jumbo said:
Cache. As the game progresses, certain events are recorded in RAM so that they can be later shown as highlights and stats after the game. They are recorded when the ball crosses the line and added to the queue. As the events get added, the seeking time increases.
This wouldnt be a prob with the hdd but catching is assigned exclucively to RAM. IF the game was coded for the hdd it could use the hdd to store the cache instead of RAM.
Thats my theory.
That's what I was about to post until I noticed a post with the very same thing in it... didn't expect to find one TBH.
That's very likely and is unfortunately further evidence of the lack of ability of Konami's coders. Each event cached should advance a pointer to the next available memory slot so there should be no seeking involved. Also, caching to the HDD would be slower, HDD access is significantly slower than memory access.
The problem could also be that as the memory is shared, as the programme DMA's the sound effect into memory at the same time as the game is caching the replay data, the sound may get allocated a lower priority and might have to wait until the replay is cached. It shouldn't happen because of the multiple DMA channels available but we're talking about a team of coders that still uses 8 directions on an analogue control system. They're not exactly cutting edge really. :roll:
Previously, the ball crossing the line used to prevent a replay unless it was a goal, the extra time they have added (as someone else mentioned) might just be enough to cause the lag.
Personally, I noticed more the
lack of slowdown in a crowded box more, something that has plagued the WE games for quite a while. I'll live with a laggy whistle if it means I get smooth gameplay in the penalty box.