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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..
  • 04-18-2010, 03:32 PM
    WoodyXP
    The Genesis is one of the manliest consoles of all time. It'll never get old.

    Check Arthur's hall for a good write up.

    http://www.arthurshall.com/x_2008_consoles.shtml
  • 04-18-2010, 04:12 PM
    retrospiel
    Quote:

    Originally Posted by tomaitheous View Post
    Ehh? The PC-Engine can show up to 481 colors onscreen without any tricks. It has 32 subpalettes VS the Genesis 4.

    Similar goes for Mega Drive and Amiga with tricks. - The PC Engine is something I rarely ever experienced (other than via homebrew), but I read every tiny little snippet about it that I could get my hands on back in the day and the screenshots of many of the regular games looked much less detailed and less colorful than the Mega Drive games of the same period.



    Quote:

    Originally Posted by tomaitheous View Post
    For PC-Engine, it's 256, 344, 512. Only a few games uses 512pixel mode, but quite a few games used the 344 pixel mode.

    I didn't know that! Are there any good games that you'd recommend that make good use of that mode ?



    Quote:

    Originally Posted by tomaitheous View Post
    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.

    o_O



    Quote:

    Originally Posted by tomaitheous View Post
    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

    I agree that the SNES chip has some impressive features, but I think it's distinctive 80s keyboard sound is barely ever tolerable. - It aged horribly! :daze:



    Quote:

    Originally Posted by tomaitheous View Post
    2612 came close for a lot of sounds, but the SNES achieved a much closer result overall.

    That's exactly the issue: It came close, but today it just sounds dated. And the YM2612 + SN76489 combo still sounds as awesome as ever.

    I think I first noticed it when I played Mario All-Stars. It just sounded lifeless and artificial in comparison to the NES games - and it didn't look too hot either. Luckily Mario games do not really depend on graphics and music alone.

    Anyway, I remembered reading that the SNES' sound chip would be so much more advanced that it would make the MD sound like a garbage can... But here I was, playing Super Mario 3, thinking that even the NES' 2A03 could give this thing quite a beating if properly used.

    Under similar conditions, the MD's audio would just blow it off of the face of the planet.


    - Well, I think the closest we ever got might be Thunder Force III vs Thunder Spirits, or Captain America.



    Quote:

    Originally Posted by tomaitheous View Post
    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.

    I really like the PCE's sound. I do prefer it over the SNES (or MD via GEMS or the EA sound driver for that matter, but then again that goes without saying and isn't really a compliment, is it?! :huh:).
  • 04-18-2010, 04:26 PM
    j_factor
    Every console is "obsolete" as soon as it comes out. That's the nature of the beast.

    For all its limitations, I always thought Genesis had the greatest progression in graphics quality. I mean if you look at Harvest Moon or Rockman & Forte or whatever, they don't look all that different from early SNES games. But comparing Genesis games from 1989 and 1995 is a pretty stark contrast.
  • 04-18-2010, 04:48 PM
    theelf
    Megadrive was in time, a very powerful hardware for the price, very close to arcade hardware, but cheapest enough to be a domestic console

    About resolution, if i not remember bad Sonic 2 use interlaced mode, to get 320x448, in double player mode, and th megadrive was powerful enough to handle the double work

    NeoGeo use 304x224, and megadrive NTSC use in most games 320x224, 16pixels wide than snk beast
  • 04-18-2010, 05:23 PM
    Jorge Nuno
    Yes, sonic 2 uses double vertical resolution for 2p VS mode.

    Also the pixel clock of a 320 pixel wide screen is something like 6.6MHz and 256 pixel is around 5.2MHz (more or less ~100kHz) for 260 lines at 60FPS.

    My biggest complaint about the megadrive was the limited color selection (3bit per color, blah) and the bank selector for the z80.
    Ok Ok that was 2
  • 04-18-2010, 06:02 PM
    bohokii
    i thought it had a good life

    89-95 killed by the playstation

    it lasted just about as long as atari 2600 77-84 killed by nes
  • 04-18-2010, 06:39 PM
    kool kitty89
    Quote:

    Originally Posted by Christuserloeser View Post
    No, aside of the X68000, none of them does support more than 32 colors on screen. Mega Drive does 64.

