GaijinPunch wrote:Yeah, we all know, you're a programmer. Why not mail Cave & tell them what a shitty job their doing?
Hey, pal, I respect Cave for their games (I dream of PS2 port of Progear and Esprade), and dont try to replace discussion about technical problems of smupping with such "shitty" comments!
bVork wrote:I think you're confusing framerate and slowdown. Just because everything slows down doesn't mean the framerate drops.
But its lowers! More slowdown=lower framerate+lower speed of game. Thats why I`m talking about that problem
bVork wrote:Changing the way audio plays when a game slows down would just sound terrible.
Well, maybe you are right. Such "underwater" effect may be sound weird, but it may be fun too.
$.02 - AVT is right, drops in framerate is slowdown, by definition. Frame drops are different.
Personally, I think that if you're going to put slowdown into a game and keep it there as a game mechanic, then it would be worthwhile to come clean about it and not have it be a result (in the case of those original PCBs) of the hardware being overextended. i.e. NOW YOU ARE INCLUDED THE SLOW ZONE
But I mean that as a forward-looking statement. I love remixed shmups (Fire Shark and Truxton on Genesis vs. their arcade counterparts - unique experience for both), but the market doesn't work like that anymore. If you're going to promise an arcade port for home, might as well make it as close as possible including the slowdown so people don't need to relearn it.
Cave does put in managed slowdown. but sometiem the hardware ets overloaded, and cause "real slowdown" this happens in DOJ, for example. most slowdown isintended, but there re sometimes where thehardware really chugs along, and its's those parts thaat are most "off" in the port.
Managed slowdown makes the game more consistent across individual boards. cpu clocks and meory clocks tend to shift slightly across different boards, so when the hardware is pushed, diffrent boards slow down different amounts.