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

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By cesco

Champion (453)

cesco의 아바타

08-09-2008, 17:53

By Oscar

Guardian (584)

Oscar의 아바타

08-09-2008, 17:56

Yes, this game exists.

By cesco

Champion (453)

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08-09-2008, 17:58

Wow... impressive! oO

By NYYRIKKI

Enlighted (6016)

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08-09-2008, 17:58

By [D-Tail]

Ascended (8263)

[D-Tail]의 아바타

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.

By Maggoo

Paragon (1217)

Maggoo의 아바타

08-09-2008, 19:05

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

By JohnHassink

Ambassador (5655)

JohnHassink의 아바타

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

By Salamander2

Expert (124)

Salamander2의 아바타

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.

By Edwin

Paragon (1182)

Edwin의 아바타

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.

By Manuel

Ascended (19273)

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09-09-2008, 00:45

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

By spl

Paragon (1470)

spl의 아바타

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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