Both of the Lunar games.
Flashback
Flink
Vay
Shining Force
Popful Mail
Snatcher
And speaking of Turbo games done on Sega CD, you should check out Dungeon Explorer.
That's all I can think of off hand.
I was just going to say Sol-Feace is awesome...to each their own I guess, haha. That game is worth it for the redbook soundtrack alone.
Sonic CD is my favorite Sonic game. Be warned though, it plays differently than the other Sonics.
Terminator is a good platform game.I was wondering how long it would take to mention this one.
Terminator is a good platform game.I was wondering how long it would take to mention this one.
that said, terminator and sonic CD are really the only reasons to justify a sega CD.
lunar's fine and all, but you might as well go for the PSX versions.
Winds of Thunder PCE [x---------------------I---------------------] Lords of Thunder MD
Winds of Thunder PCE [---------x------------I---------------------] Lords of Thunder Turbo
Terminator is a good platform game.I was wondering how long it would take to mention this one.
that said, terminator and sonic CD are really the only reasons to justify a sega CD.
lunar's fine and all, but you might as well go for the PSX versions.
Flink3rd! Cart was not released in the US, so CD is your easy option. By far my most played and enjoyed Sega CD game I own.
I was just going to say Sol-Feace is awesome...to each their own I guess, haha. That game is worth it for the redbook soundtrack alone.For $3-5, 'Feace is a solid game. I have not messed with the cart Deace release much, but Jeff is right on point about the musics. Android Assault reminds me of Thunder/Lightening Force, A GOOD THING! Robo Aleste is a not-as-good Musha or Spriggian, but still good and has tops music.
US lords is lacking the uberawesome and goosebumb bringing "thanksgiving" when leaving the shop :idea:
US lords is lacking the uberawesome and goosebumb bringing "thanksgiving" when leaving the shop :idea:
Sega CD version has the thanksgiving. The US TurboDuo was not powerful enough to have the shop voices. Couldn't be done. Only the Sega CD had enough hardware power and programming talent to do this in the US. The US is the most important country in the entire world (disagree and we will "liberate" you) so therefore the Sega CD version must be the best, Let us give thanks for the thanksgiving! :)
US lords is lacking the uberawesome and goosebumb bringing "thanksgiving" when leaving the shop :idea:
Sega CD version has the thanksgiving. The US TurboDuo was not powerful enough to have the shop voices. Couldn't be done. Only the Sega CD had enough hardware power and programming talent to do this in the US. The US is the most important country in the entire world (disagree and we will "liberate" you) so therefore the Sega CD version must be the best, Let us give thanks for the thanksgiving! :)
So I managed to get my hands on some of the Iso's you guys suggested for me to try out before buying the originals and adding them to my collection .. Fatal Fury Special
So far I really like Popful Mail and Keio Flying Squadron the best by far, the rest of the games are pretty damn good,
I also added green led's to both the Genesis and the cd attachment, Av modded it and now I'm looking to region mod it and add svideo to it .. Are their any other games I should try out that I'm missing so far ?? Thanks guys for all the great game suggestions ..
My suggestions (some were mentioned):
Ecco the Dolphin
Eye of the Beholder
Dungeon Master
Heimdall
Shadow of the Beast 2
Rise of the Dragon
Vay
Lunar Silver Star
Lunar Eternal Blue
Shining Force CD
Dark Wizard
Flashback
The Terminator Cd version
Eternal Champions. f*ckkkk yeah this game rules. Xavier is awesome.
recomend megacd games
sonic cd :D
final fight :D
sol feace :|
Keio Flying Squadron bit hit of miss to be honest [-X
Android Assault :D
Robo aleste :-k
Silpheed :|
thunderhawk [-(
REQUEST: I want a high-quality RIP of the SEGA Lords of Thunder soundtrack! This thread reminded me that I've never compared the two soundtracks (but I've read about the differences? for years now...)
Of course, a tagged, high-bitrate .mp3 would go here: http://archives.tg-16.com/music_database.htm?col=en&val=lord
Thank you in advance.
REQUEST: I want a high-quality RIP of the SEGA Lords of Thunder soundtrack! This thread reminded me that I've never compared the two soundtracks (but I've read about the differences? for years now...)
Of course, a tagged, high-bitrate .mp3 would go here: http://archives.tg-16.com/music_database.htm?col=en&val=lord
Thank you in advance.
Is there a specific way you want this game ripped? I've got the Sega CD version and can probably just make WAV files of the tracks on the disc if you want, I don't do a lot of CD ripping so let me know.
Will try to get to it this weekend then :)
wav'it
Wow. You know, I actually heard/played the SegaCD version first a long time ago, but comparing them now, I'm honestly surprised at how much better the Turbo version is.
And speaking of the Turbo version, maybe my favorite part of the whole soundtrack actually gets cut off by the shortness of the stage where it plays - Llamarada, the fire realm.
https://www.youtube.com/watch?v=76zevuMEbkg&list=PL8FB3519874861B25&feature=player_detailpage#t=151s
The link skips ahead. About 30 seconds further on is where the stage ends, but moments later is also where an awesome solo begins.
Enjoy!
https://dl.dropbox.com/u/2860484/SegaCD-Rips.zip (589MB)
I need to learn how to burn Sega CD's. I need to try some rarer games.About the only rare one is snatcher :shock: :P
The Sega CD is quite powerful however it fell into the trap (Night Trap) of the FMV craze early on. That said many gems. Check out Mickey Mania. Great game on the CD.
The PCE is a much slower machine
Yeah, the Sega CD was really damned powerful. I don't blame the FMV stuff for it not ending up that great in the end though. If it didn't have the FMV stuff it simply would have had that many fewer games. Quality Japanese developers were in short supply because almost nobody bought the Megadrive in Japan. They certainly weren't going to buy a 40,000 yen add-on for it.
I also think the crappy colors in the base Megadrive really held it back too. When people see SFC (or even PCE) compared to the muddy crap on the MD they are turned off, and there was no way a CD add-on was going to fix this.
I mean, realistically, there is no real reason LoT should be better on the lowly PCE than it is on the MD. The PCE is a much slower machine and the CDROM2 doesn't add anywhere near as much power to the PCE as the MCD does to the MD...but you do kind of need color. :(
I'm speaking purely from a mathematical perspective. A full Mega CD setup has a lot more horsepower than a PC Engine with Super CDROM2 equipment.
