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Realistically, how feasible is SOTN or any metroidvania on N64?
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>>12307736
Look, if the N64 could play Banjo-Tooie, Majora's Mask, and Conker's Bad Fur Day, it could've played a 3D metroidvania.
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>>12307749
>it could've played a 3D metroidvania
Not what I was asking. I'm asking if it could handle a proper 2D one like SOTN.
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n64chads win again
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>>12307769
The NES and SNES had "metroidvanias"... so why wouldn't the N64 be able to do one?
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>>12307779
I'm not sure how big SOTN is if you strip music, voice and video data, but I'm sure there'll be some concessions with sprite data.
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>>12307779
>The NES and SNES had "metroidvanias"
Compare the level of detail in those to SOTN.
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>>12307779
Because sprite-based games require a relatively large amount of storage, making them ill-suited for N64 carts. The N64 is pretty lacking in 2D games altogether. It couldn't even get a port of any Capcom or SNK fighting games. Sure, they COULD have crammed such things onto a cartridge, but it'd require significant compromises in the same way that home ports of 2D arcade games did in the Mega Drive/SNES era. Street Fighter Alpha 2 on the SNES was impressive simply because they managed to get it running on that hardware at all, but it's still a piece of shit compared to the good versions of the game, missing a ton of detail, frames of animation and audio. Had it released for the N64 instead, it'd be regarded as a shameful port.
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>>12307789
But the largest released N64 game was 64MB and there is no practical limit on the max size (the max addressable space is 4GB, but with bank switching or other techniques there is no limit). SOTN without its redbook audio probably isn't that big, BTW. There are probably dumps floating around with the music stripped, or you could roughly estimate based on the GBA games. Circle of the Moon is 8MB, how much bigger do you think SOTN is? 2x? 4x?
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>>12307795
It was more of a financial/commercial limitation not a technical limitation. The compromises in cramming onto a cart only arise if you don't want to pay for a big enough ROM.
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>>12307795
>sprite-based games require a relatively large amount of storage
The reason why a game like like Street Fighter Alpha 3 is over 500 MB on Saturn is literally just because of the redbook music used so it sounds exactly like the CPS-2 version
The original CPS-2 arcade version of SFA3 is around 23 MB, a port could be totally possible if you don't mind the music not sounding 100% identical to the CPS-2 version.
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>>12307839
>Street Fighter Alpha 3 is over 500 MB on Saturn is literally just because of the redbook music
It doesn't use redbook audio, retard.
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>>12307769
You didn't specify 2D in the original post. You said
>SOTN or any metroidvania
ANY metroidvania includes 3D ones.
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>>12307841
Explain why the original arcade version is only 23 MB and the Saturn version is over 500 MB
The Saturn version doesn't have better graphics than the arcade version
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>>12307795
The N64 also had ample processing power for its generation. Imagine how much compression you could do with it for 2D sprites and backgrounds.
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>>12307839
>>12307841
>>12307845
With a 32MB N64 cart, you could probably fit the whole game along with a software synthesizer engine to handle the music and sounds.
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>>12307842
By specifying SOTN I meant 2D. Sorry I didn't take your autism/faggotry into account by not being even more specific.
>>12307845
>Explain why the original arcade version is only 23 MB and the Saturn version is over 500 MB
Probably because of padding, like all arcade to CD ports of the time. If you load up ISO in a media player or disc imaging software you'll no redbook audio play at all.
>The Saturn version doesn't have better graphics than the arcade version
Actually it does. T. Hawk was given a new backwards walk animation
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>>12307776
>big cheesy monsters
>source is hammer films
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>>12307849
>Probably because of padding
So even if you were right, you're still admitting SFA3's sprites don't require too much storage for the N64. Unless you want to pretend T. Hawk's new animation needs 100 MB of storage
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>>12307853
>you're still admitting SFA3's sprites don't require too much storage for the N64
Never said that, dumb nigger. Just that it doesn't have redbook audio.
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>>12307776

i love how shamelessly bribed 90's videogames "journalists" were
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>>12307809
>It was more of a financial/commercial limitation not a technical limitation
It's the same thing in context. Lavish 2D games weren't financially viable on the N64 because of the technical limitation of it using carts, and the expense involved in overcoming that. It's funny, because it's a situation we're still seeing play out 30 years later involving Nintendo with the Switch and Switch 2. The whole 'Game-Key Card' thing on the latter was a compromise on Nintendo's part to allow for larger games to have a "physical" release, because large capacity carts are really expensive and publishers don't want to pay for them.
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>>12307845
>>12307839

redbook is not the standard of the audio stream used for Alpha

>>12307847
>With a 32MB N64 cart, you could probably fit the whole game along with a software synthesizer engine to handle the music and sounds.

if you're not streaming audio, then you need an audio engine, like most n64 games.

