Sega Master System (SMS) to NES converter: is it possible?

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Fisher
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by Fisher »

Yes, it sure was a great machine who was underutilized.
I remember being impressed when I saw the Mortal Kombat and Street Fighter II pictures back in the day.
I've never played them, so I'm not the best one to talk about it's playability but they looked way better than the pirated NES versions.
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FrankenGraphics
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by FrankenGraphics »

I haven’t played DDT either, but from the looks of it it has a few interesting concepts that seem to fall short because of sheer implementation. Boss fights play out fresh at least initially as donald trying to escape the boss rather than face it, which fits perfectly with his personality and him always having bad luck and happen upon awkward situations and pickles. Unfortunately (at least by the looks of it), there’s very little to differentiate how they play out.
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rainwarrior
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by rainwarrior »

Sumez wrote:This is the first time I've heard Deep Duck Trouble described as great? It looks good for sure, but all I've heard is that it doesn't play well, so I've always avoided it. Was I wrong to do that?
I wasn't commenting on the gameplay. ;)
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tokumaru
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by tokumaru »

I mentioned these games as examples of what the console can do at a technical level. If more developers had aimed at this level of presentation, some of the resulting games would certainly have had good gameplay in addition to looking good.
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Sogona
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by Sogona »

Are there any SMS homebrews that show off the systems fortes? The scene seems to be bigger than I’d have thought.
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TmEE
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Re: Sega Master System (SMS) to NES converter: is it possibl

Post by TmEE »

tepples wrote:7. Writing to video memory during draw time, at a rate of a few bytes per line.
8 bytes per active part of a line and 11 bytes during HBL (but you're not gonna be able to hit all of the access slots due to different and denser grouping making it impossible for Z80 to hit all those slots). 10 or 11 bytes will be doable without any headache.

Code: Select all

Ideal case access figures for Z80 using OUTI instruction :
+---------+-----------------------+-----------------------+
|         |          50Hz         |          60Hz         |
|         +-------+-------+-------+-------+-------+-------+
|         |  V192 |  V224 |  V240 |  V192 |  V224 |  V240 |
+---------+-------+-------+-------+-------+-------+-------+
| Active  |  2123 |  2475 |  2651 |  2123 |  2475 |  2640 |
| Passive |  1710 |  1254 |  1026 |   983 |   527 |     0 |
| A + P   |  3833 |  3729 |  3677 |  3106 |  3002 |  2640 |
| Blanked |  4460 |  4460 |  4460 |  3733 |  3733 |  3420 |
+---------+-------+-------+-------+-------+-------+-------+
Number of tiles that can be transferred per frame :
+---------+--------------------+--------------------+
|         |        50Hz        |        60Hz        |
|         +------+------+------+------+------+------+
|         | V192 | V224 | V240 | V192 | V224 | V240 |
+---------+------+------+------+------+------+------+
| Active  |   66 |   77 |   82 |   66 |   77 |   82 |
| Passive |   53 |   39 |   32 |   30 |   16 |    0 |
| A + P   |  119 |  116 |  114 |   97 |   93 |   82 |
| Blanked |  139 |  139 |  139 |  116 |  116 |  106 |
+---------+------+------+------+------+------+------+
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