Winterfang
Banned
It's kind of how Sonic Colors runs in the Wii without the Hedgehog engine. Is feels really slow compared to the HD ones.
Yeah, the GBA could also do sprite scaling and rotation which was always a weird omission in the SNES hardware. It was even surprisingly capable of 3D graphics.
Oooh! :O Never knew this! Wonder what games could've used this without splitting the screen and getting the most out of it.
Any other examples? Not just SNES but other platforms? A lot of tech specs I see around for consoles on Wikipedia show multiple resolutions.
Well, the GBA doesn't have any 3D capabilities through the GPU, it all is done with the CPU in software, the ARM7 is capable of doing 3D floating point calculations because it is a 32bit CPU. Something that did get exploited by the GBA demo scene (and yes the GBA had a demo scene) and other third party developers. Though I do think the GBA does have its own variant on Mode 7 within hardware, and it can display multiple 3D flat playing fields.
From what I understand about the Motorola 6800 CPU in the Genesis, it can also read 32bit instructions as well. Making it somewhat effective but slow for doing 3D calculations as well. This is something that the Genesis Star Fox demo is doing, I think.
Though there are also some examples of 3D being done on the SNES as well through the CPU without the aid of the SuperFX chip as well. Wolfenstein 3D used some sort of software rendering to do this, but It is not as effective as the Genesis. But the SNES has no hardware scaling or rotation outside of Mode7, which is just one simple flat 3D playing field. But then again, the only 16 bit systems that had it were the Sega CD and Atari Lynx.
The Sega genesis m68k has 32 bit instruction length (max) but a 16 bit bus. There were multiple configurations of the m68k.
So you needed to two cycles to send one instruction? Or was there another cycle penalty to send the whole thing, or would it just know depending on how the first word looked - it's been a while since I've been in a architecture class---?
Interesting - never knew that.
Shows how smart the blast processing marketing was. People still believe it made a difference.
1) SNES and GBA were not similar hardware/architecture at ALL.
2) GBA Sonic games looking inferior does not really mean anything, as we know it the GBA wasn't as good in some places as the SNES and probably the MD.
3) I don't see any reason why the SNES couldn't handle a Sonic port or a similar game. The first Sonic is not even in the top spot in terms of graphics on the MD hardware.
It's kind of how Sonic Colors runs in the Wii without the Hedgehog engine. Is feels really slow compared to the HD ones.
Imagine...Virtua Fighter 1 on Gba
Blast Processing just refers to the extra megahertz the Genesis had.
No, blast processing was their marketing term for their dma controller.
Which I believe the SNES had the same thing.
Right, it's the speed of the DMA during vblank. SNES's DMA controller had its own tricks the Genesis lacked, too.The snes had dma, but it was far more limited. The "blast" in blast processing refers to its remarkable speed increase during vblank. Dma is a process, not all dma controllers are built equal. Further, there slow snes cpu couldn't actually ready enough work for speedy dma to take advantage of.
Right, it's the speed of the DMA during vblank. SNES's DMA controller had its own tricks the Genesis lacked, too.
Blast processing. What a funny name.
Blast processing. What a funny name.
It's kind of amazing how much mileage the 68k processor got. Wasn't it developed in 1979? And was commonly applied to hardware all the way up to the mid 90's.
there are people who still think blast processing was real?
I think the PC Engine could also do 512x224 as well, but I dunno what games used it. The Sonic 2 two player split screen mode for the Genesis ran at 320x448, which displayed the game twice horizontally. That was really pushing the Genesis CPU.
An aside, but this is also why none of the 2p zones selectable contain water. You can actually load and zone in sonic 2 into 2p mode. But trying to do the scanline palette swap will crash the game.
It couldn't. SNES also had a shitty port of both earthworm Jim games.
Omg!This is a homebrew tech demo, but somebody did try doing this: https://www.youtube.com/watch?v=5hJqtxfNlhU
Damn guys, it has been 20 years. Let it go.
It's been more than 20 years. LET IT GO.
Honestly I wish we had more threads like this. Now a days instead of talking about the games its rather the writing or the story. That kinda stuff boring imoThis thread is a blast from the past. Reminds me of junior high.
What a combo that 68000 + Z80 was - Arcade boards, Megadrive, Neogeo, X68000, NeXT. There was some microprocessor variety back then.
Now it's usually just ARM and Intel.
I don't know if I'd want a Sonic on the SNES if only for the sound chip. That Genesis sound is so aggressive and punchy, and Sonic used it brilliantly.
That's how I earn my paycheck nowadays, use readymade libraries/APIs on some overpriced middleware and call it a day.These days, you don't even have to know anything about your processor to be an at least competent programmer.
The sound design of the game is really kind of brilliant. It has a very cohesive theme centered around mechanical bells going off. I haven't really seen anyone pick up on this detail but it's such a huge part of the identity of the sound effects. Losing rings sounds like an old telephone ringing (this has to be an intentional pun it is derived from). The sound of your points being tallied at the end of a zone is like a vintage cash register. The pinball bumpers are something... well, distinctively bell like.
It's tailored to dissonant bell timbres which are very easy to synthesize well in FM.
I was more pointing out that if something could run sonic 1 no problem, it would be able to run sonic 2 no problem as well
That's how I earn my paycheck nowadays, use readymade libraries/APIs on some overpriced middleware and call it a day.
I wouldn't have survived in the 80s/90s haha.
Okay then. I don't see the Genesis games doing even close to the amount of animations the Advance games do.
What about 3K?
Seriously.
If you haven't yet, you should seriously do yourself a favor and play Final Fight CD sometime. The port is amazing.The Sprites in Streets of Rage weren't as detailed as Final Fight though and were much bigger.
It's been more than 20 years. LET IT GO.
Using Mode7 to produce much smoother and seamless rotation on the special stages would have been interesting. Though you would still have to account for the unique gameplay mechanics being able to carry over as Krejlooc mentioned. Maybe it's more feasible in the special stages since it's more of an isolated environment with less stuff to account for?
Are there any notable pinball games on the SNES? That could probably be a useful point of reference.
Naka actually had smooth rotation working in the engine and hackers have worked out how to get it working; it's just a matter of turning on a simple flag, I think.
No-one knows why it wasn't featured in the final game but I'd imagine it's because the juddering helps reduce incidences of motion sickness--if you're someone who's susceptible to that sort of thing, the S1 special stage with smooth rotation is vomit city, even at relatively slow speeds.