I'm speaking purely from a mathematical perspective. A full Mega CD setup has a lot more horsepower than a PC Engine with Super CDROM2 equipment.
Ah ok, you comparing it to the MCD, then I can agree with you. I've thought you mean the plain MD/Genesis set up.
Yeah, the Sega CD was really damned powerful. I don't blame the FMV stuff for it not ending up that great in the end though. If it didn't have the FMV stuff it simply would have had that many fewer games. Quality Japanese developers were in short supply because almost nobody bought the Megadrive in Japan. They certainly weren't going to buy a 40,000 yen add-on for it.
I also think the crappy colors in the base Megadrive really held it back too. When people see SFC (or even PCE) compared to the muddy crap on the MD they are turned off, and there was no way a CD add-on was going to fix this.
I mean, realistically, there is no real reason LoT should be better on the lowly PCE than it is on the MD. The PCE is a much slower machine and the CDROM2 doesn't add anywhere near as much power to the PCE as the MCD does to the MD...but you do kind of need color. :(
A lot of games had poor color choices however the MD could indeed put out great color, at least three times the 64 color limit just by using the shade and highlight trick. Hell Toy story had over 200 colors on screen at some point.
The CD add on IMHO should have been a 32X CD unit at least. IDK why it didn't.
If all the games on a system are brown then it's a brown system. I'm sorry it's brown. I'm not glad it's brown. But it's brown. Maybe the system can only do brown stuff for technical reasons, or maybe everyone that made games for it sucked. As it is, the MD basically makes for muddy graphics.
Yeah, the Sega CD was really damned powerful. I don't blame the FMV stuff for it not ending up that great in the end though. If it didn't have the FMV stuff it simply would have had that many fewer games. Quality Japanese developers were in short supply because almost nobody bought the Megadrive in Japan. They certainly weren't going to buy a 40,000 yen add-on for it.
I also think the crappy colors in the base Megadrive really held it back too. When people see SFC (or even PCE) compared to the muddy crap on the MD they are turned off, and there was no way a CD add-on was going to fix this.
I mean, realistically, there is no real reason LoT should be better on the lowly PCE than it is on the MD. The PCE is a much slower machine and the CDROM2 doesn't add anywhere near as much power to the PCE as the MCD does to the MD...but you do kind of need color. :(
A lot of games had poor color choices however the MD could indeed put out great color, at least three times the 64 color limit just by using the shade and highlight trick. Hell Toy story had over 200 colors on screen at some point.
The CD add on IMHO should have been a 32X CD unit at least. IDK why it didn't.
Because it would have pushed the price of a complete system to 3DO levels? Because the Hitachi SH-2 didn't even exist yet? Because it would have been monsterously difficult to program for? Because the 32X was pretty much a US project begun after the MegaCD? Because the 32X f*cking sucked?
Maybe one of those reasons. Maybe all if those and more.
Btw, this forum has been over the "such and such system was ACTUALLY CAPABLE of such and such tricks" a million times before and honestly it's dumb. If all the games on a system are brown then it's a brown system. I'm sorry it's brown. I'm not glad it's brown. But it's brown. Maybe the system can only do brown stuff for technical reasons, or maybe everyone that made games for it sucked. As it is, the MD basically makes for muddy graphics. Games that actually have decent color are usually stuff like Sonic or Phantasy Star IV where they use almost exclusively bright pallets. If you want something subtle but nice, like Lords of Thunder for example, it seems to not be able to do it for whatever reason.
So, while I'm sure Toy Story is awesome and all, overall anyone playing Genesis games is playing brown dull looking games.
There are few things Sega could have done to not get stomped by the Playstation. I believe that betting on a beefed up Sega CD, released later on as a pseudo-next-gen system, was probably not one of them.
My 2cent Sega history rewrite: Let the Sega CD be the goofy little experiment that it was, but ditch the 32X. Have faith in riding the 16-bit market through 1995. Release the Saturn/whatever a little later with 3D hardware superior to the Playstation's, and still with a CD drive unlike the N64. Maybe a stripped down Model-2 arcade board with a CD drive stuck on the side. Don't f*ck up the launch, and have a goddamn 3D Sonic game early on.
^^^ have you looked at fighting street yet? I'm just sayin... ^^^
EDIT: btw, I'm not sure why, but primeterrydm2.gif is totally hammering my CPU on both my computer and my phone. Is anyone else experiencing this?
...One is extremely well built, very durable, and has many many really f*cking good games on it...
I need to learn how to burn Sega CD's. I need to try some rarer games.
Its not just the size, its something to do with the way its animated.
I don't get the fighting street reference however I know it's a launch cd title here in the states and not particularly good game.
I think that was aimed at me, insinuating Fighting Street is as brown as any Genesis game.
I think that's what they meant.
The Saturn comment just made me chuckle because it sounded like you said it had a ton of good games. That's all.
Well, it does :)
Who the f*ck is Galem?
He's the douche that sullied poor Laura, right?
He's the douche that sullied poor Laura, right?
I believe that was Galam.
Did anyone get a chance to do a comparison of the soundtracks yet?
i am going to be bit contentious here pce strider vs megadrive strider.
the pce game sucks in graphics colors and frame rate megadrive wins that hands down.
its surprising tho after collecting megadrive and pc engine again how much better most of the time pc engine games are take like say hellfire, tatsuijin, tiger heli, raiden they all more colorfull and look better on the pce. The
megacd is good and the with likes of final fight showed that i could do top class arcade conversion shame its full of fmv and low par games, and way is Dungeon Explorer so bad how gutting is that i love the pce games.
Games like Vectorman or Earthworm Jim or Aladdin I don't see happening as well on the PCE.
Games like Vectorman or Earthworm Jim or Aladdin I don't see happening as well on the PCE.
Why's that? Those games are very well animated with lots of frames, but there are PCE games that can equal 'em (e.g. - Dracula X and Sapphire).
I mean, realistically, there is no real reason LoT should be better on the lowly PCE than it is on the MD. The PCE is a much slower machine and the CDROM2 doesn't add anywhere near as much power to the PCE as the MCD does to the MD...but you do kind of need color. :(
The Mega-drive itself is quite powerful machine. It's based off arcade hardware. With tricks it could make a lot more colors than 64 on display. That said it cannot display colors like the PCE. The Mega Drive has a LOT of power in terms of animation. It does things very smooth and with control to match. The Mega CD has the same processor just clocked faster and obviously the "Mode 7" effect but the standard MD could and can still do a lot.
I don't get the fighting street reference however I know it's a launch cd title here in the states and not particularly good game.
There are certain things the PCE does well and certain things the MD does well. Shooters the PCE just wins from what I can see. Even with parallax the system gets it done to an extent. Games like Vectorman or Earthworm Jim or Aladdin I don't see happening as well on the PCE. Every system has it's strength and weaknesses and I love that, not like today they are all the same.
I think this is more of a matter of those sorts of games, the high end AAA American developed platformers, coming about after nearly all development of platformers on PCE came to an end. Most PCE platformers are pretty low end, designed to compete with the Famicom-era.
Comparing the animation in Dracula X to Earthworm jim is pretty ridiculous. Richtor is small and walks like he has a broom handle shoved up his ass. I do see your point, there is plenty of power in the SCD system to make an Aladdin or EJ, but Drac X isn't a good comparison. The hold back wasn't technical, it just that the people making those sorts of games were either in the US or they were working on Super Famicom so the PCE got left out of the great graphical leap forward with EJ, Aladdin, that kind of thing.
Comparing the animation in Dracula X to Earthworm jim is pretty ridiculous. Richtor is small and walks like he has a broom handle shoved up his ass.
STATUS: COMPARE Lords of Thunder SEGA-CD vs. PCE (http://archives.tg-16.com/music_database.htm?col=en&val=lord#music). Nothing fancy, mind you. Just download and compare tracks side-by-side. Manually.
I AM WELL AWARE: My comment is going to be quickly buried by the new developments in this thread. Ha!
Comparing Dracula X's sprite animation frames with the SNES Castlevanias and Bloodlines is a good way to show some of what's so cool about Dracula X, but it's misleading as a representation of the overall quality of the visuals in those games and the best animation on the three systems.
The point was to show that the PCE is capable of heavily animated sprites (even within the restrictions of a SuperCD), comparable to Aladdin or Earthworm Jim. Nobody is saying that the Genesis and SNES aren't capable of similar feats.
Dracula X's sprites are almost exclusively what Konami focused on to give Dracula X its graphical punch.
The point was to show that the PCE is capable of heavily animated sprites (even within the restrictions of a SuperCD), comparable to Aladdin or Earthworm Jim. Nobody is saying that the Genesis and SNES aren't capable of similar feats.
Fair enough. But if that's the case, why not compare them to Aladdin or Earthworm Jim directly? Why side by side with the other Castlevanias?
I guess it could be that that's just how the links were copy/pasted in a group.
I think this is more of a matter of those sorts of games, the high end AAA American developed platformers, coming about after nearly all development of platformers on PCE came to an end. Most PCE platformers are pretty low end, designed to compete with the Famicom-era.
Comparing the animation in Dracula X to Earthworm jim is pretty ridiculous. Richtor is small and walks like he has a broom handle shoved up his ass. I do see your point, there is plenty of power in the SCD system to make an Aladdin or EJ, but Drac X isn't a good comparison. The hold back wasn't technical, it just that the people making those sorts of games were either in the US or they were working on Super Famicom so the PCE got left out of the great graphical leap forward with EJ, Aladdin, that kind of thing.
I guess that you somehow missed the massive PCE, SNES and Genesis, screen comparison thread. Dracula X has characters with comparable levels of animation to characters in EWJ and Aladdin and way more animation overall than either EWJ or Aladdin.
Comparing the animation in Dracula X to Earthworm jim is pretty ridiculous. Richtor is small and walks like he has a broom handle shoved up his ass.
I think he was more refering to this kind of animation stuff in drac x, which is by any means just crazy. even for todays standards.
Death Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/s1k-12.png)(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/s1uz-1-1.png)
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/untitlededs.png)(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/untitlededslk.png)
Death SCIV Death Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/cv4death.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/death.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/untitledfs.png)
Dracula xx Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU413kjn.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/elizabethbartleym.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-8.png)
Dracula xx
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/untitledwwl.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-21.png)
Bloodlines SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/frankensteinsmonstern.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/SuperCastlevaniaIVU085.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-9.png)
SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/puwexyl-1.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-20.png)
SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/sirgrakul.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-14.png)
Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/giantswordknight.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-13.png)
SCIV Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/enemiesnjn.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/bonescimitar.png)
Rondo Dracxx
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-7.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU354.png)
SCIV Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/frankensteinsmonsterlkmjh.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/merman-1.png)
Rondo Dracxx, forgot to add the 2 bones.
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-16.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU413-1.png)
SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/enemieslx-1.png)
Rondo Dracxx
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-3.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU354l-1.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-15.png)
Dracxx
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU343.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-11.png)
SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/rowdain.png)
:shock: Rondo dracxx
(http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/CDAkumajouDraculaX-ChinoRondoJ-1-4.png) (http://i567.photobucket.com/albums/ss114/bethcongo/screenshots/Castlevania-DraculaXU432.png)
SCIV Bloodlines
(http://i567.photobucket.com/albums/ss114/bethcongo/zSuperCastlevaniaIVU030.png) (http://i567.photobucket.com/albums/ss114/bethcongo/Castlevania-BloodlinesU_000-1.gif)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/CDAkumajouDraculaX-ChinoRondoJ-1001.png)
second set, swing/swing while walking up stairs/swing while walking down stairs/swing while ducking/ jumping.
Bloodlines SCIV
(http://i567.photobucket.com/albums/ss114/bethcongo/Castlevania-BloodlinesU_010.gif) (http://i567.photobucket.com/albums/ss114/bethcongo/zSuperCastlevaniaIVU164.png)
Rondo
(http://i567.photobucket.com/albums/ss114/bethcongo/zzCDAkumajouDraculaX-ChinoRondoJ-10.png) (http://i567.photobucket.com/albums/ss114/bethcongo/zzzCDAkumajouDraculaX-ChinoRondoJ-1.png)
Comparing Dracula X's sprite animation frames with the SNES Castlevanias and Bloodlines is a good way to show some of what's so cool about Dracula X, but it's misleading as a representation of the overall quality of the visuals in those games and the best animation on the three systems. Dracula X's sprites are almost exclusively what Konami focused on to give Dracula X its graphical punch. In the SNES and Genesis Castlevanias, their emphasis is much more on other kinds of details and effects. The sprites are modest more-or-less by choice.
