@@PigsysRetroGameDevTutorialsI appreciate ur work and the team everyone working with you to make a game on my favourite console that I grew with and love I wished that Sega would hire you and everyone like Pyron , Ingelbard , plus others too like Mauro , Master Linkuei , Rheo Gamer , all you talented guys should be hired and payed by Sega to make new games for MD/GEN
You take your time. You don’t have to explain to us about your progress. You’re doing the Lords Work and I wish I had a ton of Money to pay you for your efforts.
Man, it's been fun watching this over the years. Fun watching the stages of development. I remember when you were perfecting the frames of animation. Showing transparency with the skull in the Colosseum. The parallax scrolling projects Getting to try the demo for Christmas. All of it. (Along side Shinobi gg. Thank you!)
Tudo no tempo certo, imagino que ninguém tem tem tempo livre de sobra para acelerar o projeto, mas que um dia seja finalizado e é só isso que importa! Saudações brasileiras! Parabéns a vocês, devs!
This project is really shaping up into something very special, you've come a long way since you started this and sharing your knowledge through the tutorials for others to learn is very good of you. Can't wait to see the demo!
Great update and glad to hear you're focused on the end goal. There have been way too many proof of concepts by people over the last year or so where hopes have been high and they've done one level and then nothing further 😔
I really couldn't bear to leave either this or GG Shinobi unfinished, it would just continue to bother me until I did! I don't mind seeing little demos (especially if it's for a less homebrewed console like the Saturn/MCD/32X), but I hope we see more complete projects in the future for sure
You and the team are doing great work. Even more impressive that you had no prior experience programming on the console. Looking forward to the finished result!
I think I’m having as much fun watching this progress as I would actually playing the dang thing. The last few years has been absolutely nuts for genesis/md development. Even the Saturn is getting a lot more love. One of the best times to be a sega fan.
I was trying to tell you about new demos in Christmas but eventually I already got the message so I can’t wait for that, I’m glad you still making this project thanks to supporters. Keep up the good work
The intricacies of player control are still like magic to me, easy to take for granted but they are so important to any video game. Good development tools are a must as they can make things go much faster from what I've read across many post mortems. If I were making a GEN/MD title I'd be consulting with Pyron constantly as good color management on that platform is so critical to how well the final result looks, you want that maximum potential instead of too much muting and dither. Excellent progress video, you certainly have a good grasp of a progress model, having some sense of completion really does keep up the personal momentum and avoids burn out.😉
WOW youve done so much with this version even added the saturn areas thank you...... With all this work do you plan putting it on any other consoles so you don't need to work with restrictions coming from the hardware id love to see your full potential I know Esco is working on combos and such.
I wish you would use Aria of Sorrow levels in the game. Symphony of the Night is so massive, there's no reason but at some point, someone may want to make Aria of Sorrow. None the less, good video and I'd imagine you can finish by next year.
love all that you and your team have done, truly beautiful 16bit send off of one of my favourite psx titles and my fave castlevanias to boot 👏👏👏👏 bravo one and all, really looking forward to playing it, well going to be worth the wait ✊️✊️🍻 Golden 🎉
I really like that you're making bosses harder. As much as I like SOTN I just find it so easy, the only challenge I can find is to try and be faster, progressing with the least stuff possible. I've played the hard mode hack and had a blast out of it, the Death boss seems almost impossible, as it should be considering the series tradition.
You've done a lot of amazing work already. I can't wait to see the state of the game by the end of 2025. It's exciting to think how close to the finish line it could be.
I’m a huge fan of Castlevania games but I never really clicked with SoTN because I just prefer the chip music and paletted pixel art of the previous games. This will be the first time I ever really play it!
Love symphony of the night, have been following this project since you started it Is the intro to the game included in this port? The boss fight with dracula i mean
I would've expected that if anyone ported this that they'd copy the game data directly. A full-on demake is just nuts, even if it is necessary given the platform limitations. Though, it'd be even more awesome if you guys could do voice synthesis. Hard to do on the Genesis for sure, but if you used a syllabary for English and deconstructed all of the dialog into just the syllables used you could avoid needing 10's of thousands of samples. That in itself would make for an interesting project.
Adding cursed prison and underground garden from the Saturn version, wondering how you will work on the background clouds moving forward in the Royal Chapel.
I follow this project since the beginning and I love it ! Two questions : Do you have planned to keep the area(s)s made from gba ? I hope yes... Will you keep the amazing intro you showed a while ago ? With the horse and the moon ?
