There's not a lot of snes homebrews out there, is it because it is very hard to program for the snes? Is there a way to convert common audio files into snes audio files, or do you need to recreate all the music by hand? And what about the sprites? Do you need to recreate the sprites you want pixel by pixel or you can convert already created sprites to fit the snes?
My best guess:
* Games for the SNES require superior quality assets to previous-generation games ... and IMO even compared to its peers in the same generation.
* Graphical quality of SNES games isn't tremendously different than just making a modern low-resolution game
* Programming the SNES is harder than programming for anything newer
And a few other details:
* SNES music is most nearly similar to S3M/XM tracked formats, not MP3; automatic conversion from a "final and mastered" format is hard
* SNES sprites are always 15-color, from one of 8 15-color palettes, so some finesse is required there
but is there a way to convert let's say a midi or mp3 file into an spc one?
Converting MIDI wouldn't be hard, but I don't know of an existing tool to do that.
MP3 is right out.
MIDI and MP3 are two completely different cases.
MIDI is a sequence of instructions for a synthesizer. It is certainly possible in principle to convert a MIDI file to SNES format, as long as it doesn't do something impossible like playing 9 or more voices at the same time (though you might be able to get around this by using sampled chords and such). You'd need to supply the instrument samples, though, since MIDI doesn't include any sounds. I think there are tools that can do MIDI to SNES, but even if not I'm pretty certain there are tools that can convert MIDI to various tracker formats, and from the right tracker format it's one step to SNES.
MP3 is a compressed audio stream. This is actually pretty easy to convert to SNES format (as a single giant BRR sample, or a pair of them for stereo). Unfortunately it is impossible to fit more than a few seconds of the result into audio RAM (which gets you
Revolution X or
Hong Kong 97), or a few minutes into ROM, and streaming from ROM is a highly nontrivial programming exercise. If you want something that doesn't take up a ridiculous amount of memory, you'll have to convert the MP3 into a sequenced track, and by far the most reliable way to get a half-decent result is to do it manually - ie: starting from scratch.
Of course, nowadays there's the option of using the MSU1 - a semi-fictional enhancement chip invented by byuu that's capable of streaming CD-quality audio through the analog passthrough pins in the cartridge slot, bypassing the internal audio module entirely. (It also supports up to 4 GB of bulk data that can be streamed to the SNES via a DMA port mapped into the CPU's memory space; this functionality is entirely separate from the audio streaming and can be used at the same time without interference.) It's supported by both bsnes/higan and the SD2SNES flash cartridge. So you could actually use lossless CD audio in your game, while preserving all 8 internal audio channels for sound effects - but now your game is hundreds of MB and is a pain to download, in addition to not being really 'authentic'...
I have a proposal. Let's all form a team, and make an SNES game. After the competition, some time in 2017.
What do you all think?
Collaboration on a forum is like herding cats. And without a design document, it's virtually impossible. So first we need some pitches so that we can even determine the scope of the project.
I'll throw out the first pitches.
1.Warioware, everyone makes a mini game.
2.Top-down action adventure
3. Side-Scrolling platformer
4. Simulation game
5. Twitch game (flappy bird/tetris)
We can make it using my game engine.
...If it gets completed by 2017.
We'd need tools first. A proper compiler, image converters, not sure about the music/sfx state.
Also, meow, a squirrel!
dougeff wrote:
I'll throw out the first pitches.
1.Warioware, everyone makes a mini game.
2.Top-down action adventure
3. Side-Scrolling platformer
4. Simulation game
5. Twitch game (flappy bird/tetris)
If you want to do an SNES game, you should do something that's worthy of the SNES. So, 1 and 5 should be out. I mean, you spend time and energy on such a game and then it's some basic stuff like that? "Hey, we on the NESDev forum came together and created a huge group project on the SNES. Behold, we present you: Another generic puzzle game." No thanks.
Simulation isn't really something that I think of when I imagine the typical SNES game. It might be "worthy" of the SNES, but not really the best genre for that console in my opinion.
So, platformer or action adventure should be the way to go if you want to do such a collaboration project.
A platformer where every level is done by a different dev, and changes genres/styles accordingly?
One Mario-style, one 3d, one sneaking, Sonic, puzzle Lost Vikings style, a relaxing Ecco level, a Portal level... All culminating in a panty-shattering boss battle of cookie clicker.
Let's look at Mario World, for example. Mario himself has over 100 unique sprites. Including...
-balloon floating
-swimming
-flying with a cape
-spinning
-small, big, injured, fireball throwing, running, walking, standing, peace sign, falling, ducking, jumping, climbing, looking up.
A different person could program each of those states. Or contribute to the sprites.
Or, look at Megaman series. Each level has unique enemies and bosses. That's a lot of programming, level design, artwork, music. We could divide up the tasks.
I'm starting to feel like platformers in general are a pain in the butt to program. Shmups look much easier to make, in my opinion.
calima wrote:
A platformer where every level is done by a different dev, and changes genres/styles accordingly?
Sounds like
Battletoads.
Quote:
All culminating in a panty-shattering boss battle of cookie clicker.
I thought
Cookie Clicker was closer to an RTS. It's certainly a simulation of a tech tree.
I had a little project in mind, it would be the creation (of at least the beginning) of an undertale engine, one of my favorite game of all time. But I have a lot of books to read before even thinking about it. Should I try nes assembly before doing snes assembly?
If you've never done anything with Commodore 64, Apple II, or Atari 800, try
Easy 6502 first.
Quote:
undertale
Ok, this is a perfect example of what I'm talking about.
RPG on the SNES. How many people worked on a Chrono Trigger, Earthbound, Ff6?
Dozens.
A team effort would be better.
dougeff wrote:
Dozens.
One person can do the work of twelve, but it might take twelve times as long.
"I have a proposal. Let's all form a team, and make an SNES game. After the competition, some time in 2017."
What competition and when is it happening?
I think
this compo was meant.