PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum
NEC PC-Engine/SuperGrafx => PC Engine/SuperGrafx Discussion => Topic started by: lukester on March 21, 2018, 03:41:02 PM
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I always found it fascinating how the snes and genny got big 16 megabit and 24 megabit carts. I know pce definitely had some large CD games but I'm kinda curious what the breakdown is (I would guess without Redbook and cutscene art?)
I think BT said years ago that Rondo was an 18 megabit game?
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Isn't Spriggan 6 stages? That would make the in-game content 3 megs total, but everything reused, from player sprites to effects and probably a fair ammount of code, would not take up the same space six times over in a single rom.
So a HuCard version of Spriggan with cinematics on the same level as Musha should be around 3 megs, but definitely no more than 4 megs with gratuitous sound samples.
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I would be interested to hear about the data breakdown of the CD games. My guess is that since you couldn't really stream data straight from the CD, the RAM was quite a bottle neck.
Tales of Phantasia and Star Ocean were actually 48meg carts on Super Famicom.
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Games with streaming fmv (not stuff like Gunbusters) do streaming.
Tenchi wo Kurau also streams its stages.
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Tenchi wo Kurau also streams its stages.
So that's the infamous game that glitches out badly during stages if you open the disc lid lol. BTW, wouldn't the name of the game be Tenchi o Kurau?
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So that's the infamous game that glitches out badly during stages if you open the disc lid lol. BTW, wouldn't the name of the game be Tenchi o Kurau?
It is technically the object marker "wo" (http://www.chrismcovell.com/japanese/ohiragana.gif) so writing just "o" makes it lose its distinction when romanized.