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Why did Mega Drive/Genesis games not have special chips in them? Á la Snes

cireza

Banned
The Doom port was just entirely fucked up from the start. It was a bad PSX conversion that was rushed to shit.
I know this very well. But the PSX version running in 256 * 224, the engine would have run better it was not forced to run in 320 * 224 (on top of being ported like shit and not taking into account the strengths of the Saturn).
 

s_mirage

Member
I don't think it was that bad, though maybe I'm wrong so take this with a grain of salt. CD 68k should have been able to run during all this, it had whole 512KiB of RAM to itself.

Yeah, I was a bit wrong about that. The Sega CD's CPU only needs to be halted if the Genesis CPU is accessing the Sega CD's 512K of program RAM, not the 256K area of Word Ram used for storing graphic data.
 
Wait, so every sound that the SNES produced had to come from samples being modulated? You just couldn't send it instructions to play sounds? Did the system come with base samples right in the hardware or was it all cart dependent?

It's all samples that come from the cart. There are no built in sounds.

The SNES sound system contains its own 8 bit processor and boot rom and 64k of ram. It's quite independent from the rest of the system, so much so that if the gamecode crashes, the music will keep on playing. Also, there were no tonal differences between pal and ntsc systems unlike most other systems at the time that would pitch their music down for PAL releases.

On the negative side, all of your samples and code had to fit in that small ram space and it wasn't possible to change samples on the fly. You had to pause the sound, flush the memory and reupload new samples/code and play again.
 

Futaleufu

Member
Every time you fire a charged shot in Super R-Type the game slows down. You can actually use this to your advantage.

Test Drive 2 got a very late port to both Genesis/MD and SNES in 1992. The MD version resembles the home computers the best, the gameplay is a simulation and the game engine renders the course in 3D while keeping the cars in 2D.
https://www.youtube.com/watch?v=TkvBZotKUqE

The SNES port, on the other hand, is its own game: its an arcade racing game, using the usual sprite/tile scaling of the era. Faster, but also a lot more simple.
https://www.youtube.com/watch?v=2gpXZ8A_Frg
 

rrs

Member
Another reason might be sound: since the SNES uses samples, a pretty significant part of the ROM space had to go towards storing them and graphics might have had to be trimmed down to get everything to fit.
nope, the only of era sound chip that did that was on the Amiga
 

rrs

Member
Talking about impressive sound, an FM only song composed by Tim Follin for the cancelled Time Trax for genesis

However, I think the choice by nintendo for the sound chip used did allow for the sound common on the NES to be even better
Noooo. The SNES was most definitely sample based.
I partically misread your post: The SNES only has one PCM channel, like the genesis. Not a lot of games used much for samples past short simple things for cart size reasons, and even then it was usually reserved for sound effects
 
Talking about impressive sound, an FM only song composed by Tim Follin for the cancelled Time Trax for genesis

However, I think the choice by nintendo for the sound chip used did allow for the sound common on the NES to be even better
I partically misread your post: The SNES only has one PCM channel, like the genesis. Not a lot of games used much for samples past short simple things for cart size reasons, and even then it was usually reserved for sound effects

The SNES has 8 sample channels...

http://battleofthebits.org/lyceum/View/spc+(format)/
 

Dehnus

Member
Seriously?

https://www.youtube.com/watch?v=cbreFmRDN3E

you can still listen to that stuff in the year 2017. -And it's really hard to find pleasing music out of the Megadrive games.

Seriously?
Have you only played American Games or something?

Try some Renovation:
https://www.youtube.com/watch?v=tQbitmR_YBY
https://www.youtube.com/watch?v=IqxUe27KFyk


Or Treasure:
https://youtu.be/KuGNzc56zqo?t=10m45s

Or Konami:
https://www.youtube.com/watch?v=9wSrGfmkwO0
https://www.youtube.com/watch?v=6s9gFb03suo

Or Technosoft:
https://www.youtube.com/watch?v=MkMXOWFgB5M

Or Vic Tokai:
https://youtu.be/uzPOwwNSOQM?t=5m36s

Or Factor 5:
https://www.youtube.com/watch?v=70DLsXjGE4I (All of this music is just freaking Awesome! Chris Huelsbeck as always nailing it ;))



Or just plain SEGA:
https://www.youtube.com/watch?v=gW0mOqSizYM
https://www.youtube.com/watch?v=fHuRXIKn0zw
https://www.youtube.com/watch?v=ciZmUZRmEcw
https://www.youtube.com/watch?v=Dn_onEJ82rk (YES THAT IS SINGING! Considering the memory constraints that isn't half bad ;))

Or just the great homebrew developer songs for Meg:
https://www.youtube.com/watch?v=s36tWHZbN5s
https://www.youtube.com/watch?v=Ebjuiajg6mI (After a while this song get's really good ;))
https://www.youtube.com/watch?v=dk1M2MCCCys
https://www.youtube.com/watch?v=6SfOJYcChDk

https://www.youtube.com/watch?v=uqCqkCtI7uM
https://www.youtube.com/watch?v=qAFShX4Pxy0

https://www.youtube.com/watch?v=VMZJ6oQayAU (A guy that linked his keyboard and computer to the YM2612 ;). Gilgamesh Theme sounds soo awesome, but them FM is great in doing the Rock Organ that Eumatsu likes so much ;).
https://www.youtube.com/watch?v=OQCya6yn73o (Same guy ;))
https://youtu.be/OQCya6yn73o?t=5m25s

I can go on forever, not to say that the SNES was bad but only idiots and the uninformed say :"Shut up, Meg!".

Now:
get-out.gif

And inform yourself! :p.
 

dogen

Member

Doctre81

Member
There's a big difference. One is a drive-by ignorant post, the other is not.

The SNES CPU was more powerful, the fact that it is slower doesn't mean they "cheapened out".

I could say the same thing about the Genesis sound chip. Sega was cheap and used a old and cheap sound chip.

Ummm no. And that sound chip was not cheap when the system launched TWO YEARS before snes. Actually there were things that chip still did way better. Like bass.
 

beril

Member
It's all samples that come from the cart. There are no built in sounds.

The SNES sound system contains its own 8 bit processor and boot rom and 64k of ram. It's quite independent from the rest of the system, so much so that if the gamecode crashes, the music will keep on playing. Also, there were no tonal differences between pal and ntsc systems unlike most other systems at the time that would pitch their music down for PAL releases.

On the negative side, all of your samples and code had to fit in that small ram space and it wasn't possible to change samples on the fly. You had to pause the sound, flush the memory and reupload new samples/code and play again.

Of course you can change samples on the fly. The interface between CPU and the SPC700 is pretty weird and complicated so it's easier to just send a whole batch but there's no reason you can't do it. The Tales of Phantasia opening is a good example where they stream in samples for the lyrics
 
Because they already had Blast Processing.

This.

In all seriousness I'm going to say it was a difference of design. Nintendo's idea to prolong the life of the SNES was similar to the NES with on cartridge chips.

Segas idea to prolong the life of the genesis was to create actual console add ons.
 

cireza

Banned
Thanks for posting all those. I did not knew about this youtuber.

Sound quality is definitely the same as if playing on the real console. Going to check everything that he has uploaded.

For example, I listened to some Beyond Oasis, and it sounded perfect. While every time you search for OSTs of this game, you end up on emulator rips, and the sound is way too scratchy.

Here, it sounds smooth just as if it was the real thing.
 

Nanashrew

Banned
All this talk of Phantasia and I would really love the full story of the development of that game. All I know is that Telenet, the parent company, struck a contract with Namco to be an outside publisher, and Namco wanted to see changes to the game which made a lot of staff members leave the company because of the constant disputes, and those staff members would go on to create Tri-Ace. After that, the team was re-staffed keeping only some old staff or employing others who went freelance (Motoi Sakuraba).

We all know the rest of the story though, Wolf Team would continue to make Tales games and then Namco would assume majority control of the studio and rename them to Namco Tales Studio.

If only I was a fly on the wall then.

Probably my favorite track from the game, Hydropolis. https://www.youtube.com/watch?v=IBEzqu2J8lY

The SNES OST of Phantasia is so nice and warm sounding, with low, mid and high tones in plenty of tracks. The remakes, the OST has just degraded, the PS1 version is more generic sounding with its real instruments, it's all on the higher end of the spectrum with its notes and very little variety, much like you come to expect of the music in Tales games even today.
 
I am pretty sure that the Genesis was more capable overall in terms of animation. This includes Disney games, for example. Can't explain why however.

Also, I think that Mortal Kombat games on SNES are actually using horizontally compressed sprites (in order to be of the correct size once the 256 * 224 resolution is stretched to 4/3 by the TV). So this means smaller sprites, so less space required in the rom.

Street Fighter on Genesis runs in the 256 * 224 mode, so that's the same as the SNES game, so the sprites must pretty close on each console (of course, the colors won't because the Genesis is limited, and the palettes were remade). I don't know if there are more animations.

I made posts like this quite a few years ago that cover this:

Genesis/ Mega Drive and SNES sprite/ resolution comparison of Mortal Kombat 1 and 2: http://www.neogaf.com/forum/showpost.php?p=185103989&postcount=233/

Screen resolution comparison of Street Fighter II for the SNES and Genesis/ Mega Drive: http://www.neogaf.com/forum/showpost.php?p=185125658&postcount=249

Comparison between the cutscenes in Toy Story between the SNES and Genesis: http://www.neogaf.com/forum/showpost.php?p=210309135&postcount=319
 
eh its not that impressive, the limiter here is rom space the megadrive is just as capable of it (though with less colours tbf)



it could have done with better tools for sure, but the megadrives sound chip is fine and is capable of great music.

https://youtu.be/Xln0a0HIX5Y
It really suffered with PCM audio though. Compare the voice samples of SNES's SF2 Turbo with the Genesis's SF2 Champ Edition.

It was really limited to a certain timbre. I'm not denying that some truly epic music was composed for it like THIS, but again, it could not stack up in its PCM playback abilities at all.
 

D.Lo

Member
Oh wow, thought it was 86, but yeah, weird how great the colour depth was on the PCE for the time. Also, Snes has less on screen colours. Weird.

I would like to know how much money sega saved on that decision and what the hardware engineer must have thought about it.

I also want to bring up that the Neo Geo could only shrink sprites. It couldn't scale them bigger than their default size nor rotate them.

Man, all the 16bit machines were so weird in their trade offs.
The reason is the Mega Drive is a Mark III with some lower powered System 16 board chips added. It has hardware backward compatibility.

And the Master System/Mark III is just a SG1000 (Colecovision/MSX1) with an extra video mode.

SNES was also a double clocked Famicom with a bunch of fancy subsystems (like the entirely separate sound system), but planned cart upgrades from day 1 (a launch game had a DSP chip!).

PC Engine is the best designed hardware of the generation, small, elegant and well engineered with quality plastic too. It was the Gamecube of that gen.
 
Nintendo planned their system around expandable hardware on cartridges and saved some money up front on the build cost.

Sega the hardware more capable from the beginning. They focused expansion on hardware upgrades like CD and 32x.

Also cpu-based effects are easier and cheaper to add on to a cart than pallete expanding or sound chips would be for genesis. Basically it was easier to "fix" the shortcomings of the SNES by using add on chips in the cart than it was for genesis.

You can't really have part of the color pallete handled by one chip in the cart and one part by the chip in the console, you'd need to have a chip that does it all in the cart and that would get expensive and probably higher power draw from the console, etc.
 
There are several, they have been around for years and are garbage. Tectoy has been selling F-grade build quality built-in-games Segas for 20 years.

AtGames has been making Sega Genesis plug and play systems for over a decade now. There are a lot of different variations.

They are planning on releasing a new MD/ Genesis mini that will be designed to look like the model 1 unit:


http://www.seganerds.com/2017/04/05/could-atgames-new-mini-megadrive-actually-rival-the-nes-mini/

They claim that they will fix the horrible audio/ compatibility emulation for this unit. It might be decent.
 

Gamerman1

Member
The reason is the Mega Drive is a Mark III with some lower powered System 16 board chips added. It has hardware backward compatibility.

And the Master System/Mark III is just a SG1000 (Colecovision/MSX1) with an extra video mode.

SNES was also a double clocked Famicom with a bunch of fancy subsystems (like the entirely separate sound system), but planned cart upgrades from day 1 (a launch game had a DSP chip!).

PC Engine is the best designed hardware of the generation, small, elegant and well engineered with quality plastic too. It was the Gamecube of that gen.

Years ago I remember reading an interview in a retro mag/column and the developer had said if the SNES main cpu was clocked at 5-5.6 mhz a massive chunk of the slowdown that plagued some games would have been eliminated. Perhaps they felt it would be easier to reduce the cpu by half for BC but of course it never happened.
 

beril

Member
The reason is the Mega Drive is a Mark III with some lower powered System 16 board chips added. It has hardware backward compatibility.

And the Master System/Mark III is just a SG1000 (Colecovision/MSX1) with an extra video mode.

