Jackrabbit. I remember! Thanks.Quote:
Jazz Jackrabbit needs a 33MHz CPU and 4MB of RAM, and it still manages to flicker the damn sun sprite somehow
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Jackrabbit. I remember! Thanks.Quote:
Jazz Jackrabbit needs a 33MHz CPU and 4MB of RAM, and it still manages to flicker the damn sun sprite somehow
Don't forget the part about being able to use the arcade card as extra RAM. Especially if it's used as a buffer to decompress stuff. Mad Stalker may be using it that way too and that'd mean that as a hucard it'd need to include both ROM and RAM if that's the case (which would have been more expensive).
Also having more memory available could make it possible to store data in a more performance friendly way than keeping it tight packed on the PCE's internal RAM.
Anyway, back to the original subject (skip to 0:32):
https://www.youtube.com/watch?v=o63AkoXtTbU
It seems to be entirely built out of sprites (large blocks being 4 sprites). Probably explains why they had to reduce the viewport, to avoid running heavily into sprite limits.
I believe Sonic 1's special stages are a clear rip-off of Cameltry. Even the background themes, the fishes, all the stuff is so "inspired" by it.
Sonic 1 uses an even more limited set of sprites (actually it's all the same quad) combined with circular forms it never actually "rotate". But the principle seems to be pretty much the same. And the effect is convincing enough IMO.
By the way, there's also Cameltry for the FM Towns:
https://www.youtube.com/watch?v=tPL1DfIcMHY
Tom has described why the ram in the Arcade Card is no good for that kind of stuff (too slow?). I believe that the System 3.0 card ram is the only one which is viable to use for decompressing, but that it's still more of an efficiency thing for making the most out of the limited space CD games have to work with. He's bottom-lined it many times that even Sapphire can be done 100% on HuCard, minus redbook and adpcm. It's still interesting hearing about all of the ways developers worked around the constraints, like using the adpcm memory to store assets.
There is a single "ROMRAM" HuCard (Populous) which has a bit of ram in it. I forget the details of what some of the experts have said about it, but I believe that it was just used to make it easier for the developer to port the game. I don't think that it retailed for too much, so it probably wasn't worthwhile for most cases.
What about the hidden "smoother" version of the Sonic bonus stages, what was the deal with that? Was there a reason they didn't keep it smooth in the released version?
The only thing I can come up with is that maybe they thought it would be somewhat disturbing to look at, 'cause the sprite data was already there. The "smoother" hack is the simply removal of like two lines of code holding it back.
Personally, I think it looks way cooler in the smoother version but I don't know which was the thought process. It doesn't seem to be a technical decision.
I never heard of this so called magical Sonic 1 bonus level hack that removes a holding back code, of all things. So good to know.
Sonic 1 in special stages intentionally discards the bottom part of the current angle to make the rotation look coarse. I always thought it may have been done to make it easier to move around (it's already hard enough as it is).
Note that the sprite data for the in-between angles is not there, it just happens to not look as bad as you'd expect (probably because the smoother motion tends to hide the sudden transitions). Note that it could look better by having it round to nearest rather than rounding down, reducing issues when the board rotated too far away from the existing steps (indeed, it would halve the maximum error), but for some reason I haven't seen any hack bother with it yet (and it's quite jarring once you notice it).
https://www.youtube.com/watch?v=2MKByhhm_S4
I had the Amiga 600 with 1 MB of Ram and there were many Amiga games that did run better or having more effects thanks to the extra Ram or some that wouldn't work at all with out the 1Mb. Manchester United Europe was one of the games I had that looked better thanks to 1 MB of Ram , First Samurai had more FX . There's most tons of Amiga games that look or sound better than to extra Ram . And as a ZX Spectrum 128k+ owner one could see that games like Renergade was better .
But I long since thrown out those set ups
While I get the point of both of you are saying, unless you are like Lazy Game Reviews or Roadgeek or whatever, finding old computers is not exactly a piece of cake. I want to get an old Windows 95 or 98 computer, but honestly, I have my concerns on whether or not those damn things would work well hardware wise.
Awesome info! Rep given.
I see, but I don't know if Robocop 3 had something prepared for RAM upgrades.
There's also the fact that not all 3D games on Amiga would benefit from CPU upgrades: http://eab.abime.net/showthread.php?t=82952
Oh, I agree, it's just that you WinUAE is very inaccurate AFAIK, so you can't really judge frame rate by looking at how the game runs on it.
On top of that, that longplay channel really don't care to set the emulators they use accordingly; they still use outdated emulators for several systems, etc.
It runs in one of those funky PS1 resolution modes (368 x 480) but you can find captures form it, it's just that it take some time to get used to the controls and most of people doesn't seem to want to invest that time if you know what I mean (here's an example: www.youtube.com/watch?v=vLU31DB4Ziw).
Luke Morse's channel is cool though, he fixes PCBs, shows not-so-common games, etc. The off-screen capture thing used to bother me but I got used to it after a while. Some of the most informative channels and best gameplay videos you'll find don't use proper video capture.
Never heard of this game before, looks interesting.
About extra Ram,"The Flash" in SMS was one of few game to use extra ram i dont know the objective. Except the musics (congratulations Jeroen Tel) it seems simple game IMO.