Dokutsu Monogatari MD (Cave Story for Genesis?)

Discussion in 'Other Consoles & Oldies' started by Sonic Angel Knight, Sep 22, 2016.

  1. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    If you read the title, then yes you heard... read it right. Cave story for genesis, and for the rest of the world sega mega drive. If you are not familar with Dokutsu Monogatari which is Literally translated to Cave Story, is a freeware game released in 2004 by studio pixel, I think Is called Daisuke Ayama if i remember, was the single developer for this gem, much like toby fox's undertale game. Despite being released in 2004 where modern tech at the time was PS2/Xbox/Gamecube and such, it uses retro 8 bit style nes like graphics and sound. Is a homage to retro games like Metroid and castlevania which i will obviously now say "Metroidvania" gameplay.

    About Dokutsu Monogotari (Cave story) And is many ports.

    Cave-Story-MD (WIP).006.png

    Welcome to Cave Story, the genesis mega drive port. Is a work in progress as you can see, by the "MEGA DRIVE VERSION 0.1 2016.07" Is a recent port, about 2 months ago, in July. It has Sound test which you can see here. Not bad, allows you to listen to all in game music and sound effects, may i remind you is a genesis port so if you are familiar with the sound quality of the megadrives FM PSG or whatever is called, that Synthisizer, then expect it to be much like it. Me personally is ported well for a genesis game. Below is a NCP test. Supposed to display all sprites and test the animation, sound effects, and other such things. It shows interesting information, such as how much health the enemies have, what type of object is it, how much damage it can inflict on you, is it a collectable and such. Worth looking at. Remember is incomplete so not everything will be there for both menus.

    Cave-Story-MD (WIP).007.png

    Cave-Story-MD (WIP).008.png

    EPIC PLOT. Read at your own will.

    Anyway after playing some of this, i decided to make some screen shots, I was using a Image filter during the time of screen capture so sorry if is not your thing, for curiosity reasons i used what is called "HQX2" with Linear. Is how i play most of my retro games now. So is just gonna be a few snapshots with comments addressing some issues.

    Cave-Story-MD (WIP).009.png

    So here is the first screen of the game, after the title menu and story. Looks good so far, except is very small. To be honest i noticed this to be maybe a small issue, the genesis original resolution was umm... 240x224 (Someone correct me if i am wrong) But this game seem too be adapted to wide screen the 16:9 Ratio instead of 4:3 or whatever the official original system was. It makes the game a bit confused, while it looks okay in full screen i think the actual programming may be messed with for the graphics being displayed, i may explain more later. Also notice the save point, yes it works, for a demo or WIP It works like it should. Let's go outside the room.​

    Cave-Story-MD (WIP).010.png
    So far this looks okay, no problems noticed, looks like cave story. Before i go further, i will say it being a genesis game, there is lack of animation in many things over the original, only noticable if you play or saw video at 60FPS, while the game originally and this port runs at Something like 60FPS, is a genesis console so expect those frame drops and lag like when many stuff is on screen at once.

    Cave-Story-MD (WIP).011.png
    Okay, there goes some enemies, bats, and a the first life upgrade, one of the things i noticed is how collecting items or interacting works, i'll show you.

    Cave-Story-MD (WIP).012.png
    Notice in this picture, the character is in the air but aquired the upgrade. Usually to get this you need to be standing in front of it, and press down, he will then look at it by staring into the back ground, just figure i should point it out.... let's move on.

    Cave-Story-MD (WIP).014.png
    To the hermit's room, to collect the polar star gun. Obviously something is wrong, the center, it supposed to have the gun picture like the previous one with the life upgrade, obviously layering problems, characters interfere with this a lot. Sometimes is other things but this is one of the main things. Also notice the text box, at the border on both sides, produces black bars to fil the bottom of the screen even though the text box isn't as big, another issue with overlays and layers. Let's get out of the cave.

    Cave-Story-MD (WIP).015.png
    Outside the "First Cave" We see King and Tokoro, Two local Mimiga in dialoge. We can see some color and background here, looks impressive, again notice the small sprites and the screen format as i metioned earler about the 16:9 wide screen Against the official. Not bad for large monitors. :)

    Cave-Story-MD (WIP).017.png

    Checking my inventory is obviously something is wrong. Arms is my weapons, and item is my other collectables, well were is the polar star i collected? It should be there, also the dialog is messed up.... "h!" Umm what? Well least i know the key is there. Why does it take up the whole screen? Oh well move on.

    Cave-Story-MD (WIP).018.png

    Here we have a room with the which misery, and the bar of soap, or suitcase, or cinderblock (I dunno what it is) His name is Balrog. The screen shows a bit more outside the room itself than necesary you can see by looking left and right.

    Cave-Story-MD (WIP).019.png

    This is a optional battle against Balrog, you can simply skip it if you select no when he ask if you want to fight. I said yes for the purpose of the demostration. Some details are missing, all bosses should have health bars, but there is none, i foght at least 3 bosses, no bar ever. Also the layering problem again, the player is in front of the enemy, where he should be behind. He Also has a strange problem of looking into the background like he should when pressing down. The number represents total damage dealt to the enemy at one time, Kinda like a combo. Moving on.