Incredible work. Is there going to be a release on physical copies? I hope you will inform us, if there will and give us enough time to order. Much love and wishing you best of luck, with completing this project!
Unlikely, since Konami still owns the Castlevania franchise. If Pigsy tried selling his work, Konami would probably sick their lawyers on him and get it shut down. Indie/homebrew ports of existing IPs have to be free to stand a chance of avoiding legal consequences. That said, I'm sure someone will dump the ROM onto a cart with a cheap sticker on it and sell it on Aliexpress. Just know if you're buying one that the money won't be supporting Pigsy in any way.
I have a question, do you also wanna include rpg elements? (weapons, armors, sub weapons etc. in SotN) rather than using a default equipment. I never heard you planning to include them
(using translator) Congratulations on the video and the incredible work! Do it in your own time, my friend... the important thing is to show today's lazy, incompetent and corrupt Devs how to work! Although the biggest culprits are the Gaymers! Capcom, Konami or Blizzard come along and make a remaster, or a dirty compilation and people buy it! It's been 30 years since we've seen a Darkstalkers game, or a Final Fight! And truth be told, if we base ourselves on KOK14&15, or SF5&6, it's scary to see what a Darkstalkers made today would be like... thinking about it, it's better to leave the franchise dead! I sincerely wish you and everyone involved much health and success!
What about Richter and Maria as playable characters? We've not really had much on those two in awhile. Obviously getting Alucard and such is important, but yeah we hadn't really had much of an update on their playability and such.
You need to add a new category. ITEMS/WEAPONS/ARMOR. So many items and weapons have cool, unique abilities. You also have the transformations and spells. The sword of dawn makes like 4 different types of enemies and you can spam it fast and make an army. Just so many cool items and weapons. It's gonna be a huge task.
qual a dificuldade? aparentemente já existem até programas de criação de jogos com a opção de exportar para o formato de mega drive... então é o mesmo que criar um indie qualquer. 🤔
From a console resources perspective, would it have made more sense to port this to SNES? I know that from a programming perspective, MD is far better suited because of all the existing tools.
Snes definitely has a better colour pallet and I think the sound chip and sprite scaling might be better too, so it would have been very interesting to see what could be done in making SotN on SNES hardware. But Mega Drive has a faster processor if I'm not mistaken and the resolution is higher too, so there are definitely some advantages there too. I'd love to hear Pigsy's opinion on what he thinks a SNES version would be like and what made him choose the Mega Drive, this would be very interesting. I suspect that being inexperienced when he started this might have played a roll in deciding what system was best, maybe the Mega Drive is a lot more straight forward to work on? But either way, I'm sure he chose the right system to tackle this project and I have a feeling both systems would support an excellent version of this game and each would be very close to the other.
Great video and thanks for the dev update. I'm gonna pretend I'm the project manager and be a bit realistic and fair and double the time estimate for you. There is no reason why you should set and try to rush it. I think if you manage to 100% enemies and bosses and 66% levels before the end of 2026 that would be fairer and more realistic. Then maybe I would set one more year for those final 33% levels and a bit of QA testing and bug fixes. I'm always too optimistic myself and used to commit to way too rushed and short development estimations. And I also learnt by good project managers that they many times take an estimated team/developers and try to double, or come as close to double the amount. You have to leave room for some unexpected hurdles, life getting in the way, and do whatever you can to try and avoid crunch. So do yourself a favor and give the project and yourself the time it needs. I've been in many dev projects, never gamedev tho, and speak from experience and from seeing how bad the stress gets when you try to maintain unrealistic goals. And if you for some reason manage to get things done quicker, like say only in 1.5 years, then that extra time could be used for a little brake and some extra attention to stability and bug fixes etc... And best of all, you won't have angry share holders or youtube subscribers flip out and get angry.
With everybody saying how much more capable of the Super Nintendo was in the Genesis why is nobody really making games for the Super Nintendo like wouldn't it be easier put SOTN on snes with it's higher color palette or is it just a lot easier to make games for the Genesis because of the architecture I'm curious because the Genesis gets a lot more love than the Super Nintendo nowadays
There are dev kits and programs for the Genesis and yes, it's easier to program for and is more flexible in some areas, like displaying many different sprite sizes at once. Plus it also has a wider base resolution to work with.
@@DancesRainyStreets Thanks to those amazing modern tools (like SGDK), you can write your Genesis games entirely in C… whereas on the SNES, you’d better learn their Assembly language to get the most out of the hardware. The sound is also much easier to code for… you can use the free tool Deflemask to create Genesis chip tunes and effects, whereas the SNES relies entirely on sampled sounds that you’d have to create (and compress) yourself. Also, the Genesis CPU is more than twice the speed of the SNES CPU, making it easier to get good performance in your games.
As the others stated, it really comes down to tools. There is a project to try to build SGDK style software for the SNES, but last I checked it wasn't nearly as robust or far along as SGDK. I think the SNES system architecture might be inherently more complicated as well, so developing on it even with good tools might still be more challenging than working on the Genesis. Hopefully the SNES gets good dev tools in the future though. I'd love to see more indie/homebrew projects on it. But it's also worth mentioning that Nintendo loves to sue anyone who does anything with their hardware or software, so that could put a damper on all of this as well.
Are you part of Konami You're basically doing this for free if you're not part of Konami you can't get paid not unless they gave you permission you could definitely get in trouble if you try to get money I don't know why you just didn't make your own game I know passion project is not all about money but still it's better to get some compensation
Snes definitely has a better colour pallet and I think the sound chip and sprite scaling might be better too, so it would have been very interesting to see what could be done in making SotN on SNES hardware. But Mega Drive has a faster processor if I'm not mistaken and the resolution is higher too, so there are definitely some advantages there too. I'd love to hear Pigsy's opinion on what he thinks a SNES version would be like and what made him choose the Mega Drive, this would be very interesting. I suspect that being inexperienced when he started this might have played a roll in deciding what system was best, maybe the Mega Drive is a lot more straight forward to work on? But either way, I'm sure he chose the right system to tackle this project and I have a feeling both systems would support an excellent version of this game and each would be very close to the other.
The SNES is orders of magnitude more difficult to develop for than the Mega Drive. There are just so many free tools available in 2024 to make Mega Drive development relatively easy (such as SGDK and Deflemask), plus a huge community of developers actually doing it. And the simpler graphics and sound capabilities make it easier.
In addition to what happyspaceinvader508 said, the SNES isn't more powerful than the Genesis across the board. It definitely has advantages, but the Genesis' processor is more than double the speed of the SNES, and its internal architecture is simpler making game creation easier. If the SNES had just as robust modern development tools as the Genesis, it might have been a better option, but this is simply not the case at the moment. While there is a project to create SGDK style software for the SNES, it was nowhere near far enough along for a project like this last I checked.
I think he's using C, which would be a problem on the SNES because there aren't really any good C compilers that target the 65816, where the 68000 had a ton of them.
Same reason that people learn to play famous songs on their guitar/piano etc. Also, once this is finished I'm going to use the experience I gained from creating it to make a brand new MD game, so it's acting as a good "apprenticeship" of sorts
I believe you are totally wrong! I think this will be a success and will indeed reach completion, what's more I think it will go down as one of the best home brew projects of recent years and certainly of of the greatest achievements of programing on the Megadrive ever. The reason I think that is because of the quality of the work already completed and all the dedication that is already evident in this. These guys are not messing around and all the work has been shared on this channel in a very open and honest way from the beginning. This video detailing a total breakdown of what's done and what needs to be done in a no nonsense way, is also proof of the professionalism of the projects lead and the supporting team that he has assembled. None of these things point to a "fly by night" operation IMO, in fact, all evidence points to Pigsy's vision being brought to full fruition and maybe even better than he imagined. My hat goes off to him and the whole development team for their hard work and talent, and I look forward to seeing more fascinating insights of the work being done and eventually being able to play, what some would have thought is impossible, Castlevania: Symphony of the Night - the Mega Drive version!
You, Pyron and all the guys involved are absolute mad lads for doing this! It's not even finished and it's already a masterpiece of homebrew dev.
I'm lucky to have been able to assemble such a talented team! It would have been really hard (maybe impossible) to do everything on my own
@@PigsysRetroGameDevTutorials I'm an OG-ish game dev and what you guys are doing is incredible; you have my absolute respect, many thanks. 😤
Pyron just finished Batman too
@PigsysRetroGameDevTutorials Need any help with the project? I've done pixels art and 68k Assembly optimizations.
