Oct 6, 2020 at 4:13 PM
Join Date: Oct 6, 2020
Location:
Posts: 3
This looks intruiging, i get that this is rough because its an early build, but that cover of gestation hurts my ears...

You should've expected it, because there are a ton of people who are really looking forward to this.What?? Someone made a thread for my GB port??
Isn't the point of making a GB demake working with the limitations in order to make it work? And it's been proven multiple times that Cave Story music can be done with only 4 channels, even less!Firstly, the Game Boy uses 8x8 tiles, but it can only have 192 of them loaded per map. Cave Story tiles are 16x16, meaning 1 Cave Story tile is 4 8x8 tiles. It is impossible to have Cave Story maps on Game Boy without reducing the tile count, or heck, descale all the 16x16 tiles to 8x8.
Secondly, music.
Organya uses 8 channels for melody and another 8 for percussion, but I think channel 1 and I go unused in every song.
The Game Boy only has 4 channels, 1 and 2 are for melody, 3 is a custom waveform channel, and 4 is for percussion. Clearly, there is a big difference between the number of channels on Org and Game Boy, making it hard to directly convert Org -> GB.
And thirdly, GB Studio has a frame limit of 25 frames. This makes it difficult to have bosses and other large objects in a huge map, because 16x16 sprites have to be tiled to achieve this effect of a larger boss, and that takes up many frames.
omg thankyou :3 made an account just now cause i saw this thread can confirm i have canceled my version of the demake, as well as LUNA. the project i am working on now is called "Repugnant Bounty". I will post a discord link to the server. If you join, there is a downloadable ROM file for my version (as far as it was developed, at least) in the #welcome channel for those interested.Yeah, this port has some potential. The developer is in the CSMC server, actually. Quote_02 (Raichu) is their username.
I know Skittles also has a regular GB port in development as well, but I'm not sure if that's been shelved or not. They make some very cute art, tho.
I feel the need to note that between two vram banks on the gbc you have 512 8x8 tiles to play with (if you intend to dump non-colour compatibility and go full gbc), and if you draw text (I recomment implementing vwf) instead of mapping it then you will only need 36 tiles for a message box text buffer instead of wasting a quarter of your available tiles on an fwf font. CS on the gbc would most likely be possible if you are smart about it, but you would need more flexibility than what GB Studio would offer you to make it. Though I might recommend downsizing the tiles in cs from 16x16 to 8x8 anyway so that you are less likely to run into sprite limitations (max sprites per scanline), and so that the player can see more on the screen.Firstly, the Game Boy uses 8x8 tiles, but it can only have 192 of them loaded per map. Cave Story tiles are 16x16, meaning 1 Cave Story tile is 4 8x8 tiles. It is impossible to have Cave Story maps on Game Boy without reducing the tile count, or heck, descale all the 16x16 tiles to 8x8.
POG!That's probably a more long term project. I'm currently working on games for more hi-end platforms, but I might come back to CSGBC later...
skittles has rebooted development with lots more experience in gb studio and is confident they can get the job done for realzies this timeIsn't the point of making a GB demake working with the limitations in order to make it work? And it's been proven multiple times that Cave Story music can be done with only 4 channels, even less!
Here's hoping Skittles is still working on their demake...