What I don't understand with the MD's Motorola though, quoted from Wikipedia:
I've seen people custom clocking the thing up to 12,5 MHz and receiving better performance in MD games. Couldn't Sega just have done the same? Or did you have to pay per MHz back in the day? I'm sure Motorola sold faster 68000 CPU's prior to the MD too.
It did not sadly, there's a reason why Shmups like Super R-Type had major slowdowns when there were too many enemies on the screen at once and the Megadrive could handle such situations with ease.
The SNES had the far superior sound processor though, designed by Sony by the way
-That said, I am not quite sure if there are examples of the megadrive pushing 3D Polygons like seen in Stunt Race FX that was possible on the SNES only with the extra Chip on the cart.
Are you ready to have your pants shat? You only ever saw sprites being shrunk in those fighting games. Things only truly zoomed out. Even when things appeared to zoom in, they only started from a smaller size and then were zoomed to their original size.
A good example of this is in Metal Slug when the soldiers are being blown towards the screen or in Mutation Nation when that one boss zooms in from the alley.
Also, not knowing too much about the Neo Geo video hardware, it is my assumption that when you see those zooming fighting games, anything that is being transformed, even the backgrounds, are actually sprite tiles. Can someone correct me if I am wrong?
as far as I understand, everything in the Neo Geo is a sprite. there ain't background layers like in the SNES o Genesis, which are big static images the console would just paste onto the screen for backgrounds. big backgrounds were done by queueing sprites one into another
the zoom on the Neo Geo started from big images and took out lines from the sprite at each zoom level. there was a chip which knew which lines to take out of the sprite for each "zoom level", so it would be less "zoom" and more "shrinking" or "shaving". this special chip had all those rules hardcoded; given each character and background was composed of a lot of equally sized sprites, when zooming in and out it only had to deal with zooming a piece of data of a regular size, not arbitrary sizes
obviously this approach does not apply to rotation; afaik if something rotates in a Neo Geo game it is precalculated
Play them on a real SDTV and then come back.
Sounds cool, what are these games?The 3D polygon flight games you saw on the MD earlier in the lifespan from EA were about as good as you were going to get in flat shaded polygons in real gameplay.
The sega cd's background and sprite scaling were not mode 7. Also, the system, unlike the snes, could do sprite scaling, but the background scaling and rotation was always inferior to what the snes could do. It ran at a lower frame rate.
https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#cite_ref-byuu_7-2
Nowhere near as many as the NES, but still a lot.
Wasn't that actually due to a bottleneck between the Mega/Sega CD and the MD/Genesis's VRAM, while the system itself was more capable than it was able to display? The scaled output had to be converted into tiles, transferred to the Genesis's VRAM, and then displayed by the VDP since there was no line between the Sega CD and the DAC. A side effect of the expansion port being designed more for things like floppy drives and modems rather than a full system expansion.
Play them on a real SDTV and then come back.
Sounds cool, what are these games?
SFC sound chip is nice and all, but end of the day, I'm firmly in the camp of these two methods being too different to compare. The both made some cool music, but most of it sucked.
Incredible. I love learning new stuff about old consoles!as far as I understand, everything in the Neo Geo is a sprite. there ain't background layers like in the SNES o Genesis, which are big static images the console would just paste onto the screen for backgrounds. big backgrounds were done by queueing sprites one after the other, just like the big characters were also collections of smaller sprites
the zoom on the Neo Geo started from big images and took out lines from the sprite at each zoom level. there was a chip which knew which lines to take out of the sprite for each "zoom level", so it would be less "zoom" and more "shrinking" or "shaving". this special chip had all those rules hardcoded; given each character and background was composed of a lot of equally sized sprites, when zooming in and out it only had to deal with zooming a piece of data of a regular size, not arbitrary sizes
obviously this approach does not apply to rotation; afaik if something rotates in a Neo Geo game it is precalculated
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?
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?
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.
The 3D polygon flight games you saw on the MD earlier in the lifespan from EA were about as good as you were going to get in flat shaded polygons in real gameplay*.
*without a chip, of course.
I have a harder time finding pleasing SFC music than MD music.
Why do people always reference DKC2 when Zelda LTTP's soundtrack exists and is far superior?
