tepples wrote:No, this is the real deal. The real Seta prototype brought to you by real communism. But at this point, does ProgAce still want to finish his fan game?
It's my understanding from talking to him , that his hoax game is done. a few glitches to clean up, but really it's ready to go.
I hope he does release it so dur butter monster will live on. The real game has no butter monster
Don't get me wrong, I'm not complaining about the delay. Personally, I was never very interested in this game, and after trying it out for a minute or so I came to the conclusion that it's pretty bad and I will probably never fire it up again. I just think it's a bit silly to wait this long just to make a little joke, since they were going to release it anyway.
I think it's quite normal for people acquiring rare/prototype/whatever carts to not release the dumped ROM immediately. Actually these cost money and maybe time and effort to locate the copies, so it isn't even wrong for the "collectors" to keep the games to themselves and not releasing the things. It's a good thing that this game is eventually available to the public, and I think this delay is quite understandable and releasing it on that ONE day is PERFECT time considering what has ever happened relating to it, whether the real game is crappy or not is irrelevant.
tokumaru wrote:Don't get me wrong, I'm not complaining about the delay. Personally, I was never very interested in this game, and after trying it out for a minute or so I came to the conclusion that it's pretty bad and I will probably never fire it up again.
So did I. It's a lot of talk for a little thing if you want my opinion.
Well, if nothing else, Bio Force Ape proves that the NES is capable of BLAST PROCESSING, given how fast the screen can scroll here. When scrolling, it updates two rows/cols of tiles at a time, plus the row/col of attribute bytes. The game doesn't scroll faster than 15 pixels in any direction though.
Yeah that's fast. And nobody ever claimed that it's impossible to update two rows/columns + attributes at a time, Final Fantasy games already does this (even if they scroll slower).
Scrolling speed doesn't mean much IMO. With unrolled loops you can write a shitload of data to the PPU during VBlank, and decoding one more row/column of tiles from the level map isn't that complicated/slow either, considering that most games have a block size of 16x16 pixels, and once you reach those it doesn't make much difference whether you will read all 4 tiles or just 2.
My game can scroll pretty fast, 16 pixels per frame both vertically and horizontally if necessary (updating a total of 128 bytes + attributes). If that happens every frame though there won't be a lot of VBlank time left for other updates, so palette and pattern animations might start to lag. But I doubt my camera will move that fast diagonally for several consecutive frames.
I have to agree that not many NES games are as fast as Bio Force Ape, but I have no idea why. I really don't think the hardware imposes severe limitations on scrolling speed.
I have to agree that not many NES games are as fast as Bio Force Ape, but I have no idea why. I really don't think the hardware imposes severe limitations on scrolling speed.
Maybe not the hardware but the collision detection algorithm you are using.
For example if you are running very fast in front of a very thin wall, chances are that the game could allow you to just go through it if you are scrolling too fast.
Also, I don't find it "comfortable" to scroll too fast, as you can't see the level that is coming at you. No, I have never been a fan of sonic
Also, I don't find it "comfortable" to scroll too fast, as you can't see the level that is coming at you.
Hey, can anybody think of an example of a game that adjusts the screen so that you can see farther ahead when scrolling? I know that there are some out there, but I can't think of what they are at the moment.