@@PigsysRetroGameDevTutorialsI appreciate ur work and the team everyone working with you to make a game on my favourite console that I grew with and love I wished that Sega would hire you and everyone like Pyron , Ingelbard , plus others too like Mauro , Master Linkuei , Rheo Gamer , all you talented guys should be hired and payed by Sega to make new games for MD/GEN
I am interested in this
😁
Hee hee
You won’t go unrewarded.
You won't go unrewarded
You were NEW to programming when you started this? Wow that’s impressive.
You take your time. You don’t have to explain to us about your progress. You’re doing the Lords Work and I wish I had a ton of Money to pay you for your efforts.
Man, it's been fun watching this over the years. Fun watching the stages of development.
I remember when you were perfecting the frames of animation.
Showing transparency with the skull in the Colosseum.
The parallax scrolling projects
Getting to try the demo for Christmas. All of it.
(Along side Shinobi gg. Thank you!)
Ah, the transparent skull brings back memories! We should be seeing him again as an actual boss sometime next year.
Tudo no tempo certo, imagino que ninguém tem tem tempo livre de sobra para acelerar o projeto, mas que um dia seja finalizado e é só isso que importa! Saudações brasileiras! Parabéns a vocês, devs!
This project is really shaping up into something very special, you've come a long way since you started this and sharing your knowledge through the tutorials for others to learn is very good of you. Can't wait to see the demo!
Yeah, that old footage at the beginning of the video looks pretty rough now. I had no idea what I was doing back then!
Great progress so far congratulations
Thanks!
Amazing work so far. Respect.
This project it’s the most relevant thing ind retro console games development of the decade
Great job Pigsy's, it's obvious you've been very busy.
Busy, but happy!
This is insane work! Truly amazing.
Great update and glad to hear you're focused on the end goal. There have been way too many proof of concepts by people over the last year or so where hopes have been high and they've done one level and then nothing further 😔
I really couldn't bear to leave either this or GG Shinobi unfinished, it would just continue to bother me until I did! I don't mind seeing little demos (especially if it's for a less homebrewed console like the Saturn/MCD/32X), but I hope we see more complete projects in the future for sure
congrat! thanks for your efforts
🙏
You and the team are doing great work. Even more impressive that you had no prior experience programming on the console. Looking forward to the finished result!
Just absolutely incredible work. So impressive.
Brilliant as always, my favourite castlevania game
Thanks, it's my favourite too
Take your time! You are doing a great job.
Hi!. Thanks for creating this fantastic project, it looks great! 🤩👌
I think I’m having as much fun watching this progress as I would actually playing the dang thing. The last few years has been absolutely nuts for genesis/md development. Even the Saturn is getting a lot more love. One of the best times to be a sega fan.
Glad you're enjoying it, I'm having fun with the development process too!
Project looking more fantastic each year! Thank you!
I was trying to tell you about new demos in Christmas but eventually I already got the message so I can’t wait for that, I’m glad you still making this project thanks to supporters. Keep up the good work
Always happy to see your updates
Awesome my friend. Dont stop!
Thanks for remembering the Saturn version! I love the underground garden and will be awesome to see it again in your remake.
4am upload is diabolical, but still loving your work on this project
Keep up the excellent work! Take your time to make it as great as you wish it to be! Thanks again!
Muy bueno Master pigsy's ese juego va a ser como un sueño echo realidad ❤
I've watched the progress on this demake for years now and it never ceases to impress me.
It's been a pleasant journey to follow you on this project. I'm sure you'll having fun with it and that what's really matter. 👏👏
Love this project! Keep up the good work!
Schönes Projekt. Danke für Ihren Einsatz, die Retro Community braucht genau so etwas.
It already looks AMAZING! Can't wait for the final version! 🤤
Great progress and awesome work, keep it up
Brilliant work. It inspires people to start a project themselves.
Job Job my friend. it is looking amazing. take your time...and thanks for the video
The intricacies of player control are still like magic to me, easy to take for granted but they are so important to any video game. Good development tools are a must as they can make things go much faster from what I've read across many post mortems.
If I were making a GEN/MD title I'd be consulting with Pyron constantly as good color management on that platform is so critical to how well the final result looks, you want that maximum potential instead of too much muting and dither.
Excellent progress video, you certainly have a good grasp of a progress model, having some sense of completion really does keep up the personal momentum and avoids burn out.😉
Really looking forward to it being done, hope this is your main focus only until it's closer to being done.
