It's a good word, don't worry.
As DiegoMM says. it is a 16-bit fan backporting, essentially, so there is nothing wrong with using the limits the earlier SF games impose.
I'm not sure if it's been asked, so if it is forgive me for repeating, but this will cover Synbios' scenario only, yes?
Tor_Heyerdal wrote:Technically, "the earlier SF games" is a little misleading. It was only the Game Gear versions of the Gaiden games that had this limitation. The other earlier SF games (SF1/SF2/SFCD) did not.
Tor_Heyerdal wrote:I do have every intention of taking it beyond that and also doing Medion's scenario, Julian's scenario, and the Premium Disk. In fact, if someone were to look through the code I've done for the project already, they would find many variables that are already dedicated to Scenario 2 and Scenario 3 characters, so I'm laying the groundwork/planting the seeds to allow for the incorporation of the later Scenarios.
RedShine wrote:I'm not entirely sure I understand the problem. Is it tile solidity?
RedShine wrote:That's incredible. A huge undertaking, one I believe everyone here at SFC applauds.
When the time is right, and you feel like requesting help, I'll be certain to volunteer.
Tor_Heyerdal wrote:I'm not sure what you mean by "solidity" here, exactly. But to try to address your question, it's not exactly a "problem", per se. It's just that it's not wholly "pure", so to speak. Because the whole idea behind this project is to make Shining Force 3 look like Shining Force 1, 2, and CD, aesthetically. Those games had tiles that were 24x24 pixels. The game can still function on 16x16 pixels, but it can be difficult to cram 24x24 tiles into a 16x16 area. Stretching them down would look like absolute ass, so one has to edit the tiles to fit into the altered dimensions. From that perspective, it's a bit of a pain in the ass, development-wise. Gameplay-wise, it just results in a slightly adjusted aesthetic for the game. Even if that's not an "important" difference, it is still an unintentional and unavoidable difference, which makes it worth mentioning as a limitation.
Tor_Heyerdal wrote:Thank you. And if you're interested in helping, what I really need is audio people who are familiar with Sega Genesis audio equipment who can translate the music from SF3 into a format which would be playable by a Genesis.
Tor_Heyerdal wrote:Another thing you could potentially do to help is simply play SF1, SF2, and/or SFCD on an emulator, and just take screenshots of anything and everything along the way. The only restrictions are that the emulator should be set to 320x240 resolution, and the picture should not be stretched to fit the window. Also, screenshots should be in either .png or .bmp format. I can rip the graphics from the raw screenshots for use in the project (or to be edited/spliced/whatever I need), but the less time that I have to spend just playing the old games on emulators to gather the raw screenshots which must be collected, the better.
In regard to screenshot collection, the things which would be highest on the priority list would be tiles and specifically the dodge frames of sprites in the cinematic battle sequences.
Tor_Heyerdal wrote:EDIT: Oh, I also need sound effects from SF3. The SSF emulator doesn't let you turn off music without also turning off the sound effects, and I don't know how else to go about getting them. If anyone has any info in regard to that, it would be very much appreciated.
RedShine wrote:As per our arrangement, Tor I'll begin to compile the SFCD maps and graphics to the best of my ability in the same format as the ones ChaosWizard found.
RedShine wrote:As for sound synthesis, I've seen a few midi tracks here on the site, but I don't think all of the SF3's songs are present. Still it might be a good idea to contact the midi authors to see how they feel about providing them for the project.
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