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NES Overclocking

 
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ClamIAm



Joined: 07 Sep 2003
Posts: 139
Location: the frozen northland

PostPosted: Wed Dec 29, 2004 6:45 am    Post subject: NES Overclocking Reply with quote

You've most likely seen this already, but...

NES Overclocking


-clam
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Kitsune
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Joined: 20 Nov 2003
Posts: 318
Location: Mexico

PostPosted: Wed Dec 29, 2004 7:29 am    Post subject: Reply with quote

Yep, on Slashdot.

The thing that caught my attention was a comment by a user... it said that the SNES had loading times because it was slow to load the data from a cart. Hardware limitations. I know some carts have loading time, but that's because of shitty programming. Don't believe me? Go play Fatal Fury on the SNES.

I was gonna reply with "You're so full of shit!" but then I realized it's Slashdot and most people there have no clue what they're talking about.
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narc



Joined: 20 May 2004
Posts: 128
Location: Krak street

PostPosted: Wed Dec 29, 2004 8:33 am    Post subject: Reply with quote

The guy also overclocked a genisis. He was on a show called The Screen Savers and did it live, and he appeared to be a very dorky person (beyond the average geek). They were kind of hard on him asking if he had a girlfriend (what a surprise he didnt :P), and generally poked fun at him. I believe sonic cult pokes fun at him too.

What he did was interesting but not really worth it.
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Smeg
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Joined: 26 Aug 2003
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PostPosted: Wed Dec 29, 2004 3:06 pm    Post subject: Reply with quote

What's the point?

Anyway, I was more interested in this page on the guy's site. An Ecco 2 prototype is news to me...anyone know more about it?
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Kitsune
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Joined: 20 Nov 2003
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PostPosted: Wed Dec 29, 2004 9:20 pm    Post subject: Reply with quote

Smeg wrote:
What's the point?


No slowdown and sprite flickering.
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Smeg
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PostPosted: Wed Dec 29, 2004 11:47 pm    Post subject: Reply with quote

Kitsune wrote:
Smeg wrote:
What's the point?


No slowdown and sprite flickering.


Slowdown is often a gameplay feature Razz
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Kitsune
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Joined: 20 Nov 2003
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Location: Mexico

PostPosted: Thu Dec 30, 2004 12:28 am    Post subject: Reply with quote

Smeg wrote:
Kitsune wrote:
Smeg wrote:
What's the point?


No slowdown and sprite flickering.


Slowdown is often a gameplay feature :P


Get the Armadillo rom and tell me that's a gameplay feature. :P
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Carnivol
gay dickhead


Joined: 21 Jun 2004
Posts: 576
Location: confirmed

PostPosted: Thu Dec 30, 2004 2:48 am    Post subject: Reply with quote

Faxanadu kicks ass when it slows down, I mean, Matrix and bullet time, bah!

FAXANADU BABY!
FAXANADU!
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iamstillhiro1112



Joined: 02 Nov 2005
Posts: 154
Location: Minnesota

PostPosted: Thu Nov 03, 2005 2:05 pm    Post subject: Reply with quote

I hadn't ever heard of loading time for a cartridge until I played Street Fighter Alpha 2 for SNES. I told myself that they did that to build drama. But yeah, that's definately load time. It's almost like a Playstation game or something cause of that.
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narc



Joined: 20 May 2004
Posts: 128
Location: Krak street

PostPosted: Fri Nov 04, 2005 1:41 am    Post subject: Reply with quote

Well the first fatal fury had loading screens on the SNES.
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Ichiban Crush
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Joined: 04 Nov 2003
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PostPosted: Fri Nov 04, 2005 5:59 am    Post subject: Reply with quote

IIRC, SimAnt and SimCity 2000 had some of the most godawful loading times ever known to man.

Then there was Mario Paint's saving...
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BMF54123
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Joined: 28 Aug 2003
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PostPosted: Fri Nov 04, 2005 7:51 am    Post subject: Reply with quote

Ichiban Crush wrote:
Then there was Mario Paint's saving...

Due to limited SRAM space, Mario Paint compresses the data before saving, hence the incredibly long delay. A friend of mine actually overloaded it once by filling every available drawing space with random dots. It's pretty funny, the robot breaks down, and shows an "X" on its screen...
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sebmal



Joined: 30 Oct 2005
Posts: 152
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PostPosted: Fri Nov 04, 2005 1:10 pm    Post subject: Reply with quote

Woah, I have to try that.
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midget35



Joined: 29 Oct 2005
Posts: 27

PostPosted: Mon Nov 14, 2005 11:16 am    Post subject: Reply with quote

is SFAIII slowdown in between rounds an emulator problem or present in the real game too?
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