Ghouls'n Ghosts ARCADE Episode 2 - The (re)making of Stage 2
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- Опубліковано 30 вер 2024
- Here is the second video for my Ghouls'n Ghosts ARCADE EDITION hack for the SEGA MegaDrive.
In this video I am showing the progress with the hacking of Stage 2.
I have currently reworked the first half of the stage, redrawing and recoloring the original arcade assets and reducing their tile count to fit in the smaller video RAM (VRAM) of the Sega Megadrive.
At this stage I haven't implemented all the routines to decompress the new data from the ROM to the RAM or VRAM yet, so I thought I'd show how the changes look as the modifications are applied in real time through the debug features of an emulator (GENS r57 shell mod).
Please let me know in the comments if you think this type of content is interesting, if you'd rather just look at the end results, or if you'd like me to cover more or less technical aspects of the hacking process.
In any case, if you get bored at some point you can directly jump to the comparison segments at 8':04''.
The amazing piano transcription (and execution) of the music from Stage 2 that plays at is from @Tuengxx's channel. Check the video at • played with piano "St...
Amazing stuff!!! 👏👏👏
My favorite game ever. I am waiting for the finished version so much.
A legendary work, transforming Mega Drive into an arcade.
It already was! :p
It was based off the System 16, which is similar in specs to the CPS1, at least the CPU and audio chips.
This is great, these explanations helps people understand a lot better how such hacks are made.
I'd like to learn to do this kind of stuff. Which tools to use, which steps to take, and so on. Your video offers great insight into this.
Fantastic work! Looks an incredibly time consuming job but keep it up 👍
a very valuable artwork, especially for Mega Drive fans! the graphics are colorful, faithful and more harmonious than before, I admire Sega's determination to have ported the game practically alone and in the beginning of the generation, but this hack shows us what the Mega Drive was really capable of by Ghouls'n Ghosts!
Your work on this game is truly amazing mate !
Thanks for sharing your method, it helps to discover a little bit of how rom hack are being made... and it's clearly skills that few people have these days !
This is amazing! The process of how you worked this hack is the icing on this cake! Makes us appreciate the work from you, Pigsy, Pyron, Master Linkuei, Lord Hiryu & others even more! Show us more changes? Yes please!
Nice work, congratulations again and again :D
Man, this would have been wizardry back in the day, it shows how much better could have been this capcom arcade ports, even though the ports themselves were already good. This one in particular is one of my favorites for the Genesis, i'm so excited about this project, hopefully you can finish the project soon.
Question is if this hack will stick to original's cartridge size
@@arciks11 of course the ROM size will increase. Yuji Naka really made a miracle with those 5Mbits
Totally awesome all the work behind!!! Really interesting!!!
your upgrade almost looks, dare i say...better than the arcade? at least in some areas?
great work BUT do us all a favor, dont do ANYTHING to make this game any harder!
Beautiful work. It looks great! It would be awesome to get a physical release when you're done if copyright issues can be managed.
Yeah, take THAT, EGM writer Martin Alessi!
Just one largely unimportant nitpick. What you call dragonflies and sand beetles are probably the adult and larval forms of an insect called the ant lion. The Japanese are fascinated with them.
So, how much larger will this hack make the game? 16 megabit? 20 megabit?
Your work is impressive. Can't wait to test in my megadrive. This game was ported by Yuki Naka, isn't it? Maybe you can tweet him
as a 55 year old man who owned the sega version AND the pc engine supergrafx version I love this footage! this is fucking awesome ! Show us more of this stuff yes. it looks amazing so far !
Great video of the incredible work 👏👏
awesome work!
Any update on progress please?
Insane !!!!
Do you plan to share some of the tools you used/created, or at least provide link to tutorials on how to find your way into a rom hex code ?
This looks amazing and I love your video format explaining how it all comes together. Lot's of respect to you for all of your hard work and it is greatly appreciated! :)
Is this still being worked on? 😮😮
you are really doing a jewelry job, I imagined it even with the music in the background, with a hammer and chisel.
Just Amazing looks great and one of my favourite Mega Drive game 👍
Fantastic work!!
Hi aMaru. One question. After you done all the changes in the hex, using Gens R57....how you achieve for fix the rom? I didn't find any option for to save te rom with the changes applied. Thanks and keep going. Trully impressive. And congrats for the program you did to generate all those hex codes.
Hi lord hiryu. I use a generic hex editor to add the new graphics to the rom or to modify existing code and data therein. Usually you need to fix the checksum after the rom is altered as this is typically checked at startup.
That's fantastic top 100%
Grande! 👏🏼👏🏼
Very good!
In a lot of ways, this looks even better than the arcade version. Keep up the great work!
Hell yeah
Fantastic job, sir, the results looks very impressive even right now! I have a question: is it possible to redraw and add all arcade background tiles if each level will gonna have loading times similar to ones which Streets of Rage 2 got, you know, like when you go from streets, to bar and then in the back alley all on stage 1? I'm not suggesting adding loading times, mind you, just curious what can be done on the Genesis with loading times in general if the goal is to bypass VRAM limitations no matter what.
VRAM space is the real limit. The original CPS1 game had three times the available space of video memory compared to the megadrive. So, in general, it is difficult to maintain the exact same level of detail of the arcade. VRAM hosts many more things than just the graphics tiles, so the available space to implement dynamic swapping is limited. In addition to that, the graphics in this game are compressed in ROM, so loading new graphics in VRAM actually means running decompression routines. You don’t experience load times, but you can only copy very little data per frame, which ultimately makes it difficult to schiave very large or very frequent swaps.
