Oct 6, 2020 at 4:13 PM
Join Date: Oct 6, 2020
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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.
Firstly, If the Demake's gonna be similar to the original, then it's better to make a fan game instead.Isn't the point of making a GB demake working with the limitations in order to make it work?
Here's hoping Skittles is still working on their demake...