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Post by Discoalucard on Dec 28, 2011 10:03:04 GMT -5
The bit about Deathsmiles is actually a bit more complicated than that. The slowdown removal wasn't done at the request of Aksys - they actually didn't even know about it at all until people started complaining. What happened was, when one of the programmers was implementing the English text, he upgraded the game by changing the sprite engine to use the one from Espgaluda II, which was more modern and worked a bit better. This removed some of the slowdown in the process, which I assume they thought would be better. The annoyance was loud enough that they reverted to the old sprite engine for the sake of accuracy. The slowdown wasn't completely removed pre-patch anyway - it was just a few sections that were made harder because they were missing. The slowdown in Skygunner definitely wasn't intentional - this was an early PS2 game after all, which were riddled with technical issues. The option to turn it "off" really just changes the way that the frames are rendered, so while the overall experience isn't quite as smooth, it's also much more consistent. According to the post here it halves the vertical resolution and chops the framerate in half. www.neogaf.com/forum/showthread.php?t=253944I don't think the game looks "terrible" with the code enabled, like that poster says. It suffers from interlacing issues and the dreaded jaggies, but so did practically all PS2 games of the era.
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Post by Allie on Dec 29, 2011 9:50:27 GMT -5
The bit about Deathsmiles is actually a bit more complicated than that. The slowdown removal wasn't done at the request of Aksys - they actually didn't even know about it at all until people started complaining. What happened was, when one of the programmers was implementing the English text, he upgraded the game by changing the sprite engine to use the one from Espgaluda II, which was more modern and worked a bit better. This removed some of the slowdown in the process, which I assume they thought would be better. The annoyance was loud enough that they reverted to the old sprite engine for the sake of accuracy. The slowdown wasn't completely removed pre-patch anyway - it was just a few sections that were made harder because they were missing. The slowdown in Skygunner definitely wasn't intentional - this was an early PS2 game after all, which were riddled with technical issues. The option to turn it "off" really just changes the way that the frames are rendered, so while the overall experience isn't quite as smooth, it's also much more consistent. According to the post here it halves the vertical resolution and chops the framerate in half. www.neogaf.com/forum/showthread.php?t=253944I don't think the game looks "terrible" with the code enabled, like that poster says. It suffers from interlacing issues and the dreaded jaggies, but so did practically all PS2 games of the era. Oddly enough, Sega Rally 2 for the Dreamcast also had a "Framerate lock" option hidden as a code, so it's not like it was anything new for console games to keep it hidden.
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