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Ghouls 'n Ghosts on the NEC SuperGrafx vs The CPS Arcade Original

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On 12/17/2019 at 11:48 PM, ParallaxUltra said:

 

I'd love to see what could be done with newly programmed versions on Genesis and SuperGrafx hardware, with their inherent limitations, except with 16 megabit roms.

The SuperGrafx could run the game in CPS resolution. With twice as many sprites as a regular PC Engine, it could probably include all the enemies at their original sizes.

 

The PC Engine's master palette has enough colors that a port could retain at least 95% of the shading detail while still looking great. Although it wouldn't need it, there are theoretically 16 sub-palettes for each sprite and tile layer (64 total).

 

The music already sounds very similar to the arcade, but with added sampled drums and sound effects it would have been considered "arcade perfect" bitd.

 

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The only concern I have about the viability of a SuperGrafx version that matches the arcade exactly is that the MAME ROM when decompressed is 24 megabits. That' bigger than every HuCard game, including Street Fighter II.

 

SuperGrafx CD, on the other hand... do it with the Arcade Card and you could load the whole game sans music into memory, and then just use the disc for music tracks. 

Edited by derFunkenstein

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