Video footage of Street Fighter II for the MSX... fake or not ?

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Por cesco

Champion (453)

Imagen del cesco

08-09-2008, 17:53

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Por Oscar

Guardian (584)

Imagen del Oscar

08-09-2008, 17:56

Yes, this game exists.

Por cesco

Champion (453)

Imagen del cesco

08-09-2008, 17:58

Wow... impressive! oO

Por NYYRIKKI

Enlighted (6016)

Imagen del NYYRIKKI

08-09-2008, 17:58

Por [D-Tail]

Ascended (8263)

Imagen del [D-Tail]

08-09-2008, 18:54

I have it here on disk, but it is just a demo version. It features 5 characters (as shown in the video) and only one background.

Por Maggoo

Paragon (1217)

Imagen del Maggoo

08-09-2008, 19:05

BTW, are the software or hardware sprites ? They kinda look too big to be HW without flickering

Por JohnHassink

Ambassador (5655)

Imagen del JohnHassink

08-09-2008, 19:16

They're SW sprites.

I had this demo version too. Your character responds way too slow for the game to be enjoyable. Sad

Por Salamander2

Expert (124)

Imagen del Salamander2

09-09-2008, 00:20

technichal question: with good amount of ram, a turbo r, the v9990 and no sound...can AC street fighter 2 be ported to msx? because it runs very well in the 3do with our....er...v9990 chips and was ported carbon copy to the fm-towns 2.

Por Edwin

Paragon (1182)

Imagen del Edwin

09-09-2008, 00:40

Should be no problem at all with the v9990. You have larger screens that can be scrolled around in, probably enough sprites to do both characters and 64 colours on screen to get some more colour in the game. And as a bonus, most cpu time is freed to handle the gameplay itself.

Por Manuel

Ascended (19273)

Imagen del Manuel

09-09-2008, 00:45

Does the 3DO really contain V9990 chips?? I thought that was just a rumour?

Por spl

Paragon (1470)

Imagen del spl

09-09-2008, 01:43

Yes, it was a rumour.

I don't think that v9990 can do that:

-640x480 pixel resolution at 16.7 million colors
-Two Accelerated Video Co-Processors with the following features:
+ 25Mhz clock rate.
+ Capable of producing 9-16 million REAL pixels per second (36-64 Mpix/sec
interpolated), distorted, scaled, rotated and texture mapped.
+ Able to map a rectangular bitmap onto any arbitrary 4-point polygon.
+ Texturemap source bitmaps can be 1,2,4,6,8, or 16 bits per pixel and are
RLE compressed for a maximum combination of both high resolution and small
storage space.
+ Supports transparency, translucency, and color-shading effects.

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