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Could have Sonic the Hedgehog been done on the SNES?

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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.

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.


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.

I really can't think of any other examples on the SNES outside of RPM Racing that used the SNES high resolution mode during gameplay. The sequel Rock n' Roll Racing didn't use high resolution at all, instead it ran at standard resolution so they could use more colours in the background and it made the game run smoother as well. The few other SNES games that did use the high resolution mode used them for menu screens only, I think.

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.
 

Krejlooc

Banned
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.
 

Sapiens

Member
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.
 
Sonic would have been better if it was slowed down a little bit. You can't even do anything when going fast. Most of the game is just flying past shit and hoping you don't hit something if the screen goes screwy.
 

Krejlooc

Banned
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.

You could also use 16 bit instruction length, which is the min. There were a variety of configurations that would yield different instruction lengths - 18 bit, 24 bit, etc.

Most everything on the genesis uses 16 bit instruction length for the very reason you identify.

The amiga 1200 is like king shit of the m68k computer family, because it had 32 bit instruction length and a 32 bit bus.
 

ElTopo

Banned
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.

This. A lot of people forget that the GBA was a more powerful SNES. It's not the exact same hardware.

Blast processing wasn't complete bullshit. I mean, the Genesis had a faster processor when compared to the SNES. That much is true.

So, the answer to the OP's question is no. Sonic would not be the same on SNES. It would run a lot slower, and a lot of levels wouldn't be the same.
 

The Real Abed

Perma-Junior
The game would have run fine. Blast Processing just refers to the extra megahertz the Genesis had. The game would be fine. But the music wouldn't have sounded as cool. The Genesis had an inferior sound chip, but games that were designed for it could have some pretty good music. Sonics music is perfect as it is. On the SNES it would have sounded so different. Who knows. Sonic was designed specifically for the Genesis to show off the extra speed. So had he been designed at Nintendo with the same ideals I bet they could have done it fine.
 

Krejlooc

Banned
Which I believe the SNES had the same thing.

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.
 

atbigelow

Member
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.
 

Krejlooc

Banned
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.

Marketing terms for extremely specific technology is always funny. Like I said, I get a kick out of seeing "dynamic super resolution" advertised on my gtx 980 box.

Edit: and to make sure, no, a good dma controller was not what enabled the genesis to do sonic alone. Its the specific cpu used, as well as it's general speed. The m68k was good for doing speedy math at low cost.
 
Blast processing. What a funny name.

As others have said, it was something that Sega marketers literally took out of a Genesis technical manual. They had no idea what it actually meant, but it sounded cool. They needed a good buzzword to counter Nintendo's use of "Mode 7" in marketing.
 

lazygecko

Member
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.
 

Krejlooc

Banned
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.

The z80 got a ton of use out of its life, too. The m68k and z80 are two of the most useful microprocessors of all time. You can still find them used in things.

They are easy to learn, too.
 

Krejlooc

Banned
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.
 

Donrule01

Banned
SNES cpu was a dog. All the slowdown in most of the early games and heck even later was due to this 3.58mhz meh. They had to find ways to use other modes for the backgrounds to help with the load. Unless SNES could do the Sonic backgrounds using mode7(doubtful) then I don't think it could run at the same speed. Esp when getting hit and rings fly out.
 

Renekton

Member
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.
 
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.

I didn't realize that there are no water zones in the 2 player race mode. But that is interesting. The Taxman port of Sonic 2 for mobile has a revamped two player race mode with all levels present. But I noticed that the Chemical Plant Zone stage removes the water as well but mainly because it is a triggered event. Not for any that it would crash the device.



It couldn't. SNES also had a shitty port of both earthworm Jim games.


Also, going back to this post. The GBA actually has a worse version of Earthworm Jim than either of the SNES and Genesis versions . This is something I posted in the "worst ports" thread:

https://www.youtube.com/watch?v=RWRB6L3-2Iw

It is a terrible port, but I honestly don't think it has anything to do with the hardware.
 

lazygecko

Member
Damn guys, it has been 20 years. Let it go.

Comments like these aren't really any better than the kind of stereotypical fanboy driveby posts you see. There's been plenty of genuinely insightful and interesting discussion in this thread instead of posturing.
 

Krejlooc

Banned
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.

They're very easy to pick up, too.

You also has stuff like RISC and hitachi's sh line of processors and the ever popular 6502.

Knowing a variety of processors is sort of a lost art. Its neat to set aside time and learn a processor. These days, you don't even have to know anything about your processor to be an at least competent programmer.
 

Sami+

Member
Kreljooc is killing it in this thread, damn. I didn't know any of this. Super interesting stuff.

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.
 
Well, even in GEN 7 we dont have a Sonic game with Naka's physics, let alone SNES

joke

Mi 10 yo self really would have appreciated having a friend like Krejlooc :p
 

lazygecko

Member
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.

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.
 

Renekton

Member
These days, you don't even have to know anything about your processor to be an at least competent programmer.
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.
 

Krejlooc

Banned
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.

Its always set the series apart, imo. It plays off the arcade roots well. Its a pinball platformer, it sounds appropriately like an electro mechanical arcade machine, which also plays well into the type of sounds the genesis could output well.

Sonic 1 in particular has flawless sound design as far as I'm concerned.
 

Krejlooc

Banned
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.

To be fair, being able to work with this type of hardware abstraction has been basically pointless for most of my life until I got into vr development. Hearing carmack talking about the return of interlaced devices and raster lines had me so excited, lol. If only because it'll give me a rare and valuable skill set.

I mainly study and learn these things because I want to know a machine inside and out. That's precisely why I find retro gaming so interesting - the systems are simple enough for you to learn how the entire thing works, down to the electricity running through the board and microprocessors.
 

Krejlooc

Banned
What about 3K?

3 & knuckles did a ton of optimization all over that let them do even more. You can port sonic 1 and 2 levels to sonic 3 without problem, going the other way requires a lot of work.

Sonic cd changed the engine up slightly too - it grants you much more control in the air with the way it stores and calculates velocity, but it's not as drastic as sonic 3 & knuckles.

They're all still the same engine, though, just different revisions. Ristar uses the sonic engine as well.
 

@MUWANdo

Banned
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.
 

Sapiens

Member
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.

MY THEORY is that they wanted it to feel more like a tick-tock of a clock - which fits with the music as well. Just an opinion.
 
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