SNES was also a double clocked Famicom with a bunch of fancy subsystems (like the entirely separate sound system), but planned cart upgrades from day 1 (a launch game had a DSP chip!).

PC Engine is the best designed hardware of the generation, small, elegant and well engineered with quality plastic too. It was the Gamecube of that gen.

PC engine is neat for the time it was released but it's way behind the others of that generation. It's more like the Dreamcast in that regard. Having just a single BG layer makes it quite a lot more limited.

Also the SNES is really nothing like the NES apart from the CPU. I don't really buy the oft repeated notion that the CPU was chosen because they planned NES BC. There's no real source for it and if true the plans must have been scrapped very early on, early enough for them to change CPU if they wanted. The way the SNES handles graphics is completely different from NES. There's a pretty good reason why the SuperGameboy exists but NES player doesn't actually
 

cireza

Banned
I made posts like this quite a few years ago that cover this:

Genesis/ Mega Drive and SNES sprite/ resolution comparison of Mortal Kombat 1 and 2: http://www.neogaf.com/forum/showpost.php?p=185103989&postcount=233/

Screen resolution comparison of Street Fighter II for the SNES and Genesis/ Mega Drive: http://www.neogaf.com/forum/showpost.php?p=185125658&postcount=249

Comparison between the cutscenes in Toy Story between the SNES and Genesis: http://www.neogaf.com/forum/showpost.php?p=210309135&postcount=319
Great posts. So actually, it was only MK II that used the technique of reducing the size of the sprites.

You probably already know this, but for info : concerning Toy Story, those cut-scenes also go beyond the 64 simultaneous colors on screen by switching palette on the fly (a common practice with the Genesis, for water effects or any effects that divides the screen in two horizontally).

For a pretty long time, I thought that Street Racer on Genesis was actually using this method because of how incredibly colorful the game is. You could split the screen horizontally where the tracks appears. But it seems that it is not the case. Simply a very masterful use of the color palette.
139501-street-racer-genesis-screenshot-race-4.png
39214-Street_Racer_(Europe)-1458965880.png

street-racer_00002.png
1111755312-00.png
Street%20Racer%20(U)%20(Beta).png

(SNES for comparison, pretty great use of the colors of the system)
Putting pictures of those two games side by side actually shows well the differences between both consoles. Also, you can see the differences between the track layouts in the upper left corner.

Having just a single BG layer makes it quite a lot more limited.
Agree with this. Worst limitation of this otherwise fantastic system.
 

hodgy100

Member
It really suffered with PCM audio though. Compare the voice samples of SNES's SF2 Turbo with the Genesis's SF2 Champ Edition.

It was really limited to a certain timbre. I'm not denying that some truly epic music was composed for it like THIS, but again, it could not stack up in its PCM playback abilities at all.

the megadrive can do high quality PCM playback, it was just really tough to pull off because you would have to feed the PCM channel data at a constant rate (as there was no sound ram for it ) the short micro pauses between feeding data to the chip is why a lot of PCM channels were low quality on the MD. you could pull off higher quality by dedicating the z80 to just feeding in and managing the PCM data then using the 68k for the rest of the audio management, Audio programming on the MD is a complex beast :p and its largely why the sound quality varies so much between games on the MD.
 
Great posts. So actually, it was only MK II that used the technique of reducing the size of the sprites.

I think it was an oversight on Midway's part. I think they resized the sprites in house and sent those assets out to two different developers. But they didn't take into account that the SNES game would make them look fat and chunkier. Mortal Kombat 2, 3 and Ultimate MK3 had horizontally compressed sprites.

The Earthworm Jim games had this issue too. With Earthworm Jim 1, Shiny used the same resolution sprites for both games, which made the sprites in the SNES port of EWJ1 look fat and chunky. But with EWJ2, they made the sprites in the SNES game slightly compressed horizontally as well just to make them the same aspect as the Genesis sprites.

You probably already know this, but for info : concerning Toy Story, those cut-scenes also go beyond the 64 simultaneous colors on screen by switching palette on the fly (a common practice with the Genesis, for water effects or any effects that divides the screen in two horizontally).

Yeah, it also uses the highlight and shadow colours as well. It is pretty impressive.




