyone ever looked into Super Darius?
Post by: SignOfZeta on March 11, 2016, 07:01:42 AM
I never thought of that...

Reasons it might not work:

It may have been taken out to conserve RAM...but it doesn't seem like that would be a huge savings.

They ported these games so many times that building another one from the ground up using only the graphical assets from the earlier version wouldn't be a huge deal.
Title: Re: Has anyone ever looked into Super Darius?
Post by: ccovell on March 11, 2016, 09:40:34 AM
Some of you may have already seen this, but this is the extent of the Darius Plus mode:
(http://www.chrismcovell.com/images/Darius_Plus_Layers.jpg)
Title: Re: Has anyone ever looked into Super Darius?
Post by: dshadoff on March 11, 2016, 03:10:06 PM
So the maximal benefit is a reduction in flickering during a moment when 17 sprites (including horizontal bullets) would appear on a scanline...

I guess that's better than nothing, but it's hardly "supporting" the SGX hardware.
Title: Re: Has anyone ever looked into Super Darius?
Post by: Black Tiger on March 13, 2016, 05:23:25 AM
Quote
It may have been taken out to conserve RAM...but it doesn't seem like that would be a huge saving
s.

Because the boss fights load, I don't think that space was even close to being an issue and NEC Ave's ports of this game are high quality for the time.



So the maximal benefit is a reduction in flickering during a moment when 17 sprites (including horizontal bullets) would appear on a scanline...

I guess that's better than nothing, but it's hardly "supporting" the SGX hardware.

Since the flicker was the only imperfection left in the port, it's all that was needed. It's not like the existing dedicated SuperGrafx games ran in 512 x 240 or anything.

It's one thing that Daimakaimura doesn't use the arcade resolution, to keep rom size down, and the color is poor by PC Engine standards... but it actually has flicker/drop out in places that the PC Engine shouldn't. That's a bad example of making use of the hardware.
Title: Re: Has anyone ever looked into Super Darius?
Post by: VenomMacbeth on March 13, 2016, 05:51:53 AM

So the maximal benefit is a reduction in flickering during a moment when 17 sprites (including horizontal bullets) would appear on a scanline...

It probably works for Predacons, too.
Title: Re: Has anyone ever looked into Super Darius?
Post by: Phase on March 13, 2016, 05:11:51 PM
Terrorize!
Title: Re: Has anyone ever looked into Super Darius?
Post by: ParanoiaDragon on March 13, 2016, 06:31:14 PM
Maximize!
Title: Re: Has anyone ever looked into Super Darius?
Post by: esteban on March 15, 2016, 09:41:09 AM
Patronize!
Title: Re: Has anyone ever looked into Super Darius?
Post by: Dicer on March 15, 2016, 10:47:47 AM
Jazzercize!!!

(http://i.imgur.com/31k0tJF.gif)