Wonder Boy: The Dragon's Trap – Reverse engineering the 1989 original
thedragonstrap.com
thedragonstrap.com
Edit: wow, I just checked out the domain, they are completely updating it?? Everything looks true to the original. I love it. http://www.thedragonstrap.com/
I've had a lot of fun reading disassemblies of Pokemon Red https://github.com/pret/pokered
And then there's the fact that this blog post just convinced me to buy this game.
I love wonderboy, I think it's extremely underrated and is as classic, and timeless, and as mechanically refined as Super Mario Bros. and Zelda were on NES. Master System just had so much less market penetration that Wonder Boy is now nowhere near the size of those other franchises, not because it lacks the merit, but because it lacked the publicity.
I had thought this was simply a "hand the IP to some new guys so we can milk the cash cow" when I saw the news that it was being made. The fact that these guys give this much of a damn has convinced me to pay full retail, I want them to be able to keep doing this kind of work after this game is done.
/my 2 cents
Somewhat separate, but related, I remember one of the video plugins that would accept external images as replacements for in-game textures.
Anyhow, I agree that for at least some games, replacing parts of the code makes getting the game running with some degree of improvement easier than completely re-implementing it. On the other hand, I like the idea of reverse-engineering the original binary, and along with an engine re-implementation, providing documentation of how the game originally worked. I think of it as a kind of software archaeology.
I'd curious to see the movement code they ended up using in their own game, though it's understandable if they don't want to share it.
Virtually all of the sprite-and-tile games of the era ran at 60 FPS. Is Wonder Boy III so complex that it only updates sprite and scroll positions every second VSYNC signal?
The console hardware had to drive an actual 50/60Hz signal and you had to account for that - including doing some updates/color switches/bank switches in horizontal blank interval (when the cannon was returning to the left side to start a new line) and vertical blank interval (a longer one, when cannon was returning to the top to start displaying another interlaced field - "frame"). So you couldn't just behave like you have a 25/29.97 Hz refresh.
A lot of games did the refresh in lockstep with this frequency so there were actual issues porting them between regions.
Excellent remix of the theme for the game .... its Saturday evening after all :)