Talk:Dr. Mario: Difference between revisions
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*>Lardarse No edit summary |
*>Tepples correct |
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:During a cascade, the playfield is scanned from bottom to top, and any piece above empty cells is moved down by one row. This process takes 16 frames, one for each row of the 8x16 cell playfield. I imagine that the process is so slow due to the limited proficiency of the developers for exploiting the NES video bandwidth. --[[User:Tepples|Tepples]] 23:09, 20 April 2007 (EDT) | :During a cascade, the playfield is scanned from bottom to top, and any piece above empty cells is moved down by one row. This process takes 16 frames, one for each row of the 8x16 cell playfield. I imagine that the process is so slow due to the limited proficiency of the developers for exploiting the NES video bandwidth. --[[User:Tepples|Tepples]] 23:09, 20 April 2007 (EDT) | ||
::So every 15 frames, because it's one frame lower than it was last scan loop? --[[User:Lardarse|Lardarse]] 13:32, 21 April 2007 (EDT) | ::So every 15 frames, because it's one frame lower than it was last scan loop? --[[User:Lardarse|Lardarse]] 13:32, 21 April 2007 (EDT) | ||
:::Correct. But I might be off by one, having not single-stepped in a while. --[[User:Tepples|Tepples]] 22:18, 21 April 2007 (EDT) |
Revision as of 02:18, 22 April 2007
Does anyone know exactly how slow the cascade speed is? --Lardarse 22:48, 20 April 2007 (EDT)
- During a cascade, the playfield is scanned from bottom to top, and any piece above empty cells is moved down by one row. This process takes 16 frames, one for each row of the 8x16 cell playfield. I imagine that the process is so slow due to the limited proficiency of the developers for exploiting the NES video bandwidth. --Tepples 23:09, 20 April 2007 (EDT)