from what i've heard, the GG port of gunstar heroes was excellent..
so i'm sure the GBA would be able to do something respectable.
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from what i've heard, the GG port of gunstar heroes was excellent..
so i'm sure the GBA would be able to do something respectable.
Right :\Quote:
Originally Posted by Do You Like Erotic?
Using deductive reasoning, I guessed that people would want Gunstar Heroes GBA so they can play it anywhere, otherwise you could just play it on the Genesis. Nomad and GG are both ways to do that.
er, werent you the one who just posted this?Quote:
Originally Posted by Valgar
"- Treasure revealed new info on Guardian Heroes Advance for GameBoy Advance, the game is not a remake or port of the Saturn version, instead it is a successor of the game with original content and new characters. Guardian Heroes Advance is scheduled to release in Japan on September 16."
not to mention that fact that the Nomad is HUGE, sucks batteries like a bastard, and sucks for playing this type of game. the flicker and blur are god-awful.
more Treasure made GBA games=a happy me! id love to see this happen.
I may be wrong (I don't know GBA's exact specs), but I pretty sure that the GBA has a bigger spite capacity than the Genny. The only example I can think of to demonstrate this is Final FightQuote:
Originally Posted by Frogacuda
The Sega CD had at the most 6 characters on screen (4 enemies + the 2 player characters. The GBA version had 8 (6 enemies + 2 player characters). Both were a far cry from the Arcade original that had over a dozen, but in THIS particular game, the GBA had more. As of now, I've never seen any flicker on any GBA game I've ever played..of course, that's only a small portion of its total library.
Also, remember that the GBA can scale sprites where the Genny couldn't. If there IS a sprite deficiency, they can just make the sprites smaller, and scale them up. They'll look very blocky, but it'll work. A lot of the sprites on Saturn Guardian Heroes were scaled up to save V-RAM and to increase the sprite count (ogres, the dragons, the robots, etc)
Ok, I'm working on a GBA game, and I don't program, but I'm told we can't go over 16 sprites per scanline. Size of the sprites has nothing to do with it. GBA can do larger sprites than the genesis, but it really ends up being a ROM size issue more than anything.Quote:
Originally Posted by DirtySouth
Smaller sprites isn't the issue.Quote:
Also, remember that the GBA can scale sprites where the Genny couldn't. If there IS a sprite deficiency, they can just make the sprites smaller, and scale them up. They'll look very blocky, but it'll work. A lot of the sprites on Saturn Guardian Heroes were scaled up to save V-RAM and to increase the sprite count (ogres, the dragons, the robots, etc)
Flicker is caused by the hardware only allowing a certain number of objects to occupy a scanline (a horizontal row of pixels). When the game has to exceed this, the programmers cycle the sprites in and out of existance so that you can still see all of them but there's technically never more than the max in a scanline. The result is a flicker effect.
There is apparently also a way to fit more sprites on a scanline without causing flicker:Quote:
Originally Posted by Frogacuda
http://sandcat.nl/~stijn/gba/cowbite/cowbitespec.htmlQuote:
(B) = Force processing during hblank. Setting this causes the display
controller to process data earlier and longer, beginning from the end of
the previous scanline up to the end of the current one. This added
processing time can help prevent flickering when there are too many
sprites on a scanline.
So I assume that capcom was abusing that.
Actually Treasure was brought in relatively late in Silpheed's development cycle to rework the weapon system and generally just fix up everything they could in the alotted time. GameArts did the majority of work on it inhouse.Quote:
Originally Posted by Frogacuda
Speaking of Game Gear, who made all the GG versions of Treasure's MD stuff (Gunstar Heroes, Dynamite Headdy, etc)? Did Treasure do them inhouse, Sega translate them or someone else?Quote:
Originally Posted by Valgar
Er, the specialized ARM7 in GBA is capable of 256 sprites per line (4096 total sprites onscreen possible). Obviously the sectioned RAM constraints and ROM limitations keep the theoretical maximum from being reached in game though.Quote:
Originally Posted by Frogacuda
False. Every programmer, planner, and director on the game's staff were Treasure staff who have worked on other Treasure games. And 5/8 of the graphics people were Treasure, too. And the sound guy. GameArts pretty much just handled the CGI, music, and development tools.Quote:
Originally Posted by jarrod
I think Gunstar and Headdy were done in-house, but the GG McDonald's was not.Quote:
Speaking of Game Gear, who made all the GG versions of Treasure's MD stuff (Gunstar Heroes, Dynamite Headdy, etc)? Did Treasure do them inhouse, Sega translate them or someone else?
Must vary with the different display modes then.Quote:
Er, the specialized ARM7 in GBA is capable of 256 sprites per line (4096 total sprites onscreen possible). Obviously the sectioned RAM constraints and ROM limitations keep the theoretical maximum from being reached in game though.
Grabbed this from Gaming-Age forums, thanks to Neo2046 for finding it and doing the translation job:Quote:
Originally posted by neo2046
I see no one post this yet
so I use my poor Japanese and poor English to write out some points
you can find some experts good at Japanese to translate if you like to know more details
(some info below may be wrong because the reports have written from the memories
of that reporters)
source (Japanese): http://game6.2ch.net/test/read.cgi/g...011164/897-912
Title: Advanced Guardian Heroes
Publisher: SEGA
Developer: Treasure
Genre: Real Time Battle Fighting Action (have growth/ power up elements)
# of players: 1-4 (2 for co-op / 4 for VS)
Release Date: 2004-09-16 (Japan)
Price: 4800 YEN
STORY
- background story is set after GH1.
- The opening: 4 main characters are failed to challenge the final boss in GH1
- Princess(?) are conspired with the new main character
have a ceremony to call out "a soul" from another world
- The soul is tried to become an equal player to ? (<-- unknown meaning)
Characters
-3 main characters, their symbols and magic types are
red flame, blue ice, yellow thunder
-4 main characters (Valgar etc) in GH1 will return
-skeleton soldiers, royal magicans, cyclops etc in GH1 enemies will return
Control Scheme
D-Pad - move
B button - attack [B + D-Pad (eg. down up + B) make special control)
A button - jump
R button - barrier(guard) / counter (MP will be reduced,
right timing + B to make counter, enemy has a chance to be paralysis)
L button - magic (press L to choose magic, L+B to use,
hold L+B make more powerful magic)
System
- [Counter] as above mentioned
- [Hyper Mode] it is active when "Anger Gauge" is full (?) make some special combo attack
- [Investment System] unknown yet, maybe for collecting something for unlock extras
- beat the enemies and get crystals for level up
there is a menu for you to power up ATT/DEF/HP etc guage after stage clear
- no more multi line battle, one line only (just as final fight)
Allrighty.