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You're always so positive about what you say, but you provide nothing to back it up. Instead, people have posted things that as always are never good enough for you. Again, no one has said the Genesis "supports scaling and rotation" in the manner you keep saying we are.
Uh, in the other thread I was repeatedly attacked with "scaling is scaling", as in, it's all the same and this difference that I made and you mention here doesn't matter. So you're being inaccurate here. It's good that now there is agreement that there is a difference; the disagreement is on how good scaling or rotation a system needs for it to "count".
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We don't know what examples, if any, are prerendered. You don't know either. So, instead of "its probably prerendered, prove it isn't" you find out for sure yourself and post it.
Okay, now we get to the point -- differentiating pre-rendered animations fro mreal-time ones certainly is tricky. I just think that if possible it's important because prerendered animations and jumping between different-sized sprites are things any of the systems of that time could do. If you want a list really showing something the Genesis is doing that the other systems can't without help (TG16 can't at all, SNES can but only with enhancement chips in the carts), then wouldn't that be a list of games which do real-time scaling and rotation, not predone animations?