    Cave-Story-MD (WIP).020.png

    While not important, i was exploring, another layer problem, character behind back ground objects. I find this funny as if they were trying to hide, but sadly is a bug or glitch in the game, not legit compared to official, they should be in front and visible. :P

    Cave-Story-MD (WIP).021.png

    Just another example of Layering problems with sprites, textboxes and background objects. :P

    Cave-Story-MD (WIP).022.png

    Entering the Egg chamber through teleporter, now is a lot to see all at one, Oh another upgrade, a Elephant.... i mean Behemoth according to the NPC test pic, and a robot, and whatever that thing down there is. :unsure:

    Cave-Story-MD (WIP).023.png

    Okay, one weird thing here. During this scene the moster beats up on sue, but she standing a good distance away, in the official game the characters should be closer together, imagine the confusion when i saw this. The character is supposed to be closer, then after the savage beating, he picks her up and takes her away, walking to the right, instead she disappears (probably cause animations are missing for the full sequence) And he walks right being stuck at invisible wall before the game contines and despawn sprite.

    Cave-Story-MD (WIP).024.png

    And here is the pause for the sequence when he walks away, stuct at... nothing. This is why i mentioned the wide screen resolution issue earlier, reasons like this. Is obvious the game was designed for 4:3 size so displaying more tend to show some errors.
    I have more screen shots but i had intended to keep this short and easy to stomach, so sorry if i messed up. Honestly this is ineresting and impressive, one thing is why port it to genesis/mega drive? Would someone actually consider playing it once completed? I mean i did cause Is cave story... on the genesis. If i had not recoginzed the title or game maybe i would not care but now that this is a thing i want to care and hope it completed. So far there is more to mention but again i wanted it to be short so... Let's see how much of this will continue. :)

    Remember, this is a work in progress port that is Public domain as far as i am conserned and not Licensed content so don't worry, i dunno who made this rom but I find it of valued interest. Why Mega drive, why not nes or snes or anything else? I dunno, just have to wait and see.:toot:
     
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  2. CeeDee

    CeeDee hm?~

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    Impressive! I'd love to see this finished sometime soon!
     
  3. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    Well me too, i dunno who made it or any details, but is impressive. One thing to notice is the music is probably well converted, but regarding the genesis sound system of that PSG, i hope maybe they could rip some of the official music, use the mode one much like pier solar and have a Sega cd PSG audio output for improvement. :)
     
  4. VinsCool

    VinsCool Comfortably Numb

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    Woah that's quite an achievement.
     
  5. NANASHI89

    NANASHI89 GBAtemp Maniac

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    Lemme know when you finish it!


    Sent from my iPad using Tapatalk
     
  6. The Real Jdbye

    The Real Jdbye Always Remember 30/07/08

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    Wow, I'm impressed someone managed to backport a PC game to a 16-bit console. I think I'd rather play the PC or 3DS version, but I might have to check this out just to see how the music sounds compared to the original. Gotta love that Genesis metal sound.
     
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  7. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    Honestly i think there is so many ports of this, i do find it strange to be on a outdated console, but yes is impressive. Just shows how many people like sega mega drive, For some reason, sega games and systems are very popular in brazil according to wikipedia, that sega first console the master system was still being popular, long after is time pass. I wonder why myself. :)

    I will get as far as possible, even if i have to cheat lol, is a work in progress and is still has some bugs/glitches, as you can see with the screenshots. I even got a weapon that is broken, it doesn't even work. :P

    You know i'm glad there is people who actually like the genesis audio system, most people who had compared it to snes obviously choose it to be better, i mean come on, it has the sony SPC700 chip that makes games like chrono trigger, and final fantasy 6, super mario rpg and dare i remind everyone, SUPER TURRICAN DOLBY SURROUND SOUND? :creep:
    Not only that but Super mario games, Donkey kong country, and Zelda, f-zero, and starfox, and metroid. But seriously Sega has good music, when composed right, i mean streets of rage, Sonic games, Wonder boy in monster world, Monster world IV, Castlevania, the treasure games, gunstar heores, dynamite headdy and Alien soldier. I mean trust me, some games actually can sound interesting when converted to Genesis. Try a few sonic hacks, they have all sorts of conversion music, Even mega man x, is dope.

    Ever wondered what metroid music sounds like on the megadriver PSG? :rolleyes:

     
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  8. The Real Jdbye

    The Real Jdbye Always Remember 30/07/08

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    The way I feel about the Genesis sound is that it suits some games very well whereas others don't work as well with it. The SPC700 is more capable, and sounds great in many games, but it's just not capable of creating the kind of sound the Genesis can, so many games sound better on Genesis.
     
  9. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    Personally i just think is about composition, regardless of the sound system the consoles had, it was up to the game programmers to work within system limitations, so i think is just some of them didn't know what they were doing and ended up being bad while others did make it work well. Most of the noticable differences were the multiport games like street fighter, castlevania, contra, and some disney games. Even some of the exlusives were bad but again i just feel is about programmer responsibility.
     
  10. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    So I decided to try and record a sample video to post here, I have several options i would like to ask for anyone interested in seeing it. I will be using my android, emulator since is how i can easily screen cap it. So here are some choices.

    • 720P or 1080P (I can go lower but yuck, HD is the way to go) It will be at 30FPS Instead of 60FPS Sadly, cause is how it works. :(
    • 5 Min or 10 min (I can go longer, but i am worry about storage space)
    • Screen format (I usually have these settings on my emulator. So if you would agree on one then let me know otherwise I'll leave it my way)
    Screen image emulation settings.

    So let me know what you think in the comments if you are interested. :)
     
    Last edited by Sonic Angel Knight, Sep 23, 2016
  11. zfreeman

    zfreeman GBAtemp Fan

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    4:3, as it was intended.
     
  12. Sonic Angel Knight
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    Sonic Angel Knight GBAtemp Guru

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    This is a opinion based question so is free to openly discuss it, but i prefer least some quick responses to minimize delays. Perhaps first 10 votes on the settings will be enough? Let's see if we can achieve that. :unsure: