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.
Interesting, what do you have to say about the GPUs of both systems?Nothing comes close to Donkey Kong Country or Seiken 3. But the color palette is a different topic.
Those are the exact two games I was thinking of. Sonic 3D looks both smooth and colourful even on non SD displays, to this day I have no idea how they did it.Toy Story looks even better than DKC imo, and the Genesis/Mega Drive version is the best one. There's also Sonic 3D Blast.
Yep, and all this too.
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 SNES, like the NES before it, was pretty much designed with additional chips in mind. It had pathways between the cartridge slot and the main board to allow this. The Genesis on the other hand wasn't really designed with this kind of "up-gradable" path. Most consoles weren't, so the NES and SNES were unique in that regard.
This made it easier for SNES developers to add effects, with the con that it was more expensive because they had to buy additional roms from Nintendo, or in the case of some developers like Capcom, develop their own chips. The Genesis on the other hand had a faster CPU, so equivalent effects could be done in software, albeit with a little bit of coding mastery. This is why games like Doom were possible on the SNES (and didn't even appear on Genesis IIRC), whereas games like Hard Drivin' which were entirely software based, ran much better on the Genesis.
It's arguable, because it pushed back the responsibility of adding chips back on developers. It also made the manufacture of SNES consoles much lower for Nintendo. Cheapened out, or shrewd business decision. Neither's really wrong, just depends on how you feel about it.
The SNES version has loading screens for god's sake. Come to think of it, those were in the SNES version of Mickey Mania too, which was also a total hack-job port.
Wait, so how do the zooms in art of fighting work then?
One thing I have always wondered. What limits are there to adding chips to carts? Can someone add some custom, powerful chips today and have the snes do some crazy shit?
You know, the kid in your avatar is probably a grown up by now.
Whoa that's amazing.https://www.destructoid.com/super-road-blaster-the-impossible-laserdisc-to-snes-port-228189.phtml
There are limits, but more importantly, the possibilities were never fully realized due to cost.
Here I just made one.
The perspective is so fucked lol, effects are really cool though.
Check out PAPRIUM a new game by Watermelon for the Megadrive for an example of this.
I believe this title uses it for the music.
It worked as a framebuffer based rendering chip that allowed multiple parallax layers and large sprites that can be transformationedhaha cool thread i own a sd2snes ans i just got super mario world 2
that super fx,
any nerd willing to tell me what it actually did?
i am thinking about the moving 3d things in castles
...
Doesn't that make it less powerful?
thanks now i feel stupid.It worked as a framebuffer based rendering chip that allowed multiple parallax layers and large sprites that can be transformationed
I was talking about colors here. DKC has gradients that you could never dream of on Genesis, because the palette has a lot more available colors.Toy Story says hi.
Nothing because I am not a technical person anyway. I simply talk about how I feel when playing the games, and you can pretty much witness the CPU advantage of the Genesis after playing most of the games on both systems. Also the console outputted most of its games at a higher resolution (that's only one example).Interesting, what do you have to say about the GPUs of both systems?
The SNES didn't need cart chips for mode 7. The reason the SNES needed extra chips for certain effects was just to help the SNES CPU with extra calculations to achieve those effects without the console dropping to 1 fps.
haha cool thread i own a sd2snes ans i just got super mario world 2
that super fx,
any nerd willing to tell me what it actually did?
i am thinking about the moving 3d things in castles
thanks now i feel stupid.
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...).Super Mario Kart used an additional chip called the DSP-1 to produce two mode 7 playing fields in split screen. But otherwise, Mode 7 was an effect that was built into the VPU.
Can we also talk about how the MegaDrive came out two years after the pc engine yet had the ability to only display a fraction of the colours on screen at once?
The worst thing about that system.
Only once : Virtua Racing.kinda already been said but
a) they did sometimes
One thing I have always wondered. What limits are there to adding chips to carts? Can someone add some custom, powerful chips today and have the snes do some crazy shit?
Every respect. Even the music is better on Genesis imo.
The SNES version has loading screens for god's sake. Come to think of it, those were in the SNES version of Mickey Mania too, which was also a total hack-job port.
Only once : Virtua Racing.
What The shadow said.The SNES, like the NES before it, was pretty much designed with additional chips in mind. It had pathways between the cartridge slot and the main board to allow this. The Genesis on the other hand wasn't really designed with this kind of "up-gradable" path. Most consoles weren't, so the NES and SNES were unique in that regard.
This made it easier for SNES developers to add effects, with the con that it was more expensive because they had to buy additional roms from Nintendo, or in the case of some developers like Capcom, develop their own chips. The Genesis on the other hand had a faster CPU, so equivalent effects could be done in software, albeit with a little bit of coding mastery. This is why games like Doom were possible on the SNES (and didn't even appear on Genesis IIRC), whereas games like Hard Drivin' which were entirely software based, ran much better on the Genesis.
It's arguable, because it pushed back the responsibility of adding chips back on developers. It also made the manufacture of SNES consoles much lower for Nintendo. Cheapened out, or shrewd business decision. Neither's really wrong, just depends on how you feel about it.
gonna be twice soon
It's definitely the most strange choice for the MD's hardware setup. It was fine for the first years, but when the games started to copycat the Donkey Kong Country CGI look it murdered multiplats on the MD, they looks terrible because of the lack of colours and how they blend compared to the SNES. Not that CGI looking sprite games were very good in general except DKC.
It's definitely the most strange choice for the MD's hardware setup. It was fine for the first years, but when the games started to copycat the Donkey Kong Country CGI look it murdered multiplats on the MD, they looks terrible because of the lack of colours and how they blend compared to the SNES. Not that CGI looking sprite games were very good in general except DKC.
I'm going to say it's because the Megadrive's CPU was a lot more capable than the SNES's and so didn't need help with processing.
https://www.destructoid.com/super-road-blaster-the-impossible-laserdisc-to-snes-port-228189.phtml
There are limits, but more importantly, the possibilities were never fully realized due to cost.
Whoa that's amazing.
It could've used some help in the display of simultaneous colors department... or the sound department, for that matter.
Finally I can dive into the nostalgia sea and take out my SEGA flag again.Cool, some people started a Nintendo x SEGA discussion.
Nostalgic. Please do continue.
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.
Yeah, but the building (and the sidewalk) has per line parallax scrolling, so it looks awesome.
Maybe the Megadrive hardware was a bit more future proof than SNES, at the beginning...? It didn't need additional hardware, aside from Virtua Racing. I don't know honestly.
It even beats the SNES at its own game in some key regards to PCM samples. Due to the way the SPC chip is built, the sounds you have loaded in its RAM during gameplay is essentially locked and cannot be refreshed without very noticeable freezes.