Game Boy Advance Retrospective
Liam Triforce · 50 हज़ार व्यू
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2위@KingoftheBashful2 दिन पहले
This is the nostalgia talking, but I love how the GBA and DS did sprites. Stuff like Mario & Luigi Superstar Saga, the Sonic Advance Trilogy, and the Megaman Zero and Battle Network series have some of my favorite sprite animations of all time. It's like the perfect blend of SNES/Genesis and Saturn/PS1 era sprite qualities.번역 보기
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· 로그인 없이 익명 동물 이름으로 참여합니다3위@gluedtogames1 दिन पहले
I think you're probably quite a bit younger than some of us old heads who saw the rise and ascension of Nintendo's gaming, but you have managed time and time again to not only create entertainment, but create thoughtful and deep retrospectives. I appreciate the amount of work and time you put into this, it really reflects your passion.번역 보기
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· 로그인 없이 익명 동물 이름으로 참여합니다관련 영상
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1위@matthewconte1 दिन पहले
Hey there, rad video. I was lead programmer on THPS2 GBA and built the engine and was responsible for the bulk of the port of the logic, UI, progression, and feel. I don't know how you unearthed the historical fact about me convincing Nintendo that yeah, you can do C++ on GBA, but that was critical for the project. Alex Rybakov is to be credited for the gouraud-shaded 3d skater renderer tech that made everything possible. (I later moved it to affine texture-mapping in THPS3 for more detail, and it ended up being faster as well!) I also wrote the voxel renderer for Finding Nemo and was lead on Crash Nitro Kart. I think CNK turned out well but the occasional slowdown always stuck in my craw, but it was an insanely short project. We probably didn't spend enough time on tools to reduce sprite data transfers so we ended up overloading the chip in certain scenarios. Cheers.번역 보기
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