The Global Gladiators have 250 frames of animation according to the ad by Virgin (see the scan in the archive, Sega Force section).Originally Posted by Joe Redifer
The Global Gladiators have 250 frames of animation according to the ad by Virgin (see the scan in the archive, Sega Force section).Originally Posted by Joe Redifer
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http://dioxaz.free.fr/sprites/pages/...aosstudios.htm
I counted 236 Sonic sprites in Sonic 3
What do I use to do MD/Genesis?Originally Posted by TmEE
Do I have to make a my own computer program in able to program games for the Sega Genesis?, because I know a lot about programming 8-bit and 16-bit game systems, but I don't know one crap about programming a PC.
You do realize a lot of those aren't 1st party, right? Note some groups say "Custom"Originally Posted by dragonboy
Customized Sega Genesis Model 1 - VA3. Energy efficient with buck converters instead of LM7805's.
You keep comparing everything to Sonic. Most other non-fighting games will have far fewer frames than a Sonic game. Are you saying fighting games look bad as a genre, or are you saying fighting games look bad when compared to a Sonic game?
And a lot of repeated use of tiles on those as well as sprite flipping (not to mention palette recycling). Still impressive, although SF2 has much more sprite data/frames than that. Ryu's sprite data/frames alone takes of 176k.I counted 236 Sonic sprites in Sonic 3
Wait.. I thought you taught yourself programming for the PC? Or do you mean that the other way around? Knowing specs and actually having experience coding for a console are two different thingsI know a lot about programming 8-bit and 16-bit game systems, but I don't know one crap about programming a PC.But it's an awesome experience. Head over to the sega dev forums.
"Prince Ali" in Beyond Oasis/Story of Thor was supposed to have 550+ frames of animation.
Ali vs. The Prince of Persia...who would win?
Oh, definitely Ali. Everything kills the Prince of Persia.
OK, just tell me how to turn a Microsoft Word or Notepad document into an emulator ROM and I will have no trouble programming. It's not like I can just type "ADD. d0, d1" anywhere and my computer will add register d0 to d1. How do I get my computer to do what I program?Originally Posted by tomaitheous
Last edited by dragonboy; 04-22-2008 at 06:12 PM.
http://sdb.drshnaps.com/sheets/Misc/...rthwormJim.gif
I just counted 528 sprites of Earthworm Jim.
Not including any other objects or characters
Of course 16-Bit fighting games have aged badly. Most of them were watered-down ports of arcade games which are already looking rough around the edges themselves, while others were obscure, half-baked caca ("Slaughter Sport", "Fighting Masters", "Rise of the Robots" etc.) that were horrible even back then.
The SNES and Genesis hardwares and control pads were not developed with post-Street Fighter II fighting games in mind, hence why they couldn't (respectably) handle any Capcom/SNK fighting games past "Super Street Fighter II", "Fatal Fury Special", "Samurai Shodown" and "Art of Fighting 2".
There are also sprites where he pees in the PC version (which I have).Originally Posted by dragonboy
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Fighting games also have more than one main character, unlike games like Sonic (Tails is not a main character and he has no right to exist).
Anyway I don't think you'll convince anyone that fighting games looked bad for their time just because they were fighting games.
For the most part I think fighting games have more animations. Earthworm Jim, Mick and Mack, and few others are the exceptions.
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