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Copper/Blobs by Yakuza
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screenshot added by George Stark on 2004-07-04 15:06:18
platform :
type :
release date : june 2004
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  • 6
popularity : 55%
 55%
  • -0.86
alltime top: #57929
added on the 2004-07-04 15:06:18 by George Stark George Stark

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Nothing amazing :-) But there are only few GBA Releases .. source is included, its more for learning purpose.
It would be nice if this ran at more than 10fps... it would also be nice if it used the hardware instead of just the framebuffer... GBA is quite capable of doing this at 60fps.
sucks added on the 2004-07-15 19:00:00 by sgstair sgstair
Hi sgstair,

sure, if you use Tiles and the GBA Hardware, it could be faster. But it DOESN'T use HARDWARE. It 's pure Software, and that counts ... If you think, you do it better in Mode 3 with 15 Bit colors .. PLEASE Show me :-) Btw.: it was a test of Mode 3, not more, not less
i agree on sgstair's comment. this intro runs way too slow regarding the agb can manage this in 60fps. i don't see why so many people are so keen on using the framebuffer-modes on the agb - in my opinion agb coding is about using the agb-only features like layers, tiles, v/hblank-interrupts, oam-tables topped with some divine arm-assembler! yo!
sucks added on the 2004-07-16 18:16:24 by booger booger
Ok guys ... 1.) Mode 3 doesn't support FrameBuffer, you have do code it yourself. 2.) Mode 3 is 15 Bit color Mode. The TileModes are only 256 Colors 3.) Please show me, how to create stuff like 3D-Objects, Texturemapping and so on with the "hardware Tile Modes". 4.) The Mode 3,4 ARE AGB-Features, why not to use them ? 5.) THIS IS A MODE 3 TEST. If i had more intrest in doing stuff for the GBA the mode 3 would have been used for more adavanced technics like mentioned under 2... is it so hard to understand ? And if you think "AGB can manage this 60fps" - try it, but use the 15 Bit Color-Copper-Bar picture. You guys don't have any idea about coding for the GBA. All you know is how to start an emulator. So please ... dont comment
@sgstair: if i was you i wouldnt criticize gba coders .. all i could found on your outdated hp was only simple gba stuff too ... so, if you would do better, i would accept, but not this way !
blahblahblah, if you can't code any better don't blame the mode or hardware you use... thumbs down for the coders lame attitude
sucks added on the 2004-07-17 12:16:19 by britelite britelite
Well, a few things... first it's been a while, so it's possible nobody will read this now, but, to set the record straight.... for one, this could be done at least 3 times faster in software (maybe even at 60fps in software) - for two, it could be done more than 6 times faster by using hardware... and I'm not talking about dropping into tile modes, you can do rasterline copperbars in bitmap mode, and using sprites for the objects. Also, yeah, my site has a lot of outdated stuff on it, but it should have (At that time) also have had a link to BH03 - which is a reasonably impressive gba demo. Either way, I'm just saying this "demo" is ridiculously slow for what it's doing, and doesn't deserve to stand alongside many of the other productions on this site.
added on the 2005-10-15 15:50:42 by sgstair sgstair
sucks beyond imagination
sucks added on the 2005-10-15 17:05:57 by kusma kusma
G.S.: Are you retarded?
sucks added on the 2005-10-15 17:06:43 by Korvkiosken Korvkiosken
Hi guys,

me again.. okay, okay, I'm sorry espescially to sgstairs. It was my mistake to release it and it's definitely more crap than anything else. But you all know (the coders), it's hard to get criticized for your work ;-) and my answers just were fully emotional ..
sucks added on the 2005-11-15 20:29:08 by George Stark George Stark
Well, anyway, glop :) . I certainly understand releasing things you know are suboptimal ;) . Not all demos are made for the purpose of winning compos.
added on the 2018-03-13 03:54:18 by cxw cxw

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