So, code fix developed it's time to try it out on a real Metal Slug 2 cartridge. If it would miss three it would instead miss four. If the game was missing one frame it would miss two. However one thing he did spot was the 30 fps lock code was causing extra frames to be dropped. Unfortunately, the logic happening twice – isn't the case. I don't know any 68k assembly language, but I know a man who does and I was finally able to get some of his time to look at the problem. Over the years on and off I've looked into it and never really gone much further, but the most solid information I could find was that there was a problem in the code causing game logic to get updated twice for every graphical frame. That doesn't help arcade collectors though who want to play the game on original hardware, and overclocking the MVS isn't really my preferred solution to the problem. I don't know why SNK never addressed this, but it was fixed in X, and it was also fixed in some of the newer port releases SNK have made over the years. Half of the game has to be played at a crippling pace unless you overclock your MVS system, and even then it's still not as quick as other games in the series. However Metal Slug 2 has one big problem – slowdown, and lots of it.
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