[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


Nobody thought it could be done on the n64, but they did it. They squeezed the whole game onto a cartridge and kept the FMV cutscenes. All of the game's integrity was kept intact. Can you a name a more impressive port?
>>
Yeah it's pretty impressive and there's nothing else like it

I think CV SOTN on XBLA is an 'impressive port' in a way due to the videos they had to cut to meet the 150mb limit
>>
>>12796304
How the fuck was this one even possible?
>>
File: 1787509734576556.jpg (289 KB, 897x1200)
289 KB JPG
better than the NES game
>>
>>12796306
A combination of downgraded visuals, fog, extra loading sequences, and a particularly clever compression scheme where level chunks are first copied to the hard drive, and then the console builds up the level around you as you go through it, decompressing it as you fight enemies and open doors.
>>
kys spammer
>>
File: vb8jjxoucpug1.jpg (127 KB, 1425x912)
127 KB JPG
>>12796305
>>12796304

I know it's CURSED to mention it because of the bot slop and "you know who" shitting all over the romhacking threads, but......

Why didn't they tried to port SoTN to the N64 or at the very least, the GameCube? Specially since it would been around of after the game exploded in popularity thanks to the Greatest Hits Green Label Reprint on PS1?
>>
>>12796305
Couldn't they compressed the graphics and sprite data too? Also playing in that D-pad......
>>
File: A Fantasy Adventure.jpg (178 KB, 805x800)
178 KB JPG
They said it couldn't be done...
>>
File: NESBoxFront.jpg (283 KB, 974x1370)
283 KB JPG
>>12796304
The NES version of Elite
>>
>>12796318
Although not technically as impressive, many would argue better than the SNES game too
>>
>>12796318
Better than alttp too
>>
File: 1776839401287573.jpg (851 KB, 1898x1678)
851 KB JPG
GBA port of SFA3.

https://streetfighter.fandom.com/wiki/Street_Fighter_Alpha_3
>>
>>12796304
>Name a more impressive port
CTRquake on the 3DS
>>
Doom 3 on the original xbox
>>
File: Street-Fighter2.jpg (275 KB, 1768x1382)
275 KB JPG
>>
>>12796306
By trimming a lot, and it fucking shows.
>>
>>12796456
This one could have been a lot more impressive if Capcom were allowed to use larger GBA carts.
>>
>>12796342
Game data I think it was 80mb on average, if anything they should've compressed the music and dialogue audio next to the few FMV this game had.
>>
>>12796304
its not that impressive. majority of the game is jpegs and a handful of extremely low poly models. The challenge is the fmvs and they look like shit.
>>
>>12796304
>All of the game's integrity was kept intact

Wrong the amazing credit theme was cut
>>
>>12796304
>All of the game's integrity
Yeah, if you don't care about the quality of the pre-rendered backgrounds.
>>12796306
By running at terrible framerate.
>>
File: punkass.jpg (36 KB, 531x374)
36 KB JPG
>>12796674
Implying that's not impressive. It's still a huge amount of data that couldn't get into it if they didn't their effort. Add to that the audio and the FMV and there you go. Doing such reductive statements is retarded.
>>
>>12796773
RE2 audio was botchered

https://youtu.be/PbQPFpl7Pdg?si=M41J6Qe5d9W6b16U the credit is not on the N64 version
>>
>>12796306
Dont forget riddick and doom 3
>>
File: HHCwYs6aYAEX6fZ.jpg (296 KB, 825x825)
296 KB JPG
>>12796318
This.

The Gameboy had hardware weaker than the NES yet the black magic of some Nintendo R&D3 people made Link's Awakening something almost on a Link to the Past (SNES) level game.
>>
>>12796631
If they remove the dialogue speeches during cutscenes, then the game could fit on an N64 64mb cart, the issue would been the dimensions of the assets like the Saturn port
>>
A million dollar budget and a 1 year dev time for a port. Is it impressive? Sure. But is it good? No, it's not; it's butchered in all kinds of ways and even the (tank) controls are broken.
>>
>>12796304
I kinda like this version the best cause you can change the blood color for the game and the ex files
>>
>>12796941
>even the (tank) controls are broken.
how so?
>>
>>12796304
Super Street Fighter II on the SNES is one of the all-time great ports that never gets the credit it deserves. It preserves the gameplay of the arcade game almost exactly.
>>
>>12796318
It's a not a port, retard.
>>
>>12797028
Try turning left and abrupting changing to right (or vice versa), there is a delay.
>>
>>12797036
Some more info about this game and the situation around it.

