Something I find annoying is how much 32-bit instructions get hyped. I've never seen an SNES game with levels longer than 256 screens long! The only time I ever use 32-bit arithmatic is when a decimal point is needed.
"the difference in processing time is so small we wouldn't even notice."
...unless your one of those programmers that tries to be super-dooper organized who is like "Now I am going to jump to a subroutine that adds the two bytes together."
I don't know if this is can be considered a myth, but I notice when people talk about how fast the 68k is, they talk as if number values magically appear in registers as needed, not to mention the fact that
I just needed to use something to test out my sound engine, and I decided to use a DKC song to test it out. It only works in BSNES, because there is a lack of SPC700 ASM tools available so I programmed most of it in 65816 ASM and the 65816 has to communicate a lot with the SPC700, which is basically...
I don't like the choice of colors they used for sprites. Donkey and Diddy are completely brown, instead of brown and red color. They could've overlayed a red sprite on top of them to make them look more like how they're supposed to look like. Maybe instead of having one palette that is: Black, Brown...
Are you asking that because you've been there, or are you asking because your one of those people with way too much time on their hands tracking down every username change on every website I've been on just to bump up some embarrassing 4 year old post.
"Don't optimize your program because the compiler will handle it and there's way more than enough memory for your needs." Bull because this leads to sloppy programming. Also, you don't own the entire RAM chips (unless, that is, you're writing an OS). This reminds me of the phrase, "P...
@Aaendi Well to be fair some Snes fanboys are kinda the same. Some people just are more biased then others on game consoles in reality both the Snes and Genesis are not up to par with the mighty Amiga 1200, that system in technical terms beats the both of them to a plup :lol: I've been on a Sega Ge...
Which system do you think has the most annoying fanboys?
In my opinion Sega Genesis fanboys, because a lot of them pretend to be technical experts and will argue with you everytime you point out that they're wrong about something.
I always used to "respect" girls, but after a while you get tired of acting like a you don't have hormones, and all you need is to slip out one perverted joke and the girl jumps to conclusion that all the fun we had was meaningless and you just wanted to be laid the whole time. If you act ...
I honestly think Mode-7 was overused and gimmicky. I am actually more impressed by how the later day Genesis games faked Mode-7 effects by using tile-per-offset mode + line scrolling, or by having the CPU pre-rotate sprites into vram at the start of the level.
Here is my version of Diddy and Dixie Kong. I did some clever color substituting such as changing Dixie's eye's from green to grey and using dark red for dark pink.
I never liked King of the Hill that much. Not cartoony enough. Too much dialog, not enough visual gags. I noticed that after the Simpsons movie they went back to the humor style that they had back in the earlier episodes. Bart became mischeivious again, and the stories became focused on Bart and his...
I've posted a thread like this in the General DKC Discussion but I found this place and thought it was a better place for it. From playing around with DK Resource editor and noticed that all of the DKC enemies and objects (except for bosses) are limited to 8 16x16 tiles which is 1kB. The SNES can on...
While I did not understand 90% of that jargon, I do know that Rare used ACM (Advanced Computer Modeling), which involves taking full 3D computer generated characters and animations, and compressing them into sprites. (source- http://en.wikipedia.org/wiki/DKC#Graphics ) That's not what I was talking...
Hello, I'm new to this website. A while ago I was doing SNES homebrewing until I got tired of programming because it is so much work involved. I am also a cartoonist/animator and when I'm programming I sometimes draw too many animation frames for a SNES game, and it gets pretty complicated when it c...