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19 hours ago, MrFish said:

 

Yes, I was playing the GameBoy version yesterday, after having seen the video. I don't think it's bad at all.

 

Can you be a little more specific as to what you find "horrific", and what "magic" you find lost that you feel keeps it from being a worthwhile conversion?

 

I guess I am over dramatic 🙂

 

The original Genesis game is was so smooth and animation rich that every time play a lesser version I am always reminded what is missing. So for me the low frame rate, small enemies and visually indistinguishable scenery all makes it so meh on the GB...

 

sTeVE

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On 7/24/2020 at 8:15 AM, Jetboot Jack said:

I guess I am over dramatic 🙂

 

The original Genesis game is was so smooth and animation rich that every time play a lesser version I am always reminded what is missing. So for me the low frame rate, small enemies and visually indistinguishable scenery all makes it so meh on the GB...

 

Games like Earthworm Jim were from an era where cartoon-grade graphics were possible, and there were a lot of them being done as such. Xenophobe was an example of one that was ported over to the 8-bits. In Xenophobe, you got basically the same thing that's being suggested here, 4 color bitmap with some P/M graphics for the main character(s). Sure, it doesn't give you the same look or sound quality that made the original as interesting as it was; but it does result in a nice playable game for the system, which has its own unique charm. I think Earthworm Jim would give you the same kind of general translation on the 8-bits.

 

Edited by MrFish
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If you go down then shoot, you'll do better at Xenophobe.

 

Edit: It's available on my BBS, BTW.

 

My IP address is [currently] 96.235.16.79 on port 10001.

 

 

 

Edited by Kyle22

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If someone finds the time to rip some of the graphics. 

Doing an "Impression "-Intro , just like a scrolling screen and one or two protagonists moving over it. 

 

The scrolling could be 4 screens high, wich means 19200 bytes (name it screen ram) then run in a circle. 

vertical scroll done by LMS . 

 

The "software sprites" have their fixed position in the memory (screen ram). 

One of the "software sprites" can be set into the screen with byte boundaries

"Earthworm Jim" needs to be set bit exact.

 

Mode D wouldn't need 50(or60) fps scrolling. So every moving object has 2 frames to be set into the screen ram. 

 

The scrolling could be done looking faster, if some "simple byte based" objects were put in the background, just shifting one pixel per frame. 

 

The real "must" would be to have the two moving software sprites always fluently animated.  

 

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