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?
>>12492991Thanks 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.
>>12493001hey sorry man, no idea, the answer was ai generated. i know nothing about how video game graphics work
>>12492983there are numerous times in this game where there were more than 4 enemies on the screen so your entire zoomer brained premise is fake and gay
>>12492983Just play the arcade vetsion instead of the SNES demake.
>>12493054snes version is widely accepted as the superior version. but go on, balding contrarian.
>>12493217>superior version can't have more than 4 (different) enemies on-screen
>>12492983Sprite limit. This is much more obvious on NES though, go on YouTube and look up a playthrough of Castlevania 1, the very first stage has crazy flickering when the zombies show up in groups.
>>12493252NES has 8x8 sprites and only eight per line.
>>12493217Only women and normalfaggots care what's "widely accepted". Have you ever had an original thought of your own?
>>12493054>just play the unfinished version with floaty physics, RGN moves, spammable specials, inability to run and placeholder bossNah I'm good.Nah,
>>12493054The lack of hitstun in the Arcade version makes it pretty bad for me. I don't like it.>>12493016Please, no more AI slop in this thread.
>>12493028 Sorry anon.My memory is fuzzy.I played it a long time ago, I guess I'll need to play it again to see.
>>12492983hyperstone heist on genesis was better.
didn't Nintendo ban developers from going over the scanline on SNES games because they got so many complaints about NES sprite dropout?
>>12497482Seems 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.
>>12497605>Turtles in time, Axelay, SparksterSo, it was just Konami then?
>>12497482i'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.
>>12492983Depends 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
>>12497709Turtles 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.
>>12497728qrd?
>>12497734The rated access speed on ROMs is just a guess/how fast the chip was tested at and most can actually go quite a bit faster than the rating.
>>12497728iirc the SNES has two different clock speeds selected based on which cart type is used so yes, SlowROM should be slower
Most action titles used FastROM after the first year and a half of the console, SlowROM was limited to board and strategy games where speed wasn't as important.
>>12497728I think it must have mattered because Nintendo used SlowROM on most of their first party titles as they did huge runs of them so saving 5 cents a cartridge was important.
>>12497728That's bs, there's a bunch of fastrom hacks that a lot smoother than the originals. Though slowrom was no excuse for some devs being kinda crappy with their optimization early on.
>>12497762Not 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.
>>12497728you'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.
>>12493001I 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.>>12497762And 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.>>12493217Genesis 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.