Thread #12492983
Explain to my why the SNES Beat'em Ups can't have more than 4 (different) enemies on-screen without causing flickering. I've seen people mentioning it briefly but never understood why. Or is it a lie? Also, would be possible to "surpass" (circumvent) that limit? How?
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>>12492991
Thanks for the explanation.
From what I've understood...
The sprites per scanline and the PPU are very limited? And also the CPU?
What bmups used the system the best?
Most impressive ones I've seen were TMNT Turtles in Time and Iron Commando. Batman Returns also looks and ran great.
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>>12493054
The lack of hitstun in the Arcade version makes it pretty bad for me. I don't like it.
>>12493016
Please, no more AI slop in this thread.
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>>12497482
Seems to be one of countless lies spread on the internet, intense games prone to flickering were released as usual (see Axelay and Sparkster for example). Also ignore the TMNT arcade schizo, he's off his meds again.
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>>12497482
i've never heard that officially, but there was a lot of mention of flickering in old gaming mags back then. they'd knock games in reviews for pretty frequently.
unless it's insanely bad, it doesn't bother me much personally.
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>>12492983
Depends on sprite size and optimization, also faster roms used later usually allowed for a bit better performance. The best I've seen with smaller sprites like TMNT is Melfand stories, shit has up to like 12-13 enemies on screen and draws sprites for the hud
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>>12497709
Turtles in Time is a SlowROM game, but I remember a thread on NESDev Forum where a guy swore he didn't believe there's any real performance difference vis a vis FastROM carts. The theory was that the rated access speed on a ROM chip is only a ballpark number and not necessarily accurate.
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>>12497762
Not quite true as pretty much all Natsume games were slowrom and that's some of the best action games on the system. Generally speaking yes, late fastrom games allowed some better performance, but fastrom alone will not make a game run well, Captain commando port is a piece of shit compares to TMNT.
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>>12497728
you're a little mixed up. as anon said, the SNES runs at either 2 or 3Mhz depending on which is used. the reason for this was that when the console was first developed Nintendo thought higher speed ROMs that could use the full clock speed were expensive so the slower mode allowed lower speed and cheaper ROMs to be used. in fact it probably doesn't matter as many ROMs rated for a lower speed can run at faster speeds without an issue, the rating is only whatever they tested the chip for, not necessarily how fast it can actually run at.
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>>12493001
I wondered that about Turtles in Time but if you look carefully you'll notice that when there are more than 5 enemies they are the smaller enemies or a combination. You don't notice it that much when playing.
>>12497762
And when accessing ram but theres probably some kind of optimization that works best with slow rom, only casually read the dev docs but using zero page as much as possible and switching banks so you can have multiple zero pages.
>>12493217
Genesis version has more detailed backgrounds in some areas but its a different game. Konami said in Superplay magazine that they had a policy to not have the same game on both systems.
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>>12500385
A lot of cross-platform games would just be copypaste that didn't take advantage of the target platform. Examples are Boogerman and The Incredible Hulk. Both games designed around the Mega Drive and the SNES just got meh copypaste ports.
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>>12492983
>Playing the piss-poor SNES demake
One of the biggest lies spread by Nintendo fanboys is that the Turtles in Time port is somehow superior to the arcade original. The other biggest lie is that the NES demake of Contra is superior to the arcade original.
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>>12501294
The Contra arcade bashing is a bit overboard but Turtles in time arcade isn't a good game, at all. Only two kind of fags defend it, anti-nintendo fags like you or arcade autists who prefer arcade just for being arcade
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>>12505621
is a good and bad thing. while good for performance sure would have been abused and most games wouldhave been a flicker fest as many in the NES are.
about slow and fastrom, didn't this only affect games that tried to read shit fast from the cartridge? like replace vram data on the fly? the senes was slower at dma transfer than the genesis and having an slower cartridge sure had to had some impact in video games.
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>>12492983
I think there is a sprite size and amount limit the hardware can naturally handle, as was the specs from magazines back then. However there are some mapper chips that might allow for more to be done like the Super FX2 or MSU-1 chip. I remember relatively recently there's been some talented programmers able to make the games widescreen and higher resolution mode 7 which is really impressive.