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Thread: Hardware pushed to the limits according to Sega-16 members

  1. #61
    Extreme Procrastinator Master of Shinobi Flygon's Avatar
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    Quote Originally Posted by segarule View Post
    For Maxim (smspower) Lemmings for SMS pushed the hardware to limits:

    Lemmings lets you make pixel perfect changes to the scenery, which is not the way the system is designed to work, the 8x8 squares are supposed to be predefined. On top of that it has 20 sprites (plus the cursor) moving around smoothly, without flickering, when the system can only do 8.
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    Don't all versions of Lemmings use some sort of a softblitter? Bar platforms that have native hardware blitters, obviously.

    Even then, I don't know how the SMS version of Lemmings got away with it. There's less tiles than there is screen space!

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    WCPO Agent segarule's Avatar
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    Personally i dont think it impressive but, like was said, while in Game Sack is more the game visual impressive than hardware pushed, here is if the hardware is pushed or no. I posted it here for you judge.
    EDIT: When i said that it for me not is impressive im taking my point of view in visual (seems a common game) and not taking in count the hardware limits pushed.
    Last edited by segarule; 08-05-2016 at 07:43 PM.
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  3. #63
    Raging in the Streets Sik's Avatar
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    I'm looking at that and...

    ...

    ...

    ...OK, I freaking give up, how the hell do they ensure they won't run out of tiles?

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    Hero of Algol Kamahl's Avatar
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    The GBC games mentioned and lemmings are most definitely impressive. I have no idea how lemmings works on the SMS, what the heck!

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    Could you guys explain to us, non tech guys, what makes it so impressive. After all, its also on NES and Game Boy, right?

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    Raging in the Streets goldenband's Avatar
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    Lemmings on the SMS is a fantastic example -- most of us would have no idea that anything was unusual about it.

    On the Tandy Color Computer 3, Crystal City and Zenix (both by the same programmer) were both major technical achievements, released during the lifetime of the system. 60Hz gameplay, screens full of action, and polyphonic music (in the case of Zenix) on a system with no hardware sprites or sound chip:





    For modern homebrews on the CoCo 3, the Donkey Kong port is probably the most famous example:


  7. #67
    Hero of Algol Kamahl's Avatar
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    Quote Originally Posted by saturndual32 View Post
    Could you guys explain to us, non tech guys, what makes it so impressive. After all, its also on NES and Game Boy, right?
    The SMS version doesn't use hardware sprites and is a lot less limited in the changes you can make to the scenery compared to the NES. That means they are somehow software rendering the game to the screen and not running out of unique tiles. No idea how they pulled that off.

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    Raging in the Streets goldenband's Avatar
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    Supposedly Steel Machine on the CD-i -- a port of the C64 shooter Uridium -- required some serious trickery on the programmer's part to pull it off:


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    ESWAT Veteran Team Andromeda's Avatar
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    Gunstar Heroes onthe GBA must be pushing that system to the limits , I'm sure Treasure even said as much in a interview
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    Hero of Algol Kamahl's Avatar
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    Gunstar Super Heroes is a total showoff of the GBA, though there are even more impressive games like the 3D ones.

    Those CoCo examples man... how even!

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    WCPO Agent segarule's Avatar
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    Quote Originally Posted by Sik View Post
    I'm looking at that and...

    ...

    ...

    ...OK, I freaking give up, how the hell do they ensure they won't run out of tiles?
    Thank you for verify. This is the goal of thread. To submit a game and the members verify if it push the hardware to limits.
    Last edited by segarule; 08-05-2016 at 07:45 PM.
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    Raging in the Streets Sik's Avatar
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    Quote Originally Posted by saturndual32 View Post
    Could you guys explain to us, non tech guys, what makes it so impressive. After all, its also on NES and Game Boy, right?
    There shouldn't be enough video memory to hold a fully morphing map of those proportions, so there's something funky going on. I guess its relying on a lot of tiles being impossible to change, but I could be wrong. I would check exactly what's going on if I had a debugger at hand.

    Quote Originally Posted by Team Andromeda View Post
    Gunstar Heroes onthe GBA must be pushing that system to the limits , I'm sure Treasure even said as much in a interview
    Try Game Gear.


    Oh right since we talk about 8-bit Sega systems:



    EDIT: and Toki Tori likes to forget that the GBC doesn't do parallax:

    Last edited by Sik; 08-05-2016 at 05:36 PM.

  13. #73
    ESWAT Veteran Team Andromeda's Avatar
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    Quote Originally Posted by Sik View Post



    Try Game Gear.


    Oh right since we talk about 8-bit Sega systems:

    Yep that's a stunning example of a system being pushed to the limits .


    I also like to add Gun Blade NY on Model 2 ... Ok I know its a Arcade game by my GOD did that game push Model 2 to its limits - It looked like a Model 3 game.
    Panzer Dragoon Zwei is
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  14. #74
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    Speaking of parallax


  15. #75
    WCPO Agent segarule's Avatar
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    VF2 by Sega Saturn with 60 fps can be considered an example?
    "I wanted to create something that the Famicom wouldn’t have been able to do..." (Kotaro Hayashida)
    Wii is dying. Last game Just Dance 2020. Thanks for all!

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