    You're forgetting the Amiga's quite useful halfbrite mode, 64 shades/colors. (one of the aspects that allowed it to compete well against the VGA palette if optimized)

    However, remember for the Amiga, we're talking a full palette of 32 or 64 colors on a bitmapped display: any pixel on screen can be any one of those colors (aside from hardware sprites) opposed to the 15/16 color palettes of the MD where you tend to fall far short of 61 unique colors practically speaking (just as the SNES tends to fall far short of 241 colors in common modes and PCE short of 481 colors --the SNES also has true 256 color tile modes, but that's a separate issue). In most games you end up using palettes with a fair number of redundant colors, plus you're limited to 15 colors per tile: such that the Amiga's 32 colors is likely less limiting in many cases. (let alone halfbrite)

    Quote:

    Well, okay. Others would prefer the NES or C64 perhaps, but I think without the nostalgia involved there's just no comparison.
    Yes, but the PCE's sound chip is actually quite capable and arguably superior in some respects to the YM2612 (and the particular way it's implemented in the MD -ie lack of interrupt line)

    The PCE's sound hardware is really quite nice, it's got fully programmable waveforms and the sample playback capability is usually quite a bit better than the MD (plus you have 6 channels capable of playing PCM via 5-bit DACs), there are several cases where voice samples sound better/clearer on the PC-Engine than the SNES too. (like Street Fighter II --in part due to the filtering/interpolation of the SNES)

    Quote:

    There are no games that use these modes.
    The SNES had all of 1 game which used the 512 wide mode (and also interlace), RPM Racing, so a bit like the MD with interlacing. Tomaitheous already addressed the PCE though...

    Quote:

    I don't think any games used that mode. Here's how a typical 7800 game looks like:
    True, most used the 160 wide mode, but I think some did use the 320 mode. (its used was limited, but I still think it was notable --albeit some have noted that a 256 wide mode would have been a more useful feature)

    I think there were also some A5200 games to use the 320 wide mode, I know there were A800 games that did. (many relied on composite video artifact colors in those modes)

    Quote:

    ... Actually, I cannot even think of one N64 game that ran at 480i.
    A lot of games use interlace, Episode 1 racer ONLY runs in 480i except for the intro cutscene. It's 320x480i normally, and 640x480i in high detail mode. (with the expansion pak) I actually wish it normally ran in 240p though.
    Any game supporting the highres mode (ie most lucas arts games and several Rare titles -as well as some others like EA) ran in 480i, several also supported anamorphic widescreen. (some others had clipped widescreen)

    I think the PSX used interlace in a few cases, and possibly 640x480i for some static screens, but probably not much else. (I don't know much on that though)
    I do think some Jaguar games went beyond 320x240p though, I don't know much on that either.
    However, I believe ALL 3DO games ran in 480i, either 320x480i or 320x240 scaled, I'm not sure if it did that for VCDs or cinepak though.
    Actually, some descriptions list it as outputting an interpolated 640x480 display from 320x480i or 320x240, which seems a bit odd too.
    http://classicgaming.gamespy.com/Vie...&id=39&game=12 That lists the interpolation/antialiasing as switchable in software. (so allowing direct unfiltered scaling to 640x480 or the filtered equivalent, interesting the 3DO has AA, even if rudimentary)



    Quote:

    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.
    There's also the better sampled sounds (for both, and the sampled music for the Amiga), the ability to update VRAM in active display on the PC engine would be another. (over the SNES too)
    Plus the Blitter based Amiga has a whole set of trade-offs against tile/sprite based systems. (OK, the Amiga has sprites too, but few)
  • 04-18-2010, 06:39 PM
    tomaitheous
    Quote:

    I really like the PCE's sound. I do prefer it over the SNES (or MD via GEMS or the EA sound driver, but then again that isn't really a compliment, is it?! ).
    The technical quality ranges all over the place, though. Some musicians treat the PCE wavetable system like that of an NES with more channels and use simplistic waveforms (even some using nothing by square waveforms). Others go a bit further and use more advance techniques. Some use long samples on one or more channels, some don't even bother. But the most common thing I've always noticed with PCE chiptunes, is that the bottom end is missing. When it's perfectly capable of producing low frequencies or thick bassy bottom end long samples. Not quite as thick and high resolution as FM, but much more than what you would expect.

    I have a 2612 pulled from a Genesis, and have it sitting on a PCE dev cart for a while now. The PCE has audio in on the cart port (sadly, only mono though), but I think the PCE audio chip is match up perfectly with any sort of FM chip. Get back that bottom end. Someday I'll finish building the amp for the chip and route it to the cart part (mapping it to unused PCE address range is simple enough). Hell, I could even attach the timer lines to the IRQ on the cart port like Sega never did on the Genesis. Get a nice high resolution timer :)

    The funny thing about the SNES, is that's wavetable based just like the PCE. You could replicate almost any PCE tune on the SNES SPC unit (with a 32khz output limit though. The PCE is limited only by the speed of the amp. Otherwise all audio is output on a 3.58mhz resolution on the PCE). ;)

    Quote:

    About resolution, if i not remember bad Sonic 2 use interlaced mode, to get 320x448, in double player mode, and th megadrive was powerful enough to handle the double work
    Indeed. But there was a lot (and I do mean a LOT) more slow down when playing in 2 player mode (at least on NTSC version). So powerful enough is relative, but still impressive IMO.