-This game along with MK2 was the first online fighting game of any kind in history via the Xband service, and the top players of Xband would go on to become the core of the internet-era FGC (*not* the alt.games.sf2 crowd, as is a popular misconception, although there was crossover between the two groups).
Even today some of the top players from the Xband days still pop into Fightcade (Cigarbob, Nothingness, Sabre).
-Yoshiki Okamoto wanted to port Super Street Fighter II Turbo to the SNES *after* this game had already been released, indicating he thought the market was still viable for more SF2 releases even after most armchair commentators declared SF2 was oversaturated.
-the SSF2T port to the SNES never happened because of a "golf course deal" between Kenzo Tsujimoto and 3do representatives, making ST a 3do console exclusive.

I'm guessing an ST port to the SNES would have used the S-DD1 enhancement chip to fit the new animations from ST onto a 32-megabit cart.
>>
>>12797053
>S-DD1 enhancement chip
I think that would be too late, didn't that chip came in 1996?
>>
>>12797124
I don't think it's public when Capcom first had the capability to use it. SFA2 came out in 1996, but that doesn't mean ST couldn't have used it in 95. Or ST could have come out in 96. They released SF Collection for the PS1 and Saturn in 1997.
>>
>>12796304
this one was impressive in how shitty they did
>>
>>12797036
GBA port is better
>>
>>12796761
>Yeah, if you don't care about the quality of the pre-rendered backgrounds.
Not even noticeable on a CRT, it basically looked the same when people bought this port back in the day
>>
>>12798360
JPEG conversion wasn't the only thing they did. They also cropped the backgrounds at the bottom and top and stretched them as a result. This is definitely noticeable.
>>
>>12796304
HOW. HOW. HOW.
(also the ridge racer keitai port, what the FUCK was NAMCO smoking to make that possible)
>>
>>12797036
Yes but it's not as fast as Turbo, plus they barely could fit everything, the japanese version has better voice samples but unfinished and unpolished songs and missing announcer lines, the US version features the more polished songs but some of them around worse and has the announcer sayin the characters names but the quality is much worse and some if the character voice samples were altered and change, also some US copies suffer from graphic corruption.
>>
>>12797053
Sucks that Super Turbo wasn't ported but even by 94, 3 variants of SF2 was enough, they should just ported Alpha 1 instead and made it good, but they wanted Alpha 2 instead by 96 so they rushed that port and it BARELY runs and it's not because of the decompression, it's because of the measy code.
>>
>>12799014
>but it's not as fast as Turbo
It's comparable. The game has a speed setting that that arcade lacks. At 3 stars the SNES version is probably at the default speed setting of arcade Super Street Fighter II X.
>>
File: httj.mp4 (924 KB, 640x360)
924 KB
924 KB MP4
>>12796306
Very impressive when you put aside the low framerate and graphics
>>
>>12799016
>3 variants of SF2 was enough
Not to me. I would have bought ST for SNES.
>>
>>12799031
Still higher framerate and resolution than most PCs of the time
>>
>>12799031
>>12796616
>>12796761
It shouldn't even fit on a fucking disc yet alone on the amount of memory an Xbox has
>>
File: n64_starcraft_64_p_npj0b6.jpg (769 KB, 2098x1528)
769 KB JPG
Insane that they pulled this off and even added modes to it.
>>
File: IMG_2706.jpg (65 KB, 554x554)
65 KB JPG
I’m not even being contrarian, MK1&2 on gameboy were games I played the living shit out of
>>
>>12799072
>Still higher framerate and resolution than most PCs of the time

Nonsense. People would play 1024x768 at least.
>>
>>12798356
They messed up by not allowing the player to play with six buttons via the start and select buttons. Even though the GBA handheld isn't conductive to this, they would have been able to predict the GBA player's release on the gamecube, and the six button mode would be useful there.
>>
File: gmcfpW7Q5yYSjpvb.png (102 KB, 600x700)
102 KB PNG
Not ports, but I think that the Dragon Quest 3 HD and Final Fantasy III Pixel Remastered were completely necessary to enjoy those games.

