

As many will know, the much talked about “ Ura Zelda” expansion of Ocarina of Time didn’t end up on the format at all. A mere ten discs (not even ten games) were officially released for the 64DD, so it’ll be no surprise to learn the system came and went without leaving a mark on the gaming landscape. Unfortunately, for all the time and money spent creating it (not to mention organising the Randnet online service that went with it), this is one import-only add-on that really struggled to justify its existence. 2 make those versions worth tracking down for big fans of those early Nintendo classics- Also consider looking at the likes of Konami’s Esper Dream, the Famicom Detective Club games ( in preparation for their Switch remakes), and inventive musical shmup Otocky. The changes between the disc and cartridge versions of Metroid, Zelda II: The Adventure of Link, Castlevania, etc., as well as the complete do-over Yume Koujou Doki Doki Panic famously received to transform into Super Mario Bros. Notable Famicom Disk System games to consider: Some might say certain classic games were actually better on the Famicom Disk System.

Most survived the transition relatively intact, although there's something to be said for the richer soundscape of the FDS and the hardware's innate ability to save your progress. The BG should be fine though.These games would - for the most part - be reworked and re-released later on Famicom/NES cartridges at a time when the cost of manufacturing beefier carts was deemed more reasonable (part of the reason why the Famicom Disk System was never released outside its homeland). I'm not sure how feasible this would be though. I'm still at a loss with sprites though, unless you want to have a "copy" of every 2bpp sprite graphic so that you can use the top 8 colors as an extra palette. Actually, you could still have the GBC BG layer on the SNES if you use all 4 2bpp layers in mode 0: have 2 BG layers, each for 8 palettes, and have the other 2 BG layers be the palettes of color 0. At least with the BG though, you can layer 2 2bpp layers on top of each other, with one of the layers having tiles being a solid color (presumably any regular tile, just with all 4 entries in the palette being the same).

I was about to suggest that you'd just use half of the bits for sprites, and use a 2bpp BG layer, but then I also remembered that color 0 on each BG palette is a unique color. I find it incredibly hard to believe that the N64 can't stream 4x the amount of data as the SNES.Īnyway though, Would it be possible to actually just use the SNES's video hardware to emulate the GBC's instead of just sending a pre competed image? Oh, wait, the GBC has 32 palettes, 16 for sprites and 16 for BGs, doesn't it. :/ The amount of them has nothing to do with if they actually work. Tepples wrote:Was there some limit of the N64 cart bus preventing this?