WOW youve done so much with this version even added the saturn areas thank you...... With all this work do you plan putting it on any other consoles so you don't need to work with restrictions coming from the hardware id love to see your full potential I know Esco is working on combos and such.
Esco he is a bad person
Very great work ! Best wishes !
I love this proyect! With all my heart :)
Amazing work! To quote Sonic, way past cool!
I wish you would use Aria of Sorrow levels in the game. Symphony of the Night is so massive, there's no reason but at some point, someone may want to make Aria of Sorrow. None the less, good video and I'd imagine you can finish by next year.
love all that you and your team have done, truly beautiful 16bit send off of one of my favourite psx titles and my fave castlevanias to boot 👏👏👏👏 bravo one and all, really looking forward to playing it, well going to be worth the wait ✊️✊️🍻 Golden 🎉
Awesome!
Thanks!
Amazing ! Awesome !!
I really like that you're making bosses harder. As much as I like SOTN I just find it so easy, the only challenge I can find is to try and be faster, progressing with the least stuff possible. I've played the hard mode hack and had a blast out of it, the Death boss seems almost impossible, as it should be considering the series tradition.
I can't wait for the game to be finished.
You've done a lot of amazing work already. I can't wait to see the state of the game by the end of 2025. It's exciting to think how close to the finish line it could be.
I had hoped to be further along by the end of this year, but am optimistic about 2025!
Your are the best!
It is a lot of work but this is looking great
I cant imagine the size of the final ROM.
I’m a huge fan of Castlevania games but I never really clicked with SoTN because I just prefer the chip music and paletted pixel art of the previous games. This will be the first time I ever really play it!
Love symphony of the night, have been following this project since you started it
Is the intro to the game included in this port? The boss fight with dracula i mean
Wow, good work!
This , Final Fight and R-Type is impressive the games the MD are getting in 2024.
Absolutely insane. Wild that this even possible, can't wait to play the port!
Blast processing makes it possible 😂
The ambition here is crazy.
I would've expected that if anyone ported this that they'd copy the game data directly. A full-on demake is just nuts, even if it is necessary given the platform limitations. Though, it'd be even more awesome if you guys could do voice synthesis. Hard to do on the Genesis for sure, but if you used a syllabary for English and deconstructed all of the dialog into just the syllables used you could avoid needing 10's of thousands of samples. That in itself would make for an interesting project.
This is amazing!
Adding cursed prison and underground garden from the Saturn version, wondering how you will work on the background clouds moving forward in the Royal Chapel.
I follow this project since the beginning and I love it !
Two questions :
Do you have planned to keep the area(s)s made from gba ? I hope yes...
Will you keep the amazing intro you showed a while ago ? With the horse and the moon ?
I hope you eventually offer a physical copy with some extras like maybe a soundtrack CD, a map, and some stickers or art cards. That would be cool.
will this be a physcial release?
Nope, just a free rom
@@PigsysRetroGameDevTutorials cool.
0:51 dang it feels like the game will take forever to complete. You need a team to help you with that if you want to complete this project any sooner
Keep the good work
I feel like if you're going to ramp up the difficulty it should be as a special mode.
Wouldn't keeping the original resolution work better for the conversion?
Would it be possible to make Circle of the Moon on the Genesis?
Está indo muito bem.
Gostei de ver o Alucard em um plano atrás da mureta (7:25)
How many megs will the game have? Just asking but you are doing a great job many many thanks💪💪👍
Incredible work. Is there going to be a release on physical copies? I hope you will inform us, if there will and give us enough time to order. Much love and wishing you best of luck, with completing this project!
Unlikely, since Konami still owns the Castlevania franchise. If Pigsy tried selling his work, Konami would probably sick their lawyers on him and get it shut down. Indie/homebrew ports of existing IPs have to be free to stand a chance of avoiding legal consequences.
That said, I'm sure someone will dump the ROM onto a cart with a cheap sticker on it and sell it on Aliexpress. Just know if you're buying one that the money won't be supporting Pigsy in any way.
Qual sua opinião sobre o projeto sotn remake?
For the love of God Almighty, take your time my friend. It will be done when done. Merry Christmas and happy New Year, from Brazil! ⭐⭐⭐⭐⭐
Do you plan on trying to keep this to a 24/32 meg rom or are you going to allow for a larger rom to get everything you want into it?