Games like Donkey Kong Country (http://spriters-resource.com/snes/dkc/sheet/45659) and Aladdin (http://spriters-resource.com/genesis/alladin/sheet/15383), for starters, are much better.
Obviously...I...
Regardless, this is totally beside the point, the reason why there are no games like Aladdin on the PCE is because nobody made them.
Do not debate with EvilEvoIX. 60+ pages were wasted on sega-16 with people trying to reason with him (Genesis fans valiantly defending the PCE). No matter how specific an example you give him, it won't change his mind that even though he "has all the games", he is convinced that the PC Engine is just an NES that can do more color and not part of the same generation as Genesis and SNES. He also doesn't count the CD games as being PCE or part of any generation, because the CD-ROM upgrades and reflashes the bios of the PC Engine hardware and CD games could not be done on HuCards.
The SFII' sprites appearing "slow and small" to him is all you need to know.
And the rest of the game looks like meatgrinder sauce? I think that drac x shows some of the nicest back ground presentation in the whole 16-bit game era. so many details, so much variations, so much graphical content overall. no other akumajou game came just close to that. not before the 32-bit era was ringed in.
Do not debate with EvilEvoIX. 60+ pages were wasted on sega-16 with people trying to reason with him (Genesis fans valiantly defending the PCE). No matter how specific an example you give him, it won't change his mind that even though he "has all the games", he is convinced that the PC Engine is just an NES that can do more color and not part of the same generation as Genesis and SNES. He also doesn't count the CD games as being PCE or part of any generation, because the CD-ROM upgrades and reflashes the bios of the PC Engine hardware and CD games could not be done on HuCards.
The SFII' sprites appearing "slow and small" to him is all you need to know.
Do not debate with EvilEvoIX. 60+ pages were wasted on sega-16 with people trying to reason with him (Genesis fans valiantly defending the PCE). No matter how specific an example you give him, it won't change his mind that even though he "has all the games", he is convinced that the PC Engine is just an NES that can do more color and not part of the same generation as Genesis and SNES. He also doesn't count the CD games as being PCE or part of any generation, because the CD-ROM upgrades and reflashes the bios of the PC Engine hardware and CD games could not be done on HuCards.
The SFII' sprites appearing "slow and small" to him is all you need to know.
Yeah that's...pretty dumb. Is he comparing the PCE SFII' to Turbo on the other systems perhaps? Regardless, I'm not sure where the "small" comes from. All three systems have smaller sprites than the arcade.
SFII' is kind of annoying to me because its so often used as a yardstick of PCE power by people who understand the PCE really well but don't honestly know shit about Street Fighter. This guy seems to not really know either and also be blind.
Do not debate with EvilEvoIX. 60+ pages were wasted on sega-16 with people trying to reason with him (Genesis fans valiantly defending the PCE). No matter how specific an example you give him, it won't change his mind that even though he "has all the games", he is convinced that the PC Engine is just an NES that can do more color and not part of the same generation as Genesis and SNES. He also doesn't count the CD games as being PCE or part of any generation, because the CD-ROM upgrades and reflashes the bios of the PC Engine hardware and CD games could not be done on HuCards.
The SFII' sprites appearing "slow and small" to him is all you need to know.
Yeah that's...pretty dumb. Is he comparing the PCE SFII' to Turbo on the other systems perhaps? Regardless, I'm not sure where the "small" comes from. All three systems have smaller sprites than the arcade.
SFII' is kind of annoying to me because its so often used as a yardstick of PCE power by people who understand the PCE really well but don't honestly know shit about Street Fighter. This guy seems to not really know either and also be blind.
This is the problem with fanboi posts. Take the rosé colored glasses off. Understand that all consoles have strengths and weaknesses. Enjoy the console for what it is and what it represents.
Understand that all consoles have strengths and weaknesses. Enjoy the console for what it is and what it represents. Not one console is the end all be all.
Obviously...I...
...have not checked my PMs about obnoxious signatures.
The SFII' sprites appearing "slow and small" to him is all you need to know.
I suspect that there is very, very little difference between the SNES, PCE and Genesis in terms of their practical, technological limits on doing sprite animation. They all have the very similar bottlenecks in terms of color, pixel bandwidth, and memory. It's a fairly unremarkable thing to compare, IMO.
The reason why there's nothing like the best Genesis stuff is mostly because nobody made it. Even Treasure said in an interview that there's not really anything that special about moving a few sprites around together. The important thing is the artistic vision to make it look good.And the rest of the game looks like meatgrinder sauce? I think that drac x shows some of the nicest back ground presentation in the whole 16-bit game era. so many details, so much variations, so much graphical content overall. no other akumajou game came just close to that. not before the 32-bit era was ringed in.
The backgrounds are kind of hit and miss, though. Some of them are technically and artistically very well done, like the final third of stage 1 on the normal path. For every moment like that, though, there's another like this:
(http://members2.jcom.home.ne.jp/revelation12/history/data/12_data/rt_04a.gif)
or this:
(http://members2.jcom.home.ne.jp/revelation12/history/data/12_data/rt_04b.gif)
I actually think CV4's environments are much more interesting to look at overall, in spite of a couple of odd palette choices. They may not win the background-tile count, but they move more interestingly thanks to all the layers and effects. If you were to describe the scenes with words rather than tile-counts, they also hold up very well in terms of amount of detail.
Once you get past the flashy cutscenes and high-production music in DraculaX, I think the game's greatest asset is its bosses. Not only is their size, color, and animation the best in old-school Castlevania, but their behaviors and the tactics they demand to beat them are the most sophisticated as well. CV4 does really badly there, and CV3 and the X68K game aren't quite there, either. That's what I'd tell a first-time player to focus on and try to appreciate. The backgrounds, not so much.
I have spent hours running through my collection on my puter and the closest thing I can see is Magical Chase in terms of Cart.
Do not debate with EvilEvoIX. 60+ pages were wasted on sega-16 with people trying to reason with him (Genesis fans valiantly defending the PCE). No matter how specific an example you give him, it won't change his mind that even though he "has all the games", he is convinced that the PC Engine is just an NES that can do more color and not part of the same generation as Genesis and SNES. He also doesn't count the CD games as being PCE or part of any generation, because the CD-ROM upgrades and reflashes the bios of the PC Engine hardware and CD games could not be done on HuCards.
