gasega64k wrote:Currently I have already made the necessary changes to use Hint, and now the game goes up to 19fps, even without optimizations.
I will also add finally the option of "filters" to improve the image as it is now easier to do.
I smell... another playthrough to test it out when ready. xD
Still now I wonder how well it will run with the optimizations in place.
The game already looks amazing with the dithering mode tho, even on emulator with scanlines at 25% or less opacity and simulated composite mode, to more or less simulate the real device.
So this mode is just like a nice bonus.
ICEknight wrote:What do you guys mean when referring to the filters as being for use with the RGB cable?
If they're still using alternating square pixels rather than vertical lines, the wall textures will still look pixellated when turning (I'm using RGB on real hardware and that's how it looks).
I was referring to the mode shown
here since when we're using SCART RGB, dithering is not applicable.
ICEknight wrote:How can you aim like that? I only run when no enemies are in sight anymore, or if I'm low on health and need to get out of some room...
I don't know, I find its not that hard to aim, and I just have to release it for a moment in case I do need to aim more accurately. The MSDOS edition was about as fast as that by default so I guess it might come from there.
Actually in the
new gasega64k's video, he seems to be running and run-aiming the vast majority of the time as well.
At the same time, not having the option suggested doesn't really bother me that much, and it's perfectly playable as is.