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PostPosted: Thu Dec 22, 2016 3:08 pm 
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http://imgur.com/a/tWGf8


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PostPosted: Thu Dec 22, 2016 3:29 pm 
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I've mentioned "Why Your Game Paks Never Forget" previously.

It's telling that my first thought after seeing "Not Compressed" on page 31 is "Is that guy trying to set up a T-Spin Triple?"


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PostPosted: Thu Dec 22, 2016 9:45 pm 
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Nice misinformation there about Castlevania III, but I'm sure this has been covered somewhere else already.

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PostPosted: Thu Dec 22, 2016 9:50 pm 
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I heard that only one game actually took advantage of the 8x8 palette area the MMC5 could produce. Was this a Famicom only game? I do have to say though, I'm surprised how much detail they went into, considering I'd assume the average age of someone ordering Nintendo Power magazine would be about 10 years old. How surprised would you be if I told you several people in my school (16 and 17) didn't understand the concept of CPU speed? :lol:


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PostPosted: Thu Dec 22, 2016 10:15 pm 
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Espozo wrote:
I heard that only one game actually took advantage of the 8x8 palette area the MMC5 could produce. Was this a Famicom only game?

I don't think that's true. I can name a few off the top of my head:

Just Breed (J)
Metal Slader Glory (J)

I'm quite sure some KOEI strategy games also utilized the 8x8 palette area.

EDIT: Mhhm, can't say for sure whether Metal Slader Glory actually uses 8x8 palette area, I just always assumed so. But when looking at it in an emulator it looks like it might work with 16x16 palette areas and sprite overlays. Dunno.

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PostPosted: Thu Dec 22, 2016 11:54 pm 
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The DemoVision & DemoBoy kiosk units use MMC5 to get the 8x8 palette attributes too.

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