The SFII' sprites appearing "slow and small" to him is all you need to know.
Yeah that's...pretty dumb. Is he comparing the PCE SFII' to Turbo on the other systems perhaps? Regardless, I'm not sure where the "small" comes from. All three systems have smaller sprites than the arcade.
SFII' is kind of annoying to me because its so often used as a yardstick of PCE power by people who understand the PCE really well but don't honestly know shit about Street Fighter. This guy seems to not really know either and also be blind.
This is the problem with fanboi posts. Take the rosé colored glasses off. Understand that all consoles have strengths and weaknesses. Enjoy the console for what it is and what it represents.
The real problem with fanboi posts is the stupid-ass gifs in the sig.
I have spent hours running through my collection on my puter and the closest thing I can see is Magical Chase in terms of Cart.
do you even own a real hardware and games? or are you pulling off your poor statements based on some crappy emulator trials during boring lonesome nights?
Well, first of all, all "hate on" whatever the f*ck I want.
Now that that's said, that animation is one of my favorite in the history of fighting games. I love the good ol Buster Wolf.
However, many of us are experiencing significant slowdown on our machine thanks to this gif of yours. Terry is cool as hell, but you're being a prick by bogging down other people's PCEFX experience. We would appreciate it if you'd replace it with a less CPU-intensive graphic.
Well, first of all, all "hate on" whatever the f*ck I want.
Now that that's said, that animation is one of my favorite in the history of fighting games. I love the good ol Buster Wolf.
However, many of us are experiencing significant slowdown on our machine thanks to this gif of yours. Terry is cool as hell, but you're being a prick by bogging down other people's PCEFX experience. We would appreciate it if you'd replace it with a less CPU-intensive graphic.
Ok I see your point now. Ill post up a PCE animation it's far less grafical intensive ;).
I do suspect that the PCE would choke a bit on the particular activity in Gunstar Heroes and Alien Soldier, but I also think it could do something similar enough. Look at all the crap flying around in shooters like Lords of Thunder. There's not a huge difference between a dozen independent enemies and a boss made of a dozen jointed parts.
Sonic 1 is my favorite Sonic :)
Sonic 1 is my favorite Sonic :)
The best games are usually built around a specific piece of hardware and don't port very well. The Genesis can't do Star Wars (arcade). Not because it lacks CPU or anything, but because SW uses vector graphics and nothing that does raster graphics at 240 lines can pull this off. You need at least a Dreamcast to approximate SW, Battlezone, Asteroids, etc.
Gunstar would f*cking destroy a SNES if it was ported as-is. However, games like Scrambled Valkyrie or Yoshi's Island ported to Genesis would be about as pathetic as Ikari Warriors for NES.
All this is a bunch of fanboi BS. Different systems are different. That's why they are worth owning.
The best games are usually built around a specific piece of hardware and don't port very well. The Genesis can't do Star Wars (arcade). Not because it lacks CPU or anything, but because SW uses vector graphics and nothing that does raster graphics at 240 lines can pull this off. You need at least a Dreamcast to approximate SW, Battlezone, Asteroids, etc.
Gunstar would f*cking destroy a SNES if it was ported as-is. However, games like Scrambled Valkyrie or Yoshi's Island ported to Genesis would be about as pathetic as Ikari Warriors for NES.
All this is a bunch of fanboi BS. Different systems are different. That's why they are worth owning.
Yoshi's Island has a Super FX Chip. The Mega Drive would need the SVP chip and then could do anything the Yoshi Island cart can do but color. The SNES uses more of a sampled sound arrangement as well. It has a keyboard basically and you plug in the notes so you get a clean sampled sound. The Megadrive literally is a synthesizer so it needs more care with sound.
Scrambled Valkyrie is really clever is that it takes advantage of the SNES's 4 layers of background/foreground moving so it looks like a ton of shit on screen when there CPU is being taxed only a certain amount. The Megadrive as we know can only handle three but the CPU should be able to create an additional layer of sprites just like the PCE does to make a moving background.
It's true that the SNES couldn't handle a port of Yoshi's Island either.
You missed the point. It doesn't matter why which system did what. They're all dead now. All that matters is that this was a great era for games and there is a ton of cool stuff on all of these machines.
Also, the Neo kicks them all to the curb so these arguments are meaningless. :)
It's true that the SNES couldn't handle a port of Yoshi's Island either.
That sentence makes zero sense to me for some reason.
...WHO GIVES A SHIT!?
The system requirements to run Yoshi's Island are the same as the ones needed to run Home Alone: a cartridge with the game on it. It doesn't matter one bit to me if Nintendo "cheated" by adding a $2 chip to the game cart. It still runs on my SNES.
You fanboys are friggn ridiculous.
...to say that Yoshi's Island can't run on the only system it actually ran on (before the slightly inferior portable ones released a decade later) is...crazy. You guys are nuts.
...WHO GIVES A SHIT!?
The system requirements to run Yoshi's Island are the same as the ones needed to run Home Alone: a cartridge with the game on it. It doesn't matter one bit to me if Nintendo "cheated" by adding a $2 chip to the game cart. It still runs on my SNES.
You fanboys are friggn ridiculous.
...to say that Yoshi's Island can't run on the only system it actually ran on (before the slightly inferior portable ones released a decade later) is...crazy. You guys are nuts.
The only reason you even know the FX is there is because you read it somewhere
nobody is going to program top shelf games for these systems again. All the great stuff that will ever be made for the 16-bit stuff has already been made and that's what defines the system
But while ports on the Genesis and TG-16 would have the core gameplay mostly intact, they would look and sound terrible.
No, the Neo Geo can't do anything like Mode 7 (scaling with a perspective). And then asking the Neo Geo to rotate that? Not gonna happen. No way, no how. The Neo Geo couldn't do rotation. The Neo Geo couldn't even do Batman Returns as it is seen on the Sega CD.
FINAL CONSENSUS: I am glad we all reached a final, conclusive verdict on this debate. Namely... Genesis sucks. SNES, TG-16 and XaviX are superior in all aspects.
THANK YOU FOR PARTICIPATING!