For a pretty long time, I thought that Street Racer on Genesis was actually using this method because of how incredibly colorful the game is. You could split the screen horizontally where the tracks appears. But it seems that it is not the case. Simply a very masterful use of the color palette.
139501-street-racer-genesis-screenshot-race-4.png
39214-Street_Racer_(Europe)-1458965880.png

street-racer_00002.png
1111755312-00.png
Street%20Racer%20(U)%20(Beta).png

(SNES for comparison, pretty great use of the colors of the system)
Putting pictures of those two games side by side actually shows well the differences between both consoles. Also, you can see the differences between the track layouts in the upper left corner.

I never would have guessed that Street Racer was on the Genesis back then, maybe it was only released in Europe? Yeah, the SNES game used Mode 7, but this version does use an interesting colour pallete swap routine to create a textured map look. Really neat, actually.

Going back to Toy Story, it had an impressive driving stage like this too..

b5BkX8m.gif


But this one also seems to use textured mapped polygon graphics to some extent. This stage was never in the SNES game as well.
 
I'd like to hear what Byuu's take is on the two systems. He's currently working on a Genesis emulator and he knows the SNES inside and out.

Let me just look in a mirror and repeat: Byuu.. Byuu... Byuu!
 

Celine

Member
I never would have guessed that Street Racer was on the Genesis back then, maybe it was only released in Europe? Yeah, the SNES game used Mode 7, but this version does use an interesting colour pallete swap routine to create a textured map look. Really neat, actually.

Going back to Toy Story, it had an impressive driving stage like this too..

But this one also seems to use textured mapped polygon graphics to some extent. This stage was never in the SNES game as well.
Not much impressed by Toy Story racing segment, yes on the sides the objects scale but the road and curves are faked like in Outrun.
The unreleased Wacky Races is more impressive, there the road rotates when you turn:
https://www.youtube.com/watch?v=Ly8FqQQ2HIQ
 
Great posts. So actually, it was only MK II that used the technique of reducing the size of the sprites.

You probably already know this, but for info : concerning Toy Story, those cut-scenes also go beyond the 64 simultaneous colors on screen by switching palette on the fly (a common practice with the Genesis, for water effects or any effects that divides the screen in two horizontally).

For a pretty long time, I thought that Street Racer on Genesis was actually using this method because of how incredibly colorful the game is. You could split the screen horizontally where the tracks appears. But it seems that it is not the case. Simply a very masterful use of the color palette.
139501-street-racer-genesis-screenshot-race-4.png
39214-Street_Racer_(Europe)-1458965880.png

street-racer_00002.png
1111755312-00.png
Street%20Racer%20(U)%20(Beta).png

(SNES for comparison, pretty great use of the colors of the system)
Putting pictures of those two games side by side actually shows well the differences between both consoles. Also, you can see the differences between the track layouts in the upper left corner.


Agree with this. Worst limitation of this otherwise fantastic system.

Here's a nice side-by-side video of Street Racer:
https://www.youtube.com/watch?v=KRzmWBs02AQ

I actually think the MD version looks better here.

For funsies, here's the Saturn vs. PS1 versions:
https://www.youtube.com/watch?v=c49xKd-C7FA
 

sibarraz

Banned
I just wanted to say, congrats on most of the posters in this thread who are given great insight into the hardware capabilities of the 16 bit consoles
 

MaulerX

Member
And to think that the Mega Drive launched a whopping 25 months before the Super Famicom. Man that was a beast console back then.
 

00ich

Member
Here's a nice side-by-side video of Street Racer:
https://www.youtube.com/watch?v=KRzmWBs02AQ

I actually think the MD version looks better here.

For funsies, here's the Saturn vs. PS1 versions:
https://www.youtube.com/watch?v=c49xKd-C7FA

Out of those the MD version is a 2D racer (like outrun), while the others are full 3D racers. The big difference is not only the graphics, but there's for example no racing line in 2D racers. No matter if your are on the outside or the inside of a curve the length is the same.
That's the revelation that where the Mode7 racers on SNES. Proper 3D racing at good framerates. Only on a plane with some sprites, but light years ahead of 2d racers in terms of gameplay.
 
Out of those the MD version is a 2D racer (like outrun), while the others are full 3D racers. The big difference is not only the graphics, but there's for example no racing line in 2D racers. No matter if your are on the outside or the inside of a curve the length is the same.
That's the revelation that where the Mode7 racers on SNES. Proper 3D racing at good framerates. Only on a plane with some sprites, but light years ahead of 2d racers in terms of gameplay.

That's true, didn't think of the MD version actually being a 2D game.
 
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