    Quote:

    NeoGeo use 304x224, and megadrive NTSC use in most games 320x224, 16pixels wide than snk beast
    The 304x224 is a "clipped" mode. The dot clock is still the same. It's fixed, unchangeable. There's no res difference between that and 320 non clipped mode.

    Quote:

    Also the pixel clock of a 320 pixel wide screen is something like 6.6MHz and 256 pixel is around 5.2MHz (more or less ~100kHz) for 260 lines at 60FPS
    Genesis, PCE, SNES low res is 5.3693mhz dot clock. Genesis H40 mode is 6.71165mhz dot clock. PCE mid res mode is 7.159090mhz dot clock. Neo Geo is fixed at a single 6.00mhz dot clock. PCE high res mode is 10.73864mhz dot clock. At relative position to overscan, Neo Geo res works about to be equivalent to ~286 pixels. Relative to Genesis H32 (256) and H40 (320) mode. Pretty much in the middle between the two (actually, slightly closer to 256 pixel modes). The additional pixels in overscan of the Neo Geo don't really do anything. The PCE can do the same thing, show out ~284, ~380, ~568 - but those pixels on over scan don't do anything for the resolution. If the Genesis was capable via clipping control, you could show up to ~359 pixels max overscan in high res mode. But again, you gain nothing. If anything, the Genesis is doing something internally in the VDP during that time when the line is active but no pixels are shown (like many consoles).

    Quote:

    That's exactly the issue: It came close, but today it just sounds dated. And the YM2612 + SN76489 combo still sounds as awesome as ever.
    I agree. Today, things are view and judged much differently. It's not about getting realistic sounds as it is about getting pleasant/good sounds of the audio chips. And I think the 2612+PSG pulls ahead now because of this. Though, a few games still impress me to this day on the snes - but you've probably guess it would be games that have symphonic style strings and such (mostly all Squaresoft games). They still hold up to this day.

    Quote:

    Similar goes for Mega Drive and Amiga with tricks. - The PC Engine is something I rarely ever experienced (other than via homebrew), but I read every tiny little snippet about it that I could get my hands on back in the day and the screenshots of many of the regular games looked much less detailed and less colorful than the Mega Drive games of the same period.
    You're right. A lot of PCE games don't push colors at all. Which is surprising, because it's just a matter of choosing which subpalette to go to which sprite or tile. Barely any space at all. You know Genesis/Megadrive developers would never squander a chance to have even half that many subpalettes to work with. And yet look at what some of the artists have pulled off on the Genesis. Some brilliant art work. The PCE also had the advantage when it comes to composite and RF output. The RGB to YUV conversion results in much more vibrant color palette. Of course, RGB out is pretty the same between the two. As far as "tricks", they only go so far. Having a real method of accessing colors gives much more freedom in detail. Amiga games tend to change the color registers as the screen is being drawn downwards - but this doesn't necessarily add detail. You could have 100+ colors onscreen in a game, but that doesn't mean you get the increase of detail because of the increase of colors. You just get a higher color count. That's why I said "without tricks". Because you have much more freedom in detail via color without tricks, than what you do - with tricks.

    Quote:

    I didn't know that! Are there any good games that you'd recommend that make good use of that mode ?
    Recommend because of that mode? Not really. Because it doesn't matter to me if the game is in that mode or low res 256 pixel mode. I can list a few games that use that mode though, off the top of my head: Ninja Spirit, RType, Forgotten Worlds, SideArms, Legend of Hero Toma, Beyond Shadowgate, Warrior of Fate(well, the prequel of that game - can't remember the name). Heh, can't really think of much - but I know someone was making a list. It's not a very good mode for the PCE (IMO) as the sprites per scanline don't increase with the res - like they do on the Genesis. Quite a few vertical shooters on the PCE allow you do put the game into mid res mode - to give it an arcade vertical screen feel.

    Bah - enough PCE/NeoGeo stuff.


