| QUOTE (Prican24 @ Oct 12 2004, 07:11 PM) |
the port by far wins since the romset out is a bootleg release which is normally missing parts in the arcade version (like transparences and such)
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Neo Geo could not do transparencies
The Neo-Geo creates a fake transparency-like effect by just filling every other pixel with colour. My own custom build of FBA-XXX plays SVC with fake transparencies, which I prefer. Does the port use fake or real transparency?
port uses real transparencies as does the arcade which is neogeo so -x- you are wrong.
transparencies are even in arcade version of kof2003 which a friend of mine owns and if you are one of those lucky ppl who got the alien dev emu and the proper kof2003 romset (the one that doesn't run in any other emu but the alien one) you can notice the transparencies off bat.
| QUOTE (Prican24 @ Oct 13 2004, 05:22 PM) |
port uses real transparencies as does the arcade which is neogeo so -x- you are wrong.
transparencies are even in arcade version of kof2003 which a friend of mine owns and if you are one of those lucky ppl who got the alien dev emu and the proper kof2003 romset (the one that doesn't run in any other emu but the alien one) you can notice the transparencies off bat. |
It has been discussed to death at Neo-Geo.com. No tranparencies on the Neo.
you may have discussed it but i have seen it with my own eyes and its there man
There are transparent character and background graphics on Neo-Geo in a sense, but they're all done manually by the artist, and there is no semitransparency interaction among characters and the background. For example, you might see a "semitransparent" energy field surround a character during a super, but only the character will show through, not the background. But this doesn't mean that Neo-Geo supports transparency any more than Donkey Kong Country shows that SNES supports rendering 3D models. It's all done by the artists, and SNK/Playmore has some of the best old-school pixel artists in the business. The fact that they make stuff look so good without relying on hardware tricks just means they're damn good at what they do, not that everyone's lying to you about the Neo's hardware.
Guilty Gear Isuksa should be called Guilty Gear suka; mainly because the game sucks. I really enjoyed the first and second Guilty Gear, but Sammy ventured out into a place where guilty gear just doesn't work. I played the import the day after it came out, nothing but dissapointment.
I decided to go out on a limb and get the game.
I have another beef with the recently ported SNK games. Why not utilize a filter to smooth of those blocky pixels? I havent seen the rom of this game, but I do know that metal slug looks much cleaner in one of the NEO emus with filter applied. Its not that SVC looks bad, I understand it is a port, but why not clean it up a little?
I hate filters, i tried getting into them but it just doesnt look right,
games arent supposed to be all sharp at the edges and look like bad paintings..
Booh @ Filters
I understand your feelings for purity, but fortunately/unfortunately I am playing on a 55" rptv widescreen and I feel like all the characters are robot ninjas or something due to size of these pixels. I am sure it would be less pronounced on a tube, or even a dlp.
| QUOTE (uberzone @ Oct 18 2004, 01:22 PM) |
Neo-Geo hardware does not use true transparencies...DOES NOT. The hardware is from 1989 and can not technically support it. What you are seeing is graphic tricks and manipulation to make it appear as such. ie. simulated transparencies.
Think Genesis' "Blast Processing" which was nothing more than marketing hype. |
its already well explained by Ex-Cyber if you read the post but still to the point it has a transparent effect in the game which is all that my saying that can be done on neogeo whether its drawn/simulated.
as for the blast processing marketing bit sega pulled for genesis, they just basically were trying to say it was faster then snes in which is true so i can't blame them for trying to pull that off tho didn't seem to work for saturn heh