I would say Kawasaki Superbike Challenge is leaps and bounds ahead of any of them when it comes to performance
https://www.youtube.com/watch?v=o9v-9lGNJQ4
I think I remember reading something like that before. So, you're always bottlenecked by what the MD could do, video and ram-wise, at gameplay? And the lower frame rates on special effects were due to a delay for tile-transfer? So, was the SegaCD CPU mostly there to pre-crunch tiles for developers that wanted to use the ASIC chip - otherwise, it just sat there or was used to manage the CD drive?
What a weird system.
I'm not really knowledgable at all about this but my understanding is that the CD's cpu could be used to run programs, prepare graphics, run the drive, etc, but it only had access to the Sega CD's RAM and chipset. It couldn't control or access anything on the Genesis side. The Genesis's CPU had to handle copying data out of the Sega CD's RAM to it's own RAM before that data could be used for output by the VDP or YM2612, and IIRC the Sega CD's CPU had to be halted while this happened.
Yeah, I really don't think the Megadrive/Genesis was designed with major expansions in mind.
I'm not really knowledgable at all about this but my understanding is that the CD's cpu could be used to run programs, prepare graphics, run the drive, etc, but it only had access to the Sega CD's RAM and chipset. It couldn't control or access anything on the Genesis side. The Genesis's CPU had to handle copying data out of the Sega CD's RAM to it's own RAM before that data could be used for output by the VDP or YM2612, and IIRC the Sega CD's CPU had to be halted while this happened.
Yeah, I really don't think the Megadrive/Genesis was designed with major expansions in mind.
So, wow, if you think about it, to get sprites to scale on the SEGA CD was likely a herculean task of timing between the two systems. Probably explains why only like two or three programmers ever bothered with it.
I had one of those multi game bundles of Genesis titles for Sega CD, and I remember Golden Axe strangely only supporting single player. Later I read that this was due to some bottlenecks in how the addon interacted with the vanilla hardware.
Then there's the whole way the 32X works. It almost feels like it's 2 different systems operating in parallel with eachother, since interestingly due to the separate video outputs you could see what the Genesis and 32X were displaying individually if you don't connect one of them. I would love it if someone knowledgeable made YouTube videos explaining all of this stuff in layman terms.
Is this possibly why the collision detection is so godawful in the Sonic CD special stages?
Man the Genesis was just a beast with parallax stuff wasn't it? Saw someone play Sonic 2 yesterday and I never really took a moment to notice all the layers in the first level until now, it's kinda insane. Lovely piece of hardware it was.
Oh? someone building something in Homebrew? Neat, but still would rather have someone making a nice mapperIC for homebrew with a small framebuffer. One that can rotate and scale sprites . Imagine an Afterburner clone with fully scalable sprites .
Red Zone on the Genesis didn't need any special chips and pulled out some amazing effects. I think it was a case similar to the PS3: The power was there, it just took very specialized development techniques to use it.
Cool stuff. I mean you need to just compare Contra Hard Corps to Contra III and it highlights your point perfectly.
We did get Panorama Cotton on the MD which looked great and all, but it still paled in comparison to the SNES Mode7 graphics. Still though it's amazing seeing some of the stuff here that was done on software so maybe we could've had games like Mario Kart on the system.
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.
Not at all. The 68000 was a off the shelf CPU used in many other computer devices. PS3's Cell was only used for that console and required a lot more development to utilise in a good way.Red Zone on the Genesis didn't need any special chips and pulled out some amazing effects. I think it was a case similar to the PS3: The power was there, it just took very specialized development techniques to use it.
Comparing games like these do show the differences well. If we talk about Konami games, you can compare Castlevania IV to Bloodlines and it points out very well the differences in hardware.Cool stuff. I mean you need to just compare Contra Hard Corps to Contra III and it highlights your point perfectly.
https://www.youtube.com/watch?v=SwW5y4rrvwk
It's lower resolution, but it's been a while. Wouldn't be surprised if he could push it a little more like he did with wolfenstein.
I believe that the chip allowed for wider mode 7 areas (bigger circuits), as well as displayed some 2D elements on the circuit (pipes etc...).
Street Racer, which does not use a chip, as much smaller circuits, and nothing is displayed in 2D except for the racers themselves.
I think it had more do do with the math being processed at 16-bit and the addressing being 32bit. I didn't do very well in my architecture class, so I can't go into it, but it was a hybrid of some sort?