How did they get this game on Sega I would love to see
I wonder how big (memory wise) this can be/will be? 🤔
I have a question, do you also wanna include rpg elements? (weapons, armors, sub weapons etc. in SotN) rather than using a default equipment. I never heard you planning to include them
Omg! Underground Garden and Cursed Prison ❤
Can we expect one more year before release?
That's what he said in the video. Some aspects could be completed by the end of next year, but not everything. More than one year left.
(using translator)
Congratulations on the video and the incredible work!
Do it in your own time, my friend... the important thing is to show today's lazy, incompetent and corrupt Devs how to work!
Although the biggest culprits are the Gaymers! Capcom, Konami or Blizzard come along and make a remaster, or a dirty compilation and people buy it!
It's been 30 years since we've seen a Darkstalkers game, or a Final Fight!
And truth be told, if we base ourselves on KOK14&15, or SF5&6, it's scary to see what a Darkstalkers made today would be like... thinking about it, it's better to leave the franchise dead!
I sincerely wish you and everyone involved much health and success!
What about Richter and Maria as playable characters? We've not really had much on those two in awhile. Obviously getting Alucard and such is important, but yeah we hadn't really had much of an update on their playability and such.
I’m assuming your using Assembly or C, right?
You need to add a new category. ITEMS/WEAPONS/ARMOR. So many items and weapons have cool, unique abilities. You also have the transformations and spells. The sword of dawn makes like 4 different types of enemies and you can spam it fast and make an army. Just so many cool items and weapons. It's gonna be a huge task.
qual a dificuldade?
aparentemente já existem até programas de criação de jogos com a opção de exportar para o formato de mega drive... então é o mesmo que criar um indie qualquer. 🤔
I hope maria is playable and Richter and it has the unreleased rooms like the Saturn version
From a console resources perspective, would it have made more sense to port this to SNES? I know that from a programming perspective, MD is far better suited because of all the existing tools.
Snes definitely has a better colour pallet and I think the sound chip and sprite scaling might be better too, so it would have been very interesting to see what could be done in making SotN on SNES hardware. But Mega Drive has a faster processor if I'm not mistaken and the resolution is higher too, so there are definitely some advantages there too.
I'd love to hear Pigsy's opinion on what he thinks a SNES version would be like and what made him choose the Mega Drive, this would be very interesting. I suspect that being inexperienced when he started this might have played a roll in deciding what system was best, maybe the Mega Drive is a lot more straight forward to work on?
But either way, I'm sure he chose the right system to tackle this project and I have a feeling both systems would support an excellent version of this game and each would be very close to the other.
Great video and thanks for the dev update. I'm gonna pretend I'm the project manager and be a bit realistic and fair and double the time estimate for you. There is no reason why you should set and try to rush it. I think if you manage to 100% enemies and bosses and 66% levels before the end of 2026 that would be fairer and more realistic. Then maybe I would set one more year for those final 33% levels and a bit of QA testing and bug fixes.
I'm always too optimistic myself and used to commit to way too rushed and short development estimations. And I also learnt by good project managers that they many times take an estimated team/developers and try to double, or come as close to double the amount. You have to leave room for some unexpected hurdles, life getting in the way, and do whatever you can to try and avoid crunch.
So do yourself a favor and give the project and yourself the time it needs. I've been in many dev projects, never gamedev tho, and speak from experience and from seeing how bad the stress gets when you try to maintain unrealistic goals.
And if you for some reason manage to get things done quicker, like say only in 1.5 years, then that extra time could be used for a little brake and some extra attention to stability and bug fixes etc... And best of all, you won't have angry share holders or youtube subscribers flip out and get angry.
❤
that said, 2026 😊
With everybody saying how much more capable of the Super Nintendo was in the Genesis why is nobody really making games for the Super Nintendo like wouldn't it be easier put SOTN on snes with it's higher color palette or is it just a lot easier to make games for the Genesis because of the architecture I'm curious because the Genesis gets a lot more love than the Super Nintendo nowadays
There are dev kits and programs for the Genesis and yes, it's easier to program for and is more flexible in some areas, like displaying many different sprite sizes at once. Plus it also has a wider base resolution to work with.
@@DancesRainyStreets Thanks to those amazing modern tools (like SGDK), you can write your Genesis games entirely in C… whereas on the SNES, you’d better learn their Assembly language to get the most out of the hardware. The sound is also much easier to code for… you can use the free tool Deflemask to create Genesis chip tunes and effects, whereas the SNES relies entirely on sampled sounds that you’d have to create (and compress) yourself. Also, the Genesis CPU is more than twice the speed of the SNES CPU, making it easier to get good performance in your games.
