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Multijointed Monster Maker

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Everything posted by Multijointed Monster Maker

  1. Now that you've brung up Street Fighter 2, is there a real reason why the top and bottom are forced blanked off? I can't beleive 2 32x64 sprites animated at around 8fps can take up so much bandwidth that they needed forced blank.
  2. I notice there is a certain quality/feel to the music on arcade systems like the Neo Geo and the CPS2. Both Capcom and SNK seem to always used a similar sample library that I can recognize right off the bat as a mid 90s arcade game. You can hear the same very synthy trumpet sound in a lot of games. Video game composer Hiroyuki Iwatsuki from Natsume also uses this sample library a lot. I'm wondering if there is a name for this seamingly popular sample library, and what kind of synthesis was used to generate these sounds?
  3. I hate it when people pretend the 68000's registers and the 65816's memory are the exact same thing. THEY'RE NOT!
  4. I gave Mr_8bit_16bit a thumbs up +1 on both of his posts.
  5. Underated Games: Space Megaforce Pocky and Rocky Sparkster Wild Guns Ninja Warrior Cybernator Mickey Mania Gundam Wing: Endless Dual Super Turrican 2 Power Rangers: Fighting Edition
  6. I'd say megabit count is one of those meaningless buzz words. Sure there are games that the megabits actually meant something, like Donkey Kong Country and Earthworm Jim, but most of the time the extra megabits were wasted on just background detail. Who cares if the sky had no repeated tiles? Nobody will even notice it.
  7. Speaking of that, SNES has a port of Robotron 2084 in the Williams Arcade's Greatest Hits collection. I'm not sure how good the Robotron port is, but it seemed to have some slowdown under an emulator (I'm not sure if it's the game itself, though. Williams Arcade's Greatest Hits seems to be a problem game for some emulators). There's also an awesome version of Smash TV for SNES. That version has a lot of enemies on screen without slowdown. Total Carnage is on SNES too, but I heard that port isn't as good. It's true that many SNES shmups have slowdown, but this is partially due to a few of them being early SNES games. Some games like the Parodius games and Gradius III had slowdown in the arcade versions (and Gradius III is also an earlier game). Raiden Trad is just a terrible port. Micronics, a company that did some choppy and buggy NES games, ported it. I'm not sure about flicker, but Space Megaforce/Super Aleste shows that the SNES can do a shmup with very little slowdown. I'm guessing by R-Type, you mean Super R-Type (which is a remix of R-Type II rather than a port of the first game. The original R-Type isn't on SNES)? Again, this is an early SNES game. R-Type III is much better technically (and I heard it's much better gameplay wise than Super R-Type, as well). I think the problem is that 3rd party companies were hiring the wrong type of programmers for the Super Nintendo. Most of them hired arcade and home computer programmers who were more familiar with 68k family, when they were better off hiring the 8-bit NES programmers who were used to 65xx family cpus.
  8. Well Drangonboy. If you would act more civilized and stop throwing tantrums and threatening to leave any time someone questions your belief of the SNES's superiority, then you would be treated better while you were there. Who the hell is Dragonboy?
  9. Background maps on the Snes are set up like this: (1,1) (1,1) (1,2) (1,2) (1,1) (2,2) or (1,2) (3,4) V-ram address of bg maps can be moved around. The Snes also has a DMA that runs at 2.68Mbps.
  10. What about for sprites? I've been programming a multijointed sprite boss on the Super Nintendo (hence my username Multijointed Monster Maker), and I don't get it why people think there is a limit on how fast sprites can move around the screen due to the cpu being clocked at 3.58Mhz. You can render a sprite on one side of the screen one frame, and render the same sprite on the opposite side of the screen the next.
  11. I don't recommend Sega-16. They're too opinionated and easily angered.
  12. What does the speed of a moving sprite or the scroll speed of a background have to do with cpu power?
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