Copper/Blobs by Yakuza
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popularity : 57% |
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alltime top: #59005 |
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added on the 2004-07-04 15:06:18 by George Stark |
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comments
It would be nice if this ran at more than 10fps... it would also be nice if it used the hardware instead of just the framebuffer... GBA is quite capable of doing this at 60fps.
i agree on sgstair's comment. this intro runs way too slow regarding the agb can manage this in 60fps. i don't see why so many people are so keen on using the framebuffer-modes on the agb - in my opinion agb coding is about using the agb-only features like layers, tiles, v/hblank-interrupts, oam-tables topped with some divine arm-assembler! yo!
blahblahblah, if you can't code any better don't blame the mode or hardware you use... thumbs down for the coders lame attitude
Well, a few things... first it's been a while, so it's possible nobody will read this now, but, to set the record straight.... for one, this could be done at least 3 times faster in software (maybe even at 60fps in software) - for two, it could be done more than 6 times faster by using hardware... and I'm not talking about dropping into tile modes, you can do rasterline copperbars in bitmap mode, and using sprites for the objects. Also, yeah, my site has a lot of outdated stuff on it, but it should have (At that time) also have had a link to BH03 - which is a reasonably impressive gba demo. Either way, I'm just saying this "demo" is ridiculously slow for what it's doing, and doesn't deserve to stand alongside many of the other productions on this site.
sucks beyond imagination
G.S.: Are you retarded?
Well, anyway, glop :) . I certainly understand releasing things you know are suboptimal ;) . Not all demos are made for the purpose of winning compos.
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if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !