Removing the slowdown in Gradius III SNES
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- Posts: 18
- Joined: Sun May 12, 2019 1:42 pm
Re: Removing the slowdown in Gradius III SNES
I have just purchased a sd2snes for this reason.
Re: Removing the slowdown in Gradius III SNES
The stage 3 boss is whack in this hack. Its crossing bouncy X beams are so fast.
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EmperorIng
- Posts: 5067
- Joined: Mon Jun 18, 2012 3:22 am
- Location: Chicago, IL
Re: Removing the slowdown in Gradius III SNES
For real! This is turning out to be a really nasty game without the slowdown. Those bugs in the bubbles in stage 2 zip around at mach speed.
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Re: Removing the slowdown in Gradius III SNES
The game was clearly designed around the slowdown. Of far more interest to me would be a way to fix all the sprite flickering.
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OmegaFlareX
- Posts: 884
- Joined: Tue Jan 25, 2005 10:15 pm
- Location: Virginia, USA
Re: Removing the slowdown in Gradius III SNES
Add more VRAM? Pre-RISC console hardware has diddly squat, that's my best guess as to why they have such strict sprite limits. SFC's is 32 max per line, 128 max on screen. Could also be PPU/VDP limitations, I really don't know.
Re: Removing the slowdown in Gradius III SNES
I dunno. This game didn't give me issues until I got to Choking Weed. But it's not really the speed so much as the fact that his FAT ASS head obscures his bullets.
He got me twice, but I eventually got him. The next roadblock for me is Crystal Core. I always get snuck as she closes her arms in to rapid fire. Fast bullets make me tense and fuck up.
He got me twice, but I eventually got him. The next roadblock for me is Crystal Core. I always get snuck as she closes her arms in to rapid fire. Fast bullets make me tense and fuck up.