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How "ancient" was the Genesis really?

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Hmm, I think some would argue for the PC-Engine. ;)

Quote:

  • pretty capable VDP (aside of the color issues obviously)
  • The 9-bit 4-palette color limit is one thing, but another is VRAM contention, something potentially solvable by supporting a 2nd VRAM bank. (2x 64 kB banks would be expensive, but allowing the 64 kB to be configured as 2x 32 kB banks could have been a good option)

    Quote:

  • highest video resolution of any console until Saturn (480i/576i) and Dreamcast (480p) [guess you could list this under 'pretty capable VDP' also]
  • While SNES's 512 width (and interlace) mode is a rather non-issue (MD interlace is also pretty much a non-issue), the PC engine supported 256, ~320, and 512 wide modes. I'm not sure how often the higher res modes were used, but iirc they were much less limiting than with the SNES. The MD probably used 320 wide mode more often though.
    There's the Amiga of course, but that's not a dedicated console, but the Atari 7800 also supported 320 wide, as did the Jaguar (and higher), 3DO, CD32. (all pre-saturn)

    Quote:

    All in all the Mega Drive is a nearly flawless machine. It blew away anything that came before it and thanks to its strengths could easily compete with machines that were introduced many years later.
    Why are you overlooking the PC Engine?
    And past dedicated consoles there is, again, the Amiga... (and for the EU market the home computer/console market was rather blurred up to the early 90s -more in some countries than others)

    Some design issues seem pretty odd though, the YM2612 interrupt line issue being the most blatant. (it's just one connection, not like other possible trade-offs)
    With the dual VRAM banks, the main drawback for allowing 2x 32 kB would probably be the requirement of 2x 8-bit dual ported DRAM chips rather than 4-bit ones. (that would have greatly facilitated the Sega CD ASIC too, no help with colors, but greatly relieved the DMA bottlenecks)

    Limitations of the VDP are partially explained by need to provide SMS compatibility (and *wasting* a chunk of silicon on that), though some seem mainly related to time constraints. (it's been mentioned that with a tiny amount of design changes they could have had 8 subpalettes instead of 4)

    Some parts of the SFC's design seems a bit odd too, particularly the CPU... There are some advantages of the 65816 over the 65C02, but overall it seems like using a 65C02 derivative instead (like NEC) would have been better: for one thing it could have been clocked 2x as fast for the same RAM/ROM. (65816 had a rather stupid system with its bus multiplexing requiring memory clocked 2x as fast compared to 650x which only needs memory of equal speed and the 68k -or Z80 which have longer access times and can use slower clocked memory without loss in performance --the Amiga takes advantage of that for DAM, allowing the custom chips 50% of the bus without effecting the 68k -interleaved access due to the 68k taking 4 cycles per access)



    Quote:

    Originally Posted by Flygon View Post
    If by ancient you mean Older then ones self, then yes, the Mega Drive is ancient to me.

    But age isn't a bad thing, age can be viewed as a measure of maturity.

    The Japanese MegaDrive hardware is older than me, but as you can probably tell, I'm 6 days older than the Genesis. ;)
  • 04-18-2010, 10:06 AM
    retrospiel
    Quote:

    Originally Posted by kool kitty89 View Post
    You're forgetting software mixing of multiple PCM channels.

    Good point, but I did not forget. I just think that it is not hardware related.



    Quote:

    Originally Posted by kool kitty89 View Post
    Wow, you totally overlooked the Amiga...

    Well that and the PC-Engine and Sharp X68000 in Japan.

    No, aside of the X68000, none of them does support more than 32 colors on screen. Mega Drive does 64.



    Quote:

    Originally Posted by kool kitty89 View Post
    Hmm, I think some would argue for the PC-Engine. ;)

    Well, okay. Others would prefer the NES or C64 perhaps, but I think without the nostalgia involved there's just no comparison.



    Quote:

    Originally Posted by kool kitty89 View Post
    While SNES's 512 width (and interlace) mode is a rather non-issue (MD interlace is also pretty much a non-issue), the PC engine supported 256, ~320, and 512 wide modes.

    There are no games that use these modes.



    Quote:

    Originally Posted by kool kitty89 View Post
    Atari 7800 also supported 320 wide

    I don't think any games used that mode. Here's how a typical 7800 game looks like:

    http://www.atariage.com/7800/screens...Warriors_5.png



    Quote:

    Originally Posted by kool kitty89 View Post
    as did the Jaguar (and higher), 3DO, CD32. (all pre-saturn)

    Unlike Saturn, neither console had any games that did not just use the regular 320x240 resolution (or lower). Same goes for PS1 btw. Only Saturn, N64, and later consoles used 480i in any significant number of games.

    ... Actually, I cannot even think of one N64 game that ran at 480i.



    Quote:

    Originally Posted by kool kitty89 View Post
    Why are you overlooking the PC Engine?
    And past dedicated consoles there is, again, the Amiga...

    Yeah, those are great machines that could hold up rather well. I did not forget them. Perhaps it didn't blow them away as much as I made it sound in my previous post but I do think that the MD has the better hardware. There are some advantages both of them have over the MD though, like the less restrictive use of palettes.
  • 04-18-2010, 11:27 AM
    Elliotw2
    Quote:

    ... Actually, I cannot even think of one N64 game that ran at 480i.
    Perfect Dark can, if you really want it to. However, when you do have it in "hi-res" mode, you see the main reason why most N64 games didn't, namely the always terrible framerate made even worse
  • 04-18-2010, 02:54 PM
    tomaitheous
    Quote:

    No, aside of the X68000, none of them does support more than 32 colors on screen. Mega Drive does 64.
    Ehh? The PC-Engine can show up to 481 colors onscreen without any tricks. It has 32 subpalettes VS the Genesis 4.



    Quote:

    There are no games that use these modes.
    For the SNES or the PC-Engine? For the SNES, Secret if Mana (and the prequel) used it in places. For PC-Engine, it's 256, 344, 512. Only a few games uses 512pixel mode (Sherlock Holmes FMV CD used it for video), but quite a few games used the 344 pixel mode.

    For the record, Neo Geo's 320 mode isn't really that. They use a even 6mhz dot clock, so that res is much more closer to 256. Genesis 320pixel mode is a higher res than the Neo Geo's.



    I agree that the '2612 introduced was pretty big leap for game consoles (1988) in the sound department. Though not so much, if at all, for Japanese computers at the time. But I'd still put it just right below the SNES, and only for a very small/few specific reasons. Musicians (outside of gaming) where searching for new and customizable sounds in the late 70's - early 80's and synthesizers would provided just this. In the gaming world, around the 16bit generation - the trend in video game music was to get as close to real instruments as possible. With whatever method you could use for modeling them. 2612 came close for a lot of sounds, but the SNES achieved a much closer result overall. By then PCE had already moved to CD, so there was no reason or need to get a such a synth chip. Probably why the PCE sound isn't more than what it is. The PCE CD unit was displayed back in 1987 before the PCE even came out, so they were already thinking in terms of the addon. But, I digress..
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