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I kinda wish I had the option, because at least one player shot type is going to look different from the original due to the lack of vertical height in an 8x8 and the lack of enough OAM entries to use two for each shot once everything else onscreen is accounted for.psycopathicteen wrote:I think 16x16 bullets just look cooler IMHO, even if they are slightly more flicker prone.
it's a game design choice, for exemple i dislike Wings of war/gynoug on Md mainly because of his small bullets /sprites .I think 16x16 bullets just look cooler IMHO, even if they are slightly more flicker prone.
The subscreen is used for the water on stage 2; even though the background is solid black, the turrets shown blue tinted at their base.93143 wrote: I don't remember anything else in the game that uses windowing, or the subscreen for that matter...
The bullets aren't randomly flipping; they're "rotating". Something really stupid I noticed though, is that instead of just flipping the sprite, there are copies of the bullet sprite flipped. Even dumber, there are only three 16x16 sprites tiles instead of four, as there is not a rotation where the highlight of the bullet is in the upper right. The bullet actually is in the center of the sprite; there's no way they were at all concerned about hitting the sprite pixel per scanline limit given what specs this arcade board has. I don't know for sure, but it can display 4, 4bpp BG layers with at least 128 4bpp sprites and supports color math, which seems to have been relatively rare. It was specifically built for Raiden II/DX in 1993.tepples wrote:It looks like Raiden 2 is flipping some of the bullets randomly anyway despite lack of symmetry.
Doesn't it use BG2 to render the lasers ?!I seem to remember Gradius III doing this for the laser weapon: half its segments are drawn with the top of the sprite box and the other half with the bottom.
Not always...Espozo wrote:in any reasonable situation where you would want to use 16x32 and 32x64/32x32, you're better off with 16x16 and 32x32.
