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Normal Clock at start, 12Mhz after first pause, 10Mhz after second pause. The switch back to 12Mhz locked the game after that.
The demo is running only on Genesis hardware with no helper chips like the SVP. Currently it is in H32 mode, which is 256x224 resolution cut down to 256x160. Compare that to the SNES original 256x224 cut to 224x190.
Source: Stef at Sega-16
For more information view the Sega-16 thread below.
Quote from Chilly Willy:
"This is a thread for demos of the "new" video mode using DMA to generate a direct color RGB display on the MD. For details on how it works, you might read the long thread over at SpritesMind. In the meantime, devs like yours truely will post some examples here. This first example is a simple raycast engine like used in Wolf3D. It draws a simple level using a few W3D textures. You move around using the d-pad, and A and C strafe left/right. That's all this does at the moment. ... And now with collision detection! No more walking through walls, but you do slide along them nicely when at an angle. I also made sure every area in the map can be reached... which is good since you can't reach them by walking through the walls anymore. "
|Final Fight CD|
|Genre||Beat-Em Up, 2-Player, Arcade Adaptation|
DIVX Gameplay Video: 1
|High Velocity: Mountain Racing Challenge|
|In Library||Game Only|