>Imagine how much compression you could do with it for 2D sprites and backgrounds.
realtime decomp without a dedicated dsp (like the SNES alpha 2 had), is actually very demanding in a realtime setting.

also 32mb carts werent until 98. Alpha 3 was the same year, So even trying to develop it on the expectation that a 32mb cart would be available wouldn't happen til the game itself came out and would probably take no less than a year to do, probably more. were n64 owners likely to care if that was the only console they owned? capcom said no, but MK said yes.
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>>12307880
Sure but the OP said "how feasible IS SOTN", not "how feasible WAS SOTN"... today someone could port it if they wanted to, it's just that it would be a pain to work with MIPS architecture and writing custom RSP code just to make an extremely niche port as a curiosity for the N64 homebrew crowd.
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>>12307736
>can't have the OST - the literal SYMPHONY of the night
what would be the point?
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>>12308179
They could convert it, no?
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>>12307859
It's always been like this anon
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>>12307789
They managed to cram a two disc Resident Evil 2 game onto a N64 cartridge. It could definitely be done with some compromises
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>>12308757
>They managed to cram a two disc Resident Evil 2 game onto a N64 cartridge
dude even the people who made that port said it was a miracle it didn't made the N64 explode
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>>12308757
Yeah, but 2D stuff worked different and SOTN has a lot of sprite data. Both RE2 discs shared a lot of data and their crazy FMV compression worked great for the cartridge, but on a 3D game, asset compression works better while keeping its integrity, details aside. I remember SOTN being over 70mb with stripped data, but in the hypothetical case of a port, I'm sure they would make the bigger enemies 3D.
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Wouldn't work. Sony does what Nintendon't.
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>>12307736
>>12307779
>>12307803
>>12307842
https://www.youtube.com/watch?v=jGOq4hzeWw4
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>>12309184
where's the gameplay
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>>12307736
By all accounts the actual gameplay of SotN is basically a SNES game. It runs at a 256x224 internal resolution, and re-uses a number of sprites from Rondo of Blood and Dracula X.

It just depends how big the game program is. It being a PS1 CD-ROM game means the disc is full of CD-quality audio and video data that you wouldn't have on N64.
The largest N64 games were 64 MiB (512 megabit), so you probably could fit the main game and graphics in there, you'd just have sequenced audio instead.
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>>12309227
Currently in development
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>>12309227
Here.
https://github.com/AndyKoenigs/Alisha-s-Adventure
>>
Play CV64
>>12303627
>>
You could always just do it with 2.5D graphics ala Kirby. But there's also games like Rakuga Kids that showcase great 2D graphics and animations on N64.
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>>12309317
>It being a PS1 CD-ROM game means the disc is full of CD-quality audio
Why do people parrot this meme about every game on optical media? SOTN like most PS1 games uses the PS1 soundchip, not redbook audio.
>>12309389
slop
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>>12309601
>SOTN like most PS1 games uses the PS1 soundchip, not redbook audio.
It uses XA and is still almost 300 MBs dedicated to music alone. The movies would also further trim the actual game portion down.

>slop
Better than SotN, cope.
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>>12309143
Samefagging here to correct data, the game is 46mb with the music and FMV stripped.
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>>12309601
>Why do people parrot this meme about every game on optical media?

because people misnomer 'streamed' as redbook audio.

