AuthorTopic: Cave Story for unrealisticly underpowered platforms  (Read 36090 times)

Offline Cow

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Re: Cave Story for unrealisticly underpowered platforms

Reply #10 on: May 25, 2008, 08:39:49 pm

ti83. sorry for lack of an action shot. :ouch:

Offline AdamAtomic

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Re: Cave Story for unrealisticly underpowered platforms

Reply #11 on: May 25, 2008, 09:29:45 pm
This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)

Yeah at this point it's just a recolor and a crop.  I don't see how that would be fun?

Offline PypeBros

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Re: Cave Story for unrealisticly underpowered platforms

Reply #12 on: May 26, 2008, 06:41:12 am
This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)
Well, iirc, Pixel was basing on the NES for the GFX specs of his game, so that's not very surprising to see the Master System coming "too close" for a demake :P

Offline DarkFalzX

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Re: Cave Story for unrealisticly underpowered platforms

Reply #13 on: May 27, 2008, 08:05:37 pm
Oooh! A SMS screen! Cave Story on SMS would've been fun to see (especially with a maximum sprite limit of 64 8x16 sprites on screen). Anyone for a C64 or Atari 8-bit mockup?: )

Offline megane

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Re: Cave Story for unrealisticly underpowered platforms

Reply #14 on: May 27, 2008, 10:18:50 pm
Atari 8-bit mockup?: )
Like so?  I'm not sure of the restrictions on backgrounds for the Atari -- the Wikipedia article is immensely vague -- but here're some hackish sprites.

Balrog's two sprites wide, of course.  HUZZAH!
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Offline Lackey

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Re: Cave Story for unrealisticly underpowered platforms

Reply #15 on: May 28, 2008, 03:33:10 am


Made to Neo Geo Pocket Color specifications as far as I can tell:
Quote
    * Resolution: 160x152
    * Colors: 16 palettes per plane, 48 palettes. 146 colors on screen out of 4096.
    * Sprites: 64 sprites per frame, 4 colors per sprite.
    * Scrolling: 2 scrolling planes, 8x8 character tiles, 4 colors each.

And my reference:

Offline Arakun

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Re: Cave Story for unrealisticly underpowered platforms

Reply #16 on: July 12, 2008, 06:19:05 pm
Found a link to this thread on the Cave Story Livejournal Community page. I knew I simply had to give it a try!



Here are the specifications for my old Mac Classic. I spent many hours in front of it as a kid creating black and white adventure games using the multimedia tool HyperCard.

Quote
CPU: Motorola 68000 at 8 MHz
Hard-drive: 40 MB
Memory: 2 MB
Screen: 9 inch, 512 x 342, black and white
Sound: 8-bit, 22 KHz

Offline Helm

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Re: Cave Story for unrealisticly underpowered platforms

Reply #17 on: July 12, 2008, 06:32:00 pm
for 1bit you're totally better off without any far background texture.

Offline SINISTERSOUP

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Re: Cave Story for unrealisticly underpowered platforms

Reply #18 on: July 13, 2008, 04:51:13 am
This is really fun to think about. Cave Story with the limitations of Virtual Boy would be awesome because although you'd be loosing color you'd add 3D layers.
This would be fun when applied to alot of other games too.
some say he was cursed by chestnut elves