You'd think the marketing people would be all over calling it 32bit...
Mode 7 for background manupulation is jargon in the same way blast processing is for a faster than competition processor.
The sega cd's background and sprite scaling were not mode 7. Also, the system, unlike the snes, could do sprite scaling, but the background scaling and rotation was always inferior to what the snes could do. It ran at a lower frame rate.
That special chip was called 32x which was technically superior to snes but everyone laughed at it.
so......
yeah.
Ah, I forgot about Street Racer. The SNES did have to render two mode 7 playing fields for Super Mario Kart at all times, so I could see Nintendo using an additional chip just to extend the size of both playing fields.
I think marketing a Motorola 16bit CPU as a 32bit chip would have been a bit dumb. Especially given how common that CPU was back in the day, it was in everything from the Commodore Amiga, Atari ST, Apple Macintosh, to just about every 16bit arcade machine.
The SNES has a 16bit variation of the Ricoh CPU that is found in the original NES, it is a 16Bit CPU with a 24bit bus. They never marketed the CPU as 24bit.
SNK tried marketing their Neo-Geo AES as a 24bit machine just because it has a 16bit M68000 @12Mhz and an 8bit Z-80 CPU co-processor @ 4Mhz. The machine had higher clocked versions of the M68000 and Z-80 chips found in the Genesis.
Mode 7 is a feature that is built into the video display processor. The reason why it is called "mode 7" is because it is graphics mode 7. The SNES has a bunch of different graphics modes that could be mixed together, mode 4 is something like 256 bitmap colour mode, mode 5 allows for the screen to be displayed in the SNES's high resolution mode, but can only display about 16 colours, I forget what the rest do. But really, that is where the name came from.
The Sega CD could display multiple large flat 3D playing fields at once, but it also has sprite scaling capabilities built into the hardware, unlike the SNES which could not so sprite scaling at all unless it was written through software.
Not at all. The 68000 was a off the shelf CPU used in many other computer devices. PS3's Cell was only used for that console and required a lot more development to utilise in a good way.
I would say Kawasaki Superbike Challenge is leaps and bounds ahead of any of them when it comes to performance
https://www.youtube.com/watch?v=o9v-9lGNJQ4
I don't think this needs to turn into a 16 bit music thread.
But..
I'll post this awesomeness real quick
https://www.youtube.com/watch?v=YadfHTCan1Q&t=130
I would put good money on that being the most imported genesis game ever.This was the first game I ever imported. So dope.
You're absolutely right - I just take offence to people labelling any type of background layer transformation to "mode 7." It is a named hardware mode yes, but it was also used in marketing. Everything else you say about the sega cd I already mentioned earlier.
My statement about marketers calling the x68k 32bit was more a criticism on 90s game marketing. I'm well aware of how old the chip was and how obviously disingenuous it would have been.
Wow, that just looks so effortless.
Remember Hard Drivin' on Genesis?
https://www.youtube.com/watch?v=pfe2Ze_yDk4 (1990)
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.It always seemed like Genesis fighting games like Street Fighter and Mortal Kombat had more character animation than the SNES versions. Was that due to more ROM cart space or the faster Genesis processor?
It always seemed like Genesis fighting games like Street Fighter and Mortal Kombat had more character animation than the SNES versions. Was that due to more ROM cart space or the faster Genesis processor?
I think I remember reading that you could store more sprite/tile data on cartridge due to lower sizes thanks to lower color depth, decompression of more densely packed data thanks to the faster CPU, and Sega being far more affordable compared to Nintendo for ROM sizes to third party publishers. Basically, you could get roughly one size greater for a Genny cartridge compared to the SNES version, like 8Mb more per title, for the same cost as well as Sega allowing them to find more savings by shopping around or manufacturing their own carts.
I'm not really knowledgable at all about this but my understanding is that the CD's cpu could be used to run programs, prepare graphics, run the drive, etc, but it only had access to the Sega CD's RAM and chipset. It couldn't control or access anything on the Genesis side. The Genesis's CPU had to handle copying data out of the Sega CD's RAM to it's own RAM before that data could be used for output by the VDP or YM2612, and IIRC the Sega CD's CPU had to be halted while this happened.
Yeah, I really don't think the Megadrive/Genesis was designed with major expansions in mind.