Oct 6, 2020 at 4:13 PM
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.
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...