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/vr/ - Retro Games

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>> No.3632971 [View]
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3632971

>>3632963
>>3632967
Samefag.

>>3632951
Was my first post in this thread.

Anyway, it's obvious you don't bother reading. Let me make it more clear for you.

- Many animations had frames cut, making them seem choppier, one apparent example being rockets fired from the rocket launcher.

- The screen resolution was changed from 320x200 to 256x240, which is stretched to roughly 293x240 via NTSC rasterization[2]. Overscan by contemporary television sets, which is variable in nature, would on average show around 224 lines from the middle of the 240 line area, with an 8:7 pixel aspect ratio. New graphics were made for the menu and intermission backgrounds, fonts, and status bar to fit this resolution. The aspect ratios of in-game geometry and sprites are not consistently adjusted, however: architecture appears considerably flattened relative to its PC appearance, while sprites are scaled differently and appear more faithful.

- All weapon sprites have been reduced in size. The super shotgun suffered in particular, and was redrawn for the American and European versions of Final Doom, giving it a "sleeker" appearance.

- Though the back of the box touts a "high framerate," the game in fact runs slower than its PC counterpart by design, targeting a 30 Hz framerate for rendering and 15 Hz game logic. Empirical testing shows few levels are actually capable of reaching the target framerate, most averaging in the 20s, and a few dipping as low as the single digits during intense gameplay. This must be measured against other competing console ports of the time, however, which had in most cases significantly worse framerate issues. Even many contemporary PCs were not guaranteed to run the DOS version at its full 35 Hz framerate.

>> No.3598995 [DELETED]  [View]
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>>3598981

You forgot pic related.

>> No.3063838 [View]
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>> No.2142779 [DELETED]  [View]
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>>2142770

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