afx_acid
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Everything posted by afx_acid
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On the subject of scanlines, i've noticed that in 720p mode at 3x screen height, using the normal non-hybrid scanlines the line darkness/intensity will reach its maximum somewhere on the depth slider between 60-80 and anything more than that doesn't seem to affect them at all. It's only when you go in to the Width & Height settings and change the height to anything less than 720 that the scanlines will darken beyond this at higher depth settings, although by changing the height to a non-integer scale this obviously starts to mess up the scanline spacing a bit.
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I'm using the ED X7 but I can confirm: 1. There are three ways to get back to the ED menu - with the Sg reset hotkey (I have this set to Start+A+B+C), by bringing up the Sg menu and selecting 'Run Cartridge' (no need to run Ultracore first) or by using the ED reset function (Down+Start then 'Back to Menu'). 2. Most GG conversions run but seem riddled with glitches. I'm not sure if this is the nature of the conversions 3. I can confirm this is an issue on my Sg. I'm using an 8bitdo M30 2.4g.
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That's great, thanks for taking the time to investigate!
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I've had a bug on Sonic 1 but I'm not sure if it's an existing game bug or a Mega Sg bug. On Green Hill Act 3, when you pass the loop with the 1UP on top, if you roll into the spring then jump on the rebound at the spot where the hill starts to decline you glitch out the loop as you hit it. I've uploaded a video showing this at the link below: https://gfycat.com/coolmediumfinch I'm running the game on a Mega Everdrive X7 but unfortunately I don't have an OG Genesis to confirm if the issue is just with the Mega Sg.
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Thank you Analogue for giving us another 'interim option'! I love how Analogue and kevtris quietly keep their heads down and just get on with developing a quality product without the smoke and mirrors PR bullshit, constantly shifting goalposts and ill-conceived stretch goals.
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It was already disabled unfortunately.
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I've done a search and can't see it mentioned, does anybody else get an annoying buzzing tone when opening the inventory in Flashback? It happens for me using both NTSC and JP roms, but not the PAL version. This is using an SD2SNES so I'm not sure if it's an issue with the Super NT or the SD2SNES itself. Can anyone else verify the problem? Also, has anyone got an official Flashback cart to test this?
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Yes, I've seen glitched/garbled powerup sprites, sometimes they appear roughly three times the height of a normal powerup sprite. Not sure what's happening there and I hadn't tried the game prior to firmware update to 4.1 so I'm not sure if this was an issue before.
