Does
Mega Man 9 run on a NES emulator, or is it just designed to look like it is a NES game?
Show me a screenshot that does NOT violate the 8 sprite limit, or 64 sprite limit.
Jagasian wrote:
Does
Mega Man 9 run on a NES emulator
Does 7? Does 8?
[/rhetorical]
Well, I consider it still to be plausible.
I know there are torrents for WiiWare and Virtual Console WAD files available. The WAD channel files can be extracted to reveal the emulators and ROM images.
I suspect this game will use a new mapper; also that of the Super Mario Bros: Lost Levels VC game.
I started to download them myself, but stopped because of internal strife regarding piracy on my Wii.
As for other people, if they are able to post WAD files for Super Mario Bros: Lost Levels or Mega Man 9 on temporary hosting, these may be interesting to dissect and remove their content.
This brings up the interesting subject of the alternative version of Castlevania II found in the Konami Classic PC disc by
Konami of Hawaii (now defunct.) I remember ripping and releasing these on Sardius' old board. I wonder if they remain in GoodNES or not.
Why would they go trough all the trouble of programming/modifying a nes emulator for wii? They can create a game that sounds/looks alot like nes and has the same feeling...whilst stil being able to do some neat stuff not possible on nes.
Jeroen wrote:
Why would they go trough all the trouble of programming/modifying a nes emulator for wii? They can create a game that sounds/looks alot like nes and has the same feeling...
Maybe it's easier to modify an emulator than write the game engine from scratch in a high-level language. Exactly duplicating a NES game's physics is quite difficult.
Why would they want an exact duplicate? As long as it controls nice it doesn't matter....your not gonna say megaman x had exactly the same controls and physics as the nes megamans....
B00daW wrote:
As for other people, if they are able to post WAD files for Super Mario Bros: Lost Levels or Mega Man 9 on temporary hosting, these may be interesting to dissect and remove their content.
I wonder when someone will figure out how to post a WAD file for the SNES version of Doom.
Once it's released on vc. Those wad files (if i'm correct not 100% sure) are ripped from wii's.
MegaMan 9 was NOT released yet.
I don't know. It sure seems to have the feel of things. Here's a video of gameplay.
http://www.youtube.com/watch?v=zPwB0q20KkU
From the images, there are quite a few things that break the sprite limit, such as the swinging platforms and the huge dragon.
Fx3 wrote:
MegaMan 9 was NOT released yet.
If that was directed at me..I meant doom wad files wil be avaible "when its on vc" wich might never happen
I'm sure this game violates more than the 8 sprite per scanline limit. It probably also violates the 256 sprites limit as well as the 256 tile selection limit. Most likely it also violates the palette limit. It's not hard to fool people who don't know about the NES's limits. Just like the average listener doesn't really pay attention to the fact that most artists today are completely pitch corrected in singing, the average player won't understand that this game violates several laws of the NES.
[mmc5="exram"]What 256 tile limit?[/mmc5]
I've read the same type of thing, about the number of tiles and sprites in a screen. Well, you can bear the facts:
1. The old Rockmen for PlayStation (Rockman Complete Works)
were emulated, but with graphics ported into PS format, plus the sound wasn't synthesis, but samples. The proof is the jump + shot sounds at same time, and multiple shots sounds overlapping. I already could copy the ROM portion from the CD and play it into my emu.
2. From the video, it looks like there's no sprite flickering or slowdowns, exactly like the PS version does. However, the sound seems synthesis, since there's no jump + shot sounds at same time.
3. I don't know how the Virtual Console works at all. Is emulation? By software? Hardware?
4. Let's say that Rockman 9 is Wii-native. It's the best chance.
Fx3 wrote:
1. The old Rockmen for PlayStation (Rockman Complete Works) were emulated, but with graphics ported into PS format, plus the sound wasn't synthesis, but samples. The proof is the jump + shot sounds at same time, and multiple shots sounds overlapping.
Unless some of the effects were synthesis, just with more channels than a NES can do. The PS1 sound chip has 24 channels.
Quote:
3. I don't know how the Virtual Console works at all. Is emulation? By software? Hardware?
We've already got
a topic going about Virtual Console.
http://www.youtube.com/watch?v=8YIis8GbgwM
Look at 1:13 and 1:17.
The previous platform appears to reset/disappear when a new platform begins moving, and the dragon isn't flexible(so it could be a BG boss).
Why would Capcom round up some of its developers and tell them to develop a NES game? That's just wishful thinking. The game is not an emulated NES game. And no it's not that hard to exactly replicate the physics. They should have the source code or game design documents on atleast one of the NES Rockman games. And even if you don't, fan projects like Zelda Classic managed to very accurately reproduce console games they didn't have any source from.