Amazing work
Dumb question, but why can’t someone just design a new genesis engine that allows you to keep the same parameters of the 16 bit limit, but also allow you to use as many sprites and colors as you want?
I just love to see, how powerful the genesis can be if talented magicians are in charge
When this amazing job will be playable ! I'm so thirsty of it
Incredible work. Congratulations
AMAZING !!!
shame all these homebrew fail quality when released like that cadillac dinosaur one
Amazing!
Even i prefer how your hack looks more than the original one from CPS-1.
Very good work!
aMaru, I hope you don't mind another question: can you load sprites in your hack through DMA?
I was 14 when I got my Sega Genesis on Christmas of 1989. Over New Years of the year (going onto 1990) I had a sleepover at a friends house and he also got a Genesis for Christmas, he had a copy of Ghouls n' Ghosts and we played it all night until we finally finished it. I will never forget that "event" as for me it was such a memorable time. I was amazed at how great the Ghouls n' Ghosts port the the Genesis looked, sounded and played and bought my own copy, which I still own to this day, as soon as I got back home. The work you are doing here is phenomenal and I can't wait to see (and play!) the final product. Is there a way to support you in this endeavor? A Patreon perhaps? The 2 guys that were doing the RE4HD Project had a dedicated website that updated their progress and allowed supporters to donate too "the cause". Over the span of that project I donated around $100 in multiple smaller denominations (the project took years and when they would post new amazing progress reports I couldn't help but donate $10 or $20 as I was so impressed by their work! Much like I am here!) Anyway, it's a thought. Great job and keep going! I will always LOVE Ghouls n' Ghosts and truly can't wait to see what your final build looks like. Amazing!
This looks incredible! In many places your version looks better than the arcade version. Great job!
Also love the technical side of things. I'd really like to see more detail on how you reduced the number of colours and tiles so dramatically, and the techniques and tricks you use to get everything working. Keep up the good work!
Amazing work! Really enjoy your detailed video with all the 'how it's done' info. Cannot wait to see the full reworked game.
Spettacolo che sogno...
Ci sará anche la intro arcade a cavallo iniziò partita e durante la demo?
Buon lavoro ...
Great vid, love the peek behind the curtain. Keep it up. This is incredible work.
awesome X 10000000
16 meg cart would had made the difference ...
Are you planning to have Arthur more frame animation and work on the destroyed effects to look more of the arcade
After the game is done it deserves a physical copy!!!
Not bad looks pretty simple to do, looks better than arcade only the trees and sand don't move as well, so where do people buy it and for how much it gunna cost?
Oh my god, not only is seeing my beloved genesis version go super saiyan amazing but seeing the code / process behind it is so interesting, thank you!
Fantástico 👌
Amazing job! Genesis does what Nintendo doesn't!
There's still two issues left to fix at this point and they're by the door area
1) There's a small area you can see the background past the door
2) There's also a weird splice where the quicksand tiles begin
Other than that, phenomenal work
Great to see how its done, I didn't know about gens r57 buts looks like it would be good to try out some stuff.
this looks wonderfu;.
Wow!!! Simply amazing.
Pretty freak'n amazing! I can't wait to try it out!
Nice piano arrange from the stage theme.
Very interesting video, thanks for this.
Wow, you did the great work!
This is incredible work! Well done! 👏 Its looking absolutely fantastic! What a difference! Keep up the great work 😎👍
Impressive work! Keep it up!!
Cool keep up the good work mate
cracking job mate :0) I love how you have explained things. Its so much fun to see something like this come together!! well done and long may you continue!
Can this mod be done on a MD/GEN Cart?
Awesome work! Really nice from you to show people how it's done. Thank you for the hard work. - If you're taking sugestions, how about a new menu option to make the game easier by adding some game genie like codes effects.
SOUND REMASTER ?
Wow what an amazing effort! Looks incredible
Spectacular effort 👏🏻
im so impressed
Amazing work - keep it up! I always felt the beginning of level 2 was pretty ugly. You've made a huge improvement.
furthermore, a lot of effort went into creating this video to show us the process.
Mind blowing
Just incredible man, thank you for your superb work!
Bravo, excellent travail !!!!
Superb
like+
I guess it's a lot of extra work but this video format is really great. We like to see the end result but we also like to see how you work to get it.
You're doing some really crazy stuff, I can't wait to see the second part of the 2nd level.
I know the tileset is already full but if the turtle explosion could be revisited it would be great. ;-)
Explosions in the game are generaly awful. I have already done some work on redrawing their animation frames, I will include it in the game at some point.
Me gusta ver tus videos, ver el desarrollo en todas sus fases es fantástico. Gran trabajo.
Outstanding!!!
Excelente!!
Incredible update! Incredible explanation!
👏👏👏👏👏
Great video. What's the editor you use ?
The editors that you can see in the video are part of the debugging features of gens r57. Other than that I use a generic hex editor to manipulate the ROM. Or, which editor were you referring to?
Magnificent work!
Amazing work!
Wow this is so cool! I love that stage and music. To see such improvements to the backgrounds is really nice.
Incrível 💪
[Insert gif of Galifianakis doing math]
Will that weathervane with fire be possible to work properly? your shit is getting really good
This is so good im big fan of ghouls n ghost, and my question is when you rework the whole game can we play the game, I would love to play your version it looks amazing and sorry for bad english
Wow, this is looking really awesome! I make music on MD, I would love to arrange some songs for this if possible 🙂
Não terá mais atualizações??
Amazing difference from the original port. A SEGA CD / MEGA CD audio option would be amazing...
I think the turtles look too bright and cartoonish (even in the arcade version). Maybe they could be made darker shades of green to fit the theme of the game better?