Having to start over from 20 - 40 minutes earlier in the earlier versions was a huge pain in the ass.
>>
>>12796449
>many would argue
Thats because they're lonely
>>
Do you think I should be a complete faggot and play through RE2 for the fist time on n64?
(I played the remake)

This is going to sound weird but I played 1 and then 3 on PSX then code veronica when released but skipped 2 for some reason
>>
>>12801062
If you want. It's a very competent port.
>>
File: 1782595173556696.jpg (3.03 MB, 3450x2325)
3.03 MB JPG
>>12796339
>>
>>12796305
That shitty ass limit is also why the Soul Calibur port cut the Mission Battle mode out
Worst part is they upped that limit later, so these ports could have been perfect if they released later
>>
>>12799031
Yeesh, there were STILL 15fps drops in the 6th gen? I thought that was primarily an N64 problem.
>>
>>12799115
I recall this one had a custom map that was all about surviving waves of Zerg attacks, and you could play it co-op. My cousin and I loved that one, even though we couldn't beat it after a certain point where the waves become ridiculous. I don't think that particular map was ever ported to the PC version, though of course there were many similar UMS maps.
>>
>>12796304
Big Mutha Truckers for GBA was really cool! You'd think it'd be an entirely different game since it was released simultaneously as the DS port, but it's basically a more downscaled version of the DS one.
https://www.youtube.com/watch?v=jEl3MFbUP4c
https://www.youtube.com/watch?v=GgA01GXdhZM
>>
>>12801357
Don't remember it that well, but I do remember my friend and I playing split-screen against ai and that it even had a built in archon mode. It was cool.
>>
>>12799031
Makes you wonder what halo 1 and 2 were doing differrently to get a slightly more stable fps with more ai on screen.
I guess its the physics and higher res textures?
>>
>>12801070
>All the Bongyank over a fucking proof of concept tech demo running on PC hardware instead of N64

What retards
>>
>>12796304
>>
>>12799076
Well, whatever. The teeth grinding quality of the OG Xbox version pushed me to make my very first Steam purchase.
>>
>>12796306
it looked and played like absolute dogshit
>>
>>12799072
weak bait
>>
>>12796304
Atari 800 port of Robotron
>>
>>12796786
All they need is Captain Syrup as the thief.
>>
>>12796304
Yoda Stories for GBC.
>>
>>12801963
You're right, but it's mostly the physics. Source physics are more advanced than Halo's physics, and even though Halo 2 and Half Life 2 both use the Havok physics engine, Half Life 2 integrates physics into a lot more things than Halo 2 ever did. Halo 2 only ever used physics for enemy ragdolls, big level props, vehicles, and dropped weapons. Half Life 2 uses physics for everything from ropes to vehicles, boxes and props as small as cups, seesaws and even soft body mattresses. That is super taxing for the CPU. Enemy AI also takes some CPU time, but not as much as physics. Also note that graphically, Half Life 2 uses harder to run lighting techniques and has detailed facial animations that Halo 2 simply didn't concern itself with.
>>
File: E5_bz-IVoAsAzIp.jpg (991 KB, 1600x1200)
991 KB JPG
>>12805493
And funny thing is, that Halo 2 was originally going to use stencil shading for its lighting model, which was something advertised in the E3 2003 demo, but it was scrapped after Bungie devs realized that they were not going to be able to build the engine with the current levels they had already built in time. It ran like shit, was very buggy, and making it playable would have required a bunch of level changes and graphical downgrades to make it playable. Bungie then just reused Halo CE's lighting model for textures that weren't made for it, so everything looks like matte plastic. Had Bungie had the time to build the game with an actual solid plan with the engine's limitations, then perhaps we would still be debating whether Halo 2 or Half Life 2 was the better looking Xbox game.
>>
File: SegaSaturnQuake.png (646 KB, 544x600)
646 KB PNG
>>
>>12796458
Crash Team Racing Quake?
>>
>>12801062
Try the Dreamcast version.
>>
>>12805516
>huge open environments
>full dynamic lighting and self shadowing
they essentially made a seventh gen game, nuts they thought that would work.
>>
File: 1788989640822378.png (229 KB, 680x763)
229 KB PNG
>>12796304
Agree.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.