(http://junk.tg-16.com/images/genesis_does_brown2.jpg) (http://junk.tg-16.com/images/genesis_does_brown.jpg)
Well how the f*ck am I supposed to argue with this?
No, the Neo Geo can't do anything like Mode 7 (scaling with a perspective). And then asking the Neo Geo to rotate that? Not gonna happen. No way, no how. The Neo Geo couldn't do rotation. The Neo Geo couldn't even do Batman Returns as it is seen on the Sega CD.
I think you misunderstand what the Neo Geo can and cannot do. The biggest issue would be the floor which would be sprites, large animated sprites, that can be manipulated. We went over this in depth on sega-16. The system
Can move a lot of stuff and fast. Also if we are going to allow helper chips SMK had a chip to help with the rotation.
No, the Neo Geo can't do anything like Mode 7 (scaling with a perspective). And then asking the Neo Geo to rotate that? Not gonna happen. No way, no how. The Neo Geo couldn't do rotation. The Neo Geo couldn't even do Batman Returns as it is seen on the Sega CD.
I think you misunderstand what the Neo Geo can and cannot do. The biggest issue would be the floor which would be sprites, large animated sprites, that can be manipulated. We went over this in depth on sega-16. The system
Can move a lot of stuff and fast. Also if we are going to allow helper chips SMK had a chip to help with the rotation.
You're talking about a fmv game now.
If you at least remember the Neo Geo tech talk from sega-16 (given that none of the PCE stuff stuck), then you know that the Neo Geo can't even do the same level of parallax as SNES and Genesis, because it's stuck using huge columns of sprites for everything and, because of the deisgn, it can't render any kind of realtime effects through CPU horsepower. The Neo Geo is the best there is at doing Neo Geo style game, but it can't do anything else.
Again you misunderstand the Neo Geo's capabites. It can't do parallax because it doesn't have back grounds nor does it need too. All it does is make massive animated sprites and does so extremely well. That alone forms a moving animated background and That alone can make almost anything needed such as shrinking and growing a sprite without pixelating it like the SNES does. Any rotation needed would simply be animated. Not like a fmv but a real time moving encironment at lightning speed. It has the brute force to do so. Riding hero is a launch turd but a more capable programmer with near a gig of cart space can do as he pleases with 2d sprites. He'll even a bare sega genesis can do it to a lesser extent just based off its CPU speed.
I was talking about the kind of layered background scrolling that the Neo Geo can do. All of this was covered in the sega-16 discussion you referenced.
Yeah, Neo Geo had some impressive specs compared to the home systems. But then again, it's an arcade system.
No BG layer, but it was a fixed overlay window. Sprites are chained to make huge single sprites (done in hardware rather than software). The whole change of sprites are scaled both X and Y. Well, scalable via shrinking. And impressive pixel bandwidth for such type of an object system (it's all raster, no blitter like the Sega arcade systems). 1536 sprite pixels per scanline. That's easily up to 3 *real* BG layers and a shit load of sprites still. A scanline interrupt can change the position of the first sprite of any chained step, giving warping effects on a sprite level (which no other 16bit home system can do, they can only do per background type effects). It has 256 16color palettes (4096 colors per screen), but it also has an alternate buffer that you can switch on any scanline. The master palette is 32k colors (but you have set a bit to get a slightly darker 32k palette for a total of 65k).
For 3D games like Outrun or Cotton or even Galaxy Force, it would be a big step up from the SNES or Genesis. It would benefit better for the 3D chips like the SFX and SVP since you could fill and flip the result immediately, instead of the slower transfers rates of the GEN/SNES. And more colors for the frame buffer too, since layering isn't going to be a dig deal (it won't effect transfer rates and thus frame rates).
The Neo Geo can only render a limited number of sprites at once and it can only do 16 pixel wide sprites (but they can be as tall as 512 pixels). Doing the types of games that the Neo Geo does quickly approaches its sprite bandwidth limits. The system was more or less maxed out bitd. Also, because of the unique hardware design, it can't use any of its "brute force" to render anything original on the fly the way that regular consoles and computers do, no matter how simple or complex. So no rotation, no Doom/Face Ball style graphics, no polygons, no wire frame. It literally can only do the kind of 2D games that its library consists of. The Genesis is the only 16-bit generation console to have much success rendering on the fly using shear brute force.
It also cannot "grow" sprites at all. The SNES can only scale up a single tile layer, so it starts perfect and then the pixels get bigger, but remains relatively proportionate. The Neo Geo can only scale down or "shrink" sprites. So it only looks perfect at the largest size, but distorts as soon as it begins shrinking, as detail is rapidly lost (unlike how the SNES simply enlarges the detail).
Neo Geo style down-scaling <---- ORIGINAL -----> SNES style up-scaling
(http://superpcenginegrafx.net/misc/ngsng1.png)(http://superpcenginegrafx.net/misc/ngsbase1.png)(http://superpcenginegrafx.net/misc/ngssnes1.png)
Both the shrunken and grown images are shown at uneven integers, so you can see what the distortion looks like when it isn't blown up to 200%, 400%, etc. The Neo Geo style shrinking rapidly ruins the image, so it's no good for the kind of sprite scaling games you are suggesting. It would have to just use all animation, essentially fmv for the backgrounds, like Fast Striker does.
Here is that shrunken sprite evenly scaled back up 400% and the up-scaled sprite doubled to show the difference in distortion-
(http://superpcenginegrafx.net/misc/ngsng1b.png)(http://superpcenginegrafx.net/misc/ngssnes1a.png)
Riding hero is only doing the kind of racing background that 8-bit consoles do. It just shrinks sprites to save on space. Otherwise it's no different than Hang On for SMS. Only the SNES and later consoles can do the kind of Mode 7 that F-Zero does. Mode 7 created an entire new genre of racing gameplay. The old kind is still fun, but Mode 7 was something different and potentially deeper, just as fully 3D games are beyond Mode 7.
The Neo Geo isn't a super powerful console, it's just good at doing the one type of graphics that it can do. Compared to the Saturn and Playstation, the Neo Geo is overall on par with the PC Engine, Genesis and SNES.
And when I say "can't" I mean. Never ever ever will. Tech demos and stats are f*cking useless...
Evo apparently has his head in the sand and/or is mildly retarded, so I won't bother responding to his drivel. [-(And when I say "can't" I mean. Never ever ever will. Tech demos and stats are f*cking useless...