Redbook is streamed, but is not the only type. most games used a more compressed method than redbook for music, but its still streamed.

if by 'sound chip' you mean the multichannel sampling engine, SOTN did not use that for music.
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>>12309601
>(goy)slop
Not retro
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>>12307736
>THIS will save the N64
>>
>>12309389
Trvke
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>>12307859
Sonic Xtreme looking mighty fine
>>
>>12307859
Payola being the ubiquitous tumour it always has been, don't discount stupidity. Or even hype. Brit journos often presented as emotionally unstable, easily influenced by more things than just money. I want to link it to madchester and stuff, but either way it was a cultural thing.
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>>12309993
SFA2 Gold, X-Men vs Street Fighter, Darkstalkers 2 would have save N64
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>>12310000
based quads
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>>12310409
The Capcom five to teh rescue became only on gamecube invented
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>>12307736
It would be very easy.
By using flat polygons with textures.
SOTN itself does that IIRC.

>>12307795
Graphically speaking, space wasn't an issue. Audio was the reason why many 2D games consumed a lot of space.
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>>12310432
Capcom once almost retool 3D Icarus for GameCube?
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Wonder Project J2 looked pretty good btw.
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>>12310409
>>12309993
>>12309328
>>12309323
>>12309184

Here's comes the dogshitposter.

Now wait for the other faggots to derail and flame on porpusse to ruin these type of threads
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>>12310570
>>12309675

bull n shit, all three of you, do you understand that even without the XA audio or even ''REDBOOK'' audio, the actual game data of the CD PS1 games STILL exceeds the puny N64 space cartridge but also memory limit for PGR and CHR? SotN alone has a fuckton of unique variant tiles per section, plus the inverse castle, all the animations and sprites.

Also the n64 would blur the fuck out of them and the graphics.
>>
pretty feasible
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>>12310782
As I've said before, this game is 46mb aprox, but it's true that some issues with texture cache and general efficiency won't help (so is the poor documentation at the time). Blur could be disabled if the devs cared enough of that.
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>>12310770
shut up you annoying faggot
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>>12307736
Move aside Alucard.
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>>12310770
What?
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>>12307849
>Sorry I didn't take your autism/faggotry into account by not being even more specific.
Lurk moar. 90% of /vr/ users are on the spectrum.
>>
>>12307881
>if you're not streaming audio, then you need an audio engine, like most n64 games.
Exactly! This isn't uncharted territory for the N64 at all. You can skip streaming, synthesize instead, and save a shitload of storage space.
>also 32mb carts werent until 98. Alpha 3 was the same year, So even trying to develop it on the expectation that a 32mb cart would be available wouldn't happen til the game itself came out and would probably take no less than a year to do, probably more. were n64 owners likely to care if that was the only console they owned? capcom said no, but MK said yes.
You have a point, but my point is that SFA3 on N64 isn't impossible at all. It could've had an exceptional 32MB cart release in 1999.
>>
This shitflinging could've stopped if someone just downloaded the game and took a look at the data. If you exclude the music files (.MUS in this case) Saturn SFZ3 is 110mb. There should be more stuff to be excluded, like extra galleries and shit like that. In contrast, PS1 SFZ3 is 118mb without music.
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>>12309464
Rakuga Kids is also 2.5D.
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>n64 can't do 2d!
Which youtuber started this meme?
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>>12312074
I wish I could try Magical Tetris Challenge on real hardware, that one is pure 2D and all my carts are 3D only. I'm not sure if they disabled the blur on that game.
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>>12311714
>tee hee we're heckin autistic right fellow 4channers XD
If by autistic you mean exceptionally fucking nigger tier illiterate, yes. /vr/ in particular, considering how dead your board is and filled with aging schizos.
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>>12311714
Cheaper right?
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>>12311982
Isn't it sprites
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>>12312409
The characters? Yes. The backgrounds are 3D and the fighting itself is displayed in angle.
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>>12312441
This.
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Grand holy cross!
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>>12307776
Indeed
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>>12309184
Nice, but I want the REAL Dracula X on SNES instead of what we got.
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>>12311947
But Saturn can do trackable music and make it loop normally unlike the PS1
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>>12307736
Crazy how many threads there are about whether or not a game is possible on 64, but everyone knows PS1 can handle very game from the generation.
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>>12312781
Konami can decompress data and retool level.
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>>12312810
PS1 wouldn't be able to handle Castlevania 64.
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>>12310770
Auster?
>>
>>12312810
It can't run any RareWare game



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