As the others stated, it really comes down to tools. There is a project to try to build SGDK style software for the SNES, but last I checked it wasn't nearly as robust or far along as SGDK. I think the SNES system architecture might be inherently more complicated as well, so developing on it even with good tools might still be more challenging than working on the Genesis. Hopefully the SNES gets good dev tools in the future though. I'd love to see more indie/homebrew projects on it.
But it's also worth mentioning that Nintendo loves to sue anyone who does anything with their hardware or software, so that could put a damper on all of this as well.
@@happyspaceinvader508 Yeah, there isn't really a free C compiler that I know of for 65816... it's been holding me back on the Apple IIgs too.
I mean this is cool but you're basically doing it for free if you didn't get permission from Konami
Are u tripping
Are you part of Konami You're basically doing this for free if you're not part of Konami you can't get paid not unless they gave you permission you could definitely get in trouble if you try to get money I don't know why you just didn't make your own game I know passion project is not all about money but still it's better to get some compensation
this is great project but why not make for snes because snes have better spec compared to genesis ?
Snes definitely has a better colour pallet and I think the sound chip and sprite scaling might be better too, so it would have been very interesting to see what could be done in making SotN on SNES hardware. But Mega Drive has a faster processor if I'm not mistaken and the resolution is higher too, so there are definitely some advantages there too.
I'd love to hear Pigsy's opinion on what he thinks a SNES version would be like and what made him choose the Mega Drive, this would be very interesting. I suspect that being inexperienced when he started this might have played a roll in deciding what system was best, maybe the Mega Drive is a lot more straight forward to work on?
But either way, I'm sure he chose the right system to tackle this project and I have a feeling both systems would support an excellent version of this game and each would be very close to the other.
The SNES is orders of magnitude more difficult to develop for than the Mega Drive. There are just so many free tools available in 2024 to make Mega Drive development relatively easy (such as SGDK and Deflemask), plus a huge community of developers actually doing it. And the simpler graphics and sound capabilities make it easier.
In addition to what happyspaceinvader508 said, the SNES isn't more powerful than the Genesis across the board. It definitely has advantages, but the Genesis' processor is more than double the speed of the SNES, and its internal architecture is simpler making game creation easier.
If the SNES had just as robust modern development tools as the Genesis, it might have been a better option, but this is simply not the case at the moment. While there is a project to create SGDK style software for the SNES, it was nowhere near far enough along for a project like this last I checked.
I think he's using C, which would be a problem on the SNES because there aren't really any good C compilers that target the 65816, where the 68000 had a ton of them.
None of the original bosses were "too easy"...
Those GD Souls games ruined gaming forever.
I disagree. If any SOTN boss gave you trouble, you could just grind a few levels or farm better gear until it became easy.
Why not just make a new megadrive game, why this!
its called a passion project for a reason, lol
Because he doesn't owe you anything, now shut up
Because the assets are finished, just need color tweaking and music recreated. Creating original art and music is definitely more time consuming
Personal challenge?
Same reason that people learn to play famous songs on their guitar/piano etc. Also, once this is finished I'm going to use the experience I gained from creating it to make a brand new MD game, so it's acting as a good "apprenticeship" of sorts
This will never be completed 😢 just the nature of these indie translations it will never be done seen it so many times
I believe you are totally wrong!
I think this will be a success and will indeed reach completion, what's more I think it will go down as one of the best home brew projects of recent years and certainly of of the greatest achievements of programing on the Megadrive ever.
The reason I think that is because of the quality of the work already completed and all the dedication that is already evident in this. These guys are not messing around and all the work has been shared on this channel in a very open and honest way from the beginning. This video detailing a total breakdown of what's done and what needs to be done in a no nonsense way, is also proof of the professionalism of the projects lead and the supporting team that he has assembled.
None of these things point to a "fly by night" operation IMO, in fact, all evidence points to Pigsy's vision being brought to full fruition and maybe even better than he imagined.
My hat goes off to him and the whole development team for their hard work and talent, and I look forward to seeing more fascinating insights of the work being done and eventually being able to play, what some would have thought is impossible, Castlevania: Symphony of the Night - the Mega Drive version!
It doesn't matter. The journey is the interesting part.