And this is why you come off sounding like a tool. It serves absolutely no purpose to say system 'x' can't do game 'y', when you really mean game 'y' is only on system 'x'. No f*cking shit; way to state the obvious.
SNES can't do Timeball!
No need for being rude if someone does not agree with you, however I think we have thoroughly hijacked this thread. That said let's refrain and if you wish to continue via PM or create a dedicated thread please let me know.
FYI looking at timeball. No idea this existed.
SNES can downscale and upscale (but downscaling takes more memory since the original object must be larger).
As for the Neo Geo ONLY being able to downscale, that's probably true, but the title screen of Alpha Mission 2 is pretty block-tastic.
Taken right from the thread you mentioned too BTW. I think the biggest issue is "Mode 7" meaning that is it's name like "Xerox" or any other issue where the name of a company is used as a verb to describe many other things. Mode seven is simply, as defined by sources and Wiki "The Super NES console has eight modes, numbered from 0 to 7, for displaying background layers, the last one (background mode 7) having a single layer that can be scaled and rotated."
It only works on backgrounds. The Neo however can work MASSIVE and I mean MASSIVE, larger then the screen if needed in multiple layers AND animated. So is it exactly a SNES MODE 7 trick? No, however it can be done and with better results from the Neo's power.
Here is the thread in question if you care to brush up on some history.
http://www.sega-16.com/forum/showthread.php?16416-What-are-the-real-Neo-Geo-capabilities/page5
Quote from: evilevoix;369663http://www.youtube.com/watch?v=d50YE00hO98 (http://)
Couldn't you cheat a little? Look at the game above, how about a rendered car and then a lot of frames of animation for the track?
Congratulations, you've just made an FMV game lool. Not a 3D game.
Quote from: evilevoix;370583What makes the MD superior to 3D type games over the Neo Geo? The Neo couldn’t pull off something like the RESQ bonus stage?
It can but only with a special cart, the VDP reads from ROM directly so for the CPU to be able to render in software, you'd need to have some RAM on cart that the VDP would read thinking it was ROM.
I also thought it would be better at it then the MD (better processor, only having to worry about splitting the graphics horizontally..., taking advantage of the shrinking capabilities) but that's not the case.
(http://junk.tg-16.com/images/Timeball_is_Blodia_Believe.png)
(http://junk.tg-16.com/images/timeball.jpg)
(http://junk.tg-16.com/images/Timeball_is_Blodia_Believe.png)
When I talked about discussions that broke down how and why the Neo Geo couldn't do any kind of rendering on the fly, I wasn't referring to older discussions which predate that revelation. :roll:
Here is a relevant thread if you care to brush up on some history.
http://www.sega-16.com/forum/showthread.php?17301-How-capable-would-the-Neo-Geo-MVS-AES-be-in-3D-polygon-graphics
After 3 pages of discussing why the Neo Geo can't render original graphics, this nugget pops up-Quote from: Kamahl;369667Quote from: evilevoix;369663http://www.youtube.com/watch?v=d50YE00hO98 (http://)
Couldn't you cheat a little? Look at the game above, how about a rendered car and then a lot of frames of animation for the track?
Congratulations, you've just made an FMV game lool. Not a 3D game.
All of the possible work-arounds involved first creating a new type of cart with special ram to counter the Neo Geo's design flaw and then figure out a way to actually get that to work with the hardware...
You continued to propose the same stuff that you're trying to push here (I guess you thought that this forum lacks tech/programming experts). After your fmv-like suggestions were shot down, you asked about using a SFX2 style chip and yes it might work in theory... if you add it to that special cart you'd have to create first... but only after you figure out a way to get the Neo Geo hardware to interface correctly with the special memory on the special cart. So you can stick a good chunk of whole new console inside of a Neo Geo cart... and if it turns out that it is possible to actually get the Neo Geo hardware to make use of it... then you might be able to render something original. But otherwise, as I said, the Neo Geo can't do polygons and other stuff, even though the PCE, Genesis & SNES can.Quote from: Kamahl;370593Quote from: evilevoix;370583What makes the MD superior to 3D type games over the Neo Geo? The Neo couldn’t pull off something like the RESQ bonus stage?
It can but only with a special cart, the VDP reads from ROM directly so for the CPU to be able to render in software, you'd need to have some RAM on cart that the VDP would read thinking it was ROM.
I also thought it would be better at it then the MD (better processor, only having to worry about splitting the graphics horizontally..., taking advantage of the shrinking capabilities) but that's not the case.
All the standard MegaDrive/SNES/PCE stuff can be done and better, on rails 3D games with sprites (like Soulstar) are easy too.
The free roaming stages aren't though, at least not without a lot of prerendered animation or other strange tricks to get it done.
Same goes for mode 7 racers, although something like batman and robin for the Sega CD can probably be done (and that style is much better IMO).
3D games (like starfox) can be done as well in the same way as the 3D stages in ResQ, but with more polygons.
Wolfenstein 3D might be possible too.
I have one question regarding the NGs minus scaling ability (since I'm not one of those self-proclaimed experts). If the NG only can shrink a sprite from its original size to small and back again to original (like in Aof, Samo etc.), why does the cars etc. in riding hero getting all pixelated when they approaching near to the screen? Why not using the most near as the original size, so that it can't get pixelated in the first place? How can it even get pixlated (like segas super scaler, or SFC stuff), when the NG isn't capable of scale up stuff?
(http://i1.ytimg.com/vi/HCQRcinZYH8/mqdefault.jpg)
We are also ignoring that the SNES required special chips to do mode 7, why is that constantly being ignored?
I have one question regarding the NGs minus scaling ability (since I'm not one of those self-proclaimed experts). If the NG only can shrink a sprite from its original size to small and back again to original (like in Aof, Samo etc.), why does the cars etc. in riding hero getting all pixelated when they approaching near to the screen? Why not using the most near as the original size, so that it can't get pixelated in the first place? How can it even get pixlated (like segas super scaler, or SFC stuff), when the NG isn't capable of scale up stuff?
wears teh experts? :)
STATUS: ... ... ...