I believe its likely all new, but given they have the source for something like MegaMan 3-6 in a usable form then it might be less work to add new level data and change enemies/weapons. All your drawing / scrolling / level decompression / game state / etc is already done, nothing Wii specific needs to be written if the NES emu from VS is available.
However using a newer (GBA?) MegaMan engine and just altering it with the older style graphics would probably be the same.
MottZilla wrote:
Why would Capcom round up some of its developers and tell them to develop a NES game? That's just wishful thinking. The game is not an emulated NES game.
Then, "Why would Capcom round up some of its developers and tell them to develop a game that looks and sounds and has the same restrictions and tricks as a NES game, but isn't a NES game, when most people wouldn't even notice or care about such subtle things."
I really don't follow your logic. You're essentially asking the question, "Why should party A have done action B?", criticizing the opinion of those who disagree with you, then stating that "party A didn't do action B". You can't even falsify that argument because it's not even an argument...you don't even provide any reasons or evidence for why party A did not do action B.
...err, sorry, I get irked when people follow up non-logic with an absolute statement. >_>
From what Inafune says
here, graphic design was a much bigger challenge than creating an old-style engine.
- Well... the NES screen has 7.5 structures vertically speaking of MegaMan games, and the video misses the .5 struture part. I can't see left clipping or glitched tiles at right. From the IGN video, yes, there is a few sprite flickering, but nothing compared with Gradius 2 as example, by taking the Fire Dragon of MM9 and the group of rounded blue enemies that comes in G2.
- I would think this game isn't emulated, but a native port. Remember it's not printed anywhere that "this is a new N.E.S. game". What I have been read is that "this is
pratically a new N.E.S. game", or "a 8-bit style".
It really looks like an old NES Mega Man game. The design team will have to confirm how it was made, because of course they could have simply imitated the NES style very closely. But given that they are going back to the originals and at least one of the original designers is involved, it isn't a stretch to suppose that they actually designed this as a new Famicom game which ironically will be first released for emulation (on Wii, 360 and ps3), rather than as a cart. I think it's great, whatever the case. I really like to see top developers recognizing that some things work best in this primitive style. It's what made video games so distinctive in the first place.
I'm pretty sure that's Wii software under the hood. Anyway, making a new gen game with 8-bit graphics is just too cool for words, especially when you've got classic Megaman design going.
In that Games Radar interview, Keiji Inafune says:
"I particularly required meticulous and refined work skills from pixel graphic designers. The limited capabilities of the hardware of the time required pixel graphics to be simplest but refined at its maximum, and without this restriction, the design would not carry the same air. Yet, when we tried to realize this, the designs that came out of the artists were comprised of complicated shapes and colors. I had to ask them numerous times to redo the work to make the characters simpler and shed all the fancy elements as much as possible to make it resemble to the 8-bit games. The obsolete technique – to reproduce it was the most difficult, but there was no compromise allowed."
I think that answers it: it's a new game that's mimicking NES style, in particular the second MM game.
Keiji Inafune wrote:
I had to ask them numerous times to redo the work to make the characters simpler and shed all the fancy elements as much as possible to make it resemble to the 8-bit games.
Perhaps this was his way of (summarizing) his communicating the limitations of the target system to the artists, as in, they can't convert the art to NES patterns unless it's simple? Does sound as if their target system was not NES-like, though. Has anyone here actually played it? That'd give it away very quickly if it weren't NES.
My best guess is that it's an abstraction layer over Wii's OpenGL-like system that presents a similar API to the one that MM2's graphics engine presented. As I understand it, that's how WarioWare for GameCube worked.
Many people find the old school graphic style a strange goal for a modern game, but it reminds me of similar techniques used in the movie industry, where modern movies are filmed in black and white... or filmed using some other technique to make them look more old fashion. Similarly, why use oil paints and a canvas made of fabric when you have something like Photoshop? There is something interesting about the medium becoming a part of the art.
Even if it is not running using NES emulation and even if the graphics are not respecting all of the NES's limitations, the game is just begging for a pirate release for the Famicom
There's really no reason to make MM9 a genuine NES game. The only authenticity present will be the headache of coding it all in 6502.
strat wrote:
There's really no reason to make MM9 a genuine NES game. The only authenticity present will be the headache of coding it all in 6502.
People on the previous page have offered plenty of reasons, including NES graphical and sound limitations and an already-coded game engine with proper Mega Man physics. Just accept that we currently lack the
evidence to make a definitive determination.
Yeah, I just figured they would put it on VC if it were an NES game.