> Some comparisons here: > http://forum.arcadecontrols.com/index.ph...bunu75on75jph40
It's nice that Calamity is sticking with science. ShmupMAME, having desynced backgrounds from sprites, is now rewriting the gameplay of the original games to make them "faster".
And in response to people being shocked that real CPS hardware has lag, a free tip from someone who programmed a 16-bit game or two: measuring by when you see the screen react is imperfect because most sprite animations in those games were drawn at like 12 or 15 FPS max, maybe 20 in the case of a "buttery" game like Aladdin. Because of that, it's quite possible the game saw your input 4 or 5 frames beforehand but the animation runs at a speed where something won't happen until later. Similarly, there may be inertia and other physics simulation types of things preventing your guy from moving at least 1 pixel each time the game sees an input.
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