(http://junk.tg-16.com/images/genesis_does_brown3.jpg) (http://junk.tg-16.com/images/genesis_does_brown.jpg)
I'm new to the Neo-Geo debate, but if the VDP only sees memory that is read-only and is not accessible by the CPU, then obviously software rendering of anything is out the window. Unless you use...as everyone has said...a special cart that makes the memory writable and copies in whatever the CPU has drawn.
The Oxygene cube video is neat, but I'd be surprised if there was much more you could get out of that technique than what they're showing.
Also:QuoteWe are also ignoring that the SNES required special chips to do mode 7, why is that constantly being ignored?
What? Not in the cartridge, it didn't. Mario Kart used a DSP chip, but F-Zero used nothing.
STATUS: ... ... ...
I can't fight all these battles at once, you're killing me smalls..... [-(
i always considered the dither stlye as an art style of neo games, since it looked much different to f.e. mega drive dither style, which existed only for one reason to illusionat more on-screen colors which weren't available in the first place.
snes games are just more poppy, but never much colored as neo games.
take last resort f.e., quite some dithered stuff, but in terms of colors it looks 10 times better than anything on the snes ever.
So wait... dithering is shit on the Genesis but absolutely fantastic on the Neo Geo? Only on the PCEFX forums :rolleyes:
The Neo does color dithering just like the Genesis. Look at the skies. Never are there smooth gradients like the SNES. NEVER. Instead, every other layer is dithered. Art style? Suuuuuuure. That looks waaay better than a smooth gradient (which apparently the Neo Geo cannot do).
Certainly not as well as the SNES but it might be interesting to see what it could do in the software. Pier Solar on the Genesis has a Mode 7 (all scaling and rotation is Mode 7, the internet says so) but it's in a small window and rather blocky.
Oh, HA, I was talking about NG.
...oh god, not more of this.
I'm sorry. ](*,)
You heard it here, folks. The SNES can't do mode-7 effects, but the Genesis can.
Here's a video of Doom (http://youtu.be/3v7cFGneuaw) running on the ZX Spectrum. Therefore all your arguments are invalid.
...oh god, not more of this.
I'm sorry. ](*,)
You have a lot of mud to sling but no substance, embarrassing actually I figured with such anger would at least come a point #-o
Here's a video of Doom (http://youtu.be/3v7cFGneuaw) running on the ZX Spectrum. Therefore all your arguments are invalid.
That is so awesome! Thanks for sharing hahaha!
BTW what is this thread about again?
...oh god, not more of this.
I'm sorry. ](*,)
You have a lot of mud to sling but no substance, embarrassing actually I figured with such anger would at least come a point #-oYou heard it here, folks. The SNES can't do mode-7 effects, but the Genesis can.
You misunderstood. The SNES has specific hardware in the unit itself and in a lot of carts with additional hardware chips to do mode 7. Mode 7 only applies to the SNES as it's a Nintendo term, so saying any other system can't do mode 7 is 100% accurate as only a SNES has mode 7 so duh. That said the Megadrive can do a version of the Mode 7 trick it via it's CPU doing the math. No special chips or hardware, just from the processor itself. It's in a couple of games and or course prominently in Pier Solar so that's that.
Oh, I'm far from angry. But, you're starting to borderline on propaganda.
Here's a video of Doom (http://youtu.be/3v7cFGneuaw) running on the ZX Spectrum. Therefore all your arguments are invalid.
That is so awesome! Thanks for sharing hahaha!
BTW what is this thread about again?...oh god, not more of this.
I'm sorry. ](*,)
You have a lot of mud to sling but no substance, embarrassing actually I figured with such anger would at least come a point #-oYou heard it here, folks. The SNES can't do mode-7 effects, but the Genesis can.
You misunderstood. The SNES has specific hardware in the unit itself and in a lot of carts with additional hardware chips to do mode 7. Mode 7 only applies to the SNES as it's a Nintendo term, so saying any other system can't do mode 7 is 100% accurate as only a SNES has mode 7 so duh. That said the Megadrive can do a version of the Mode 7 trick it via it's CPU doing the math. No special chips or hardware, just from the processor itself. It's in a couple of games and or course prominently in Pier Solar so that's that.
Only some SNES games use chips on cart to help in various ways. The SNES can do 60fps 3D-like floor effects without any extra "cheater" chips. F-Zero is a good example. It's true that pretty much any kind of effect can be calculated by a game console cpu and rendered in-game. But the Neo Geo is the only console that I know of that can't.
SNES, Genesis & PCE all have games featuring realtime polygons or 3D corridor effects.
Neo Geo literally cannot do realtime polygons, 3D corridor or any other cpu driven/software effects.
That "3D" demo is a single animated sprite being scaled.
I don't think that you understand the meaning of the word "trick". The word you should be using is "animation".
You could prerender a fixed angle Mode 7 style floor that only moves forward like Fast Striker's cgi background... or you could have a map screen where you sekect a destination and the Mode 7/cgi floor chsnges angles as it takes the exact same path every time. But as I said earlier and you were told in the sega-16 thread, all that any of this ir anything else the Neo Geo can simulate amounts to fmv.
That said it would be much easier to add a chip for the Neo to write to like the SNES did with a huge swath of their library.
Oh and if you want to program 3D on the Neo Geo, it can be done again with TRICKS, always a way.
Who the hell wants crappy "I'm barely capable of this" polygons anyway when you can have an easily animated 2D Earthquake?
(http://www.fightersgeneration.com/characters/snk-earthquake.gif)
I don't think Stunt Race FX caused any envy in the Neo scene...did it?
I still don't think you understand the consequences of the Neo Geo's CPU and VDP not sharing any RAM.
I think that demo actually builds the cube out of tiny sprites. That's the impression that I got reading the bouncing text, anyway. But even if that's the case, chances are that virtually all of the system's sprite bandwidth and a great deal of its CPU power are being soaked up just trying to build that one simple cube.QuoteOh and if you want to program 3D on the Neo Geo, it can be done again with TRICKS, always a way.
No there is not. There is sometimes a way, and in this case the prospects for the Neo Geo doing any kind of graphics processing that is directly assisted by the CPU is extremely bleak. It doesn't matter how powerful the CPU is if it and the VDP can't see each other.
Who the hell wants crappy "I'm barely capable of this" polygons anyway when you can have an easily animated 2D Earthquake?
(http://www.fightersgeneration.com/characters/snk-earthquake.gif)
I don't think Stunt Race FX caused any envy in the Neo scene...did it?