    I personally think the Genesis was pretty impressive when it came out. The VDP is very powerful setup. The CPU is fast. It's got plenty of "stock" ram. And while the samples might have never been "great", most of the sample stuff you never noticed (like drumkits and such) - sounded decent enough. It was only the voice type samples that showed off the artifacts. To me, not really a big deal. That's a tiny part of the game and the other instrument samples did the job just fine, for the time. I mean, if Sega was really worried about it, it could have included very-very-very basic single DAC setup on the carts (the pins are there for it on the cart connector). So really, the only real weakness IMO, is the tiny amount of subpalettes. Given that the MD came out a full year after the PCE (with its 32 subpalettes) or even the NES which had 8 (and that came out in '83). And by direct example, developers learned to deal with this limitation. There are plenty of examples of good looking Genesis titles. So I wouldn't say it was outdated when it came out, quite the opposite. It was impressive. Minus the colors on screen thing, but no system is perfect.
  • 04-18-2010, 07:11 PM
    theelf
    Quote:

    The 304x224 is a "clipped" mode. The dot clock is still the same. It's fixed, unchangeable. There's no res difference between that and 320 non clipped mode.
    I really donīt know what dot clock is, but are you sure that always is 320x224 and then , clipped to 304x224?

    because when i plug the neogeo in my LCD, i see fullscreen, and not two black 8pixeles bars at each side
  • 04-18-2010, 07:44 PM
    tomaitheous
    Quote:

    Originally Posted by theelf View Post
    I really donīt know what dot clock is, but are you sure that always is 320x224 and then , clipped to 304x224?

    because when i plug the neogeo in my LCD, i see fullscreen, and not two black 8pixeles bars at each side

    Yes, I'm sure (straight from Charles Macdonald who RE'd the system and worked on the emulation for MAME for it). It depends on the game whether to choose full mode or the clipped mode. The master clock in the system is an even 24mhz crystal. It's integer divisible of 4 to get 6mhz for the resolution. Whether you see it or not, is up to your TV set (my brother's set has auto stretching. It will detect "black" borders and scale appropriately. Your LCD could be doing any number of things including that or simply set to a bigger smaller viewable area of the active scanline, but it doesn't change the fact that there's only 1 dot clock mode for the Neo Geo).

    The "dot clock" is the amount of time a single pixel stays on an active scanline in analog world. 6mhz / the horizontal scan rate of the screen = total pixels "units" on that line. 6,000,000 / 15735 = 381 pixel "units". Of course, you need time for Hsync, front and back "porch" and game systems almost always add in its own "clipping". Each "tick" of 6mhz is 166.666ns. So each pixel on that line is ~166.666ns in length. A single scanline is ~63.5us. Subtract non active part of the scanline and divide the remaining amount but 1/dot clock. Then take into account whatever the video chipset decides to clip in addition to that (which is exactly what 320 and 304 video modes are on the Neo Geo).
  • 04-18-2010, 07:49 PM
    theelf
    I think if megadrive can have a clipped 304x224 mode too, to make neogeo port easy, i donīt see nothing in documents
  • 04-18-2010, 08:07 PM
    tomaitheous
    Quote:

    Originally Posted by theelf View Post
    I think if megadrive can have a clipped 304x224 mode too, to make neogeo port easy, i donīt see nothing in documents

    Really no reason to. Since the Neo Geo resolution pretty much sits even between 256 and 320 pixel modes of the Genesis - you could go with either one. It's only about 11% difference either way. And most TV clips before the 320 pixel limit on the Genesis for that mode anyway (or did BITD). Nowadays, it's unpredictable of how much overscan an LCD or even CRT will show and sometimes it's dependent on the port you use (composite, rf, svideo) on the display device. In other words, if you did use 320 mode, you wouldn't have to worry about clipping (if said Neo Geo game used that clipping mode). There's almost always a tiny bit more to the map to display than what you normally see, in a game.
  • 04-18-2010, 08:08 PM
    gamegenie
    so with memory bank switching + VDP coprocessors added to the cartridge, some down scaling of the game res to 320x224 and audio resampling this game will be possible on the Genesis.

    Genesis Lives

    http://betastart.com/SW/sonic4.png
  • 04-18-2010, 08:10 PM
    tomaitheous
    Hahaha - nice cover :D Did you make that?
  • 04-18-2010, 08:13 PM
    gamegenie
    yeah, I hoped it be SEGA's secret platform that they haven't announced yet for Sonic 4, but I know it's probably a long shot for SEGA to do something like this, even if it's advertised as a limited edition collectable.
  • 04-19-2010, 04:50 AM
    kool kitty89
    Huh interesting info on the dot clocks. Hmm, that would given the Neo Geo almost perfectly square pixels on monitors calibrated similarly to CRT TVs. (in 60 Hz, of course)
    That, and the 7.16 MHz dot clock mode for PCE would give almost perfectly square pixels in 50 Hz PAL.


    Quote:

    Originally Posted by gamegenie View Post
    yeah, I hoped it be SEGA's secret platform that they haven't announced yet for Sonic 4, but I know it's probably a long shot for SEGA to do something like this, even if it's advertised as a limited edition collectable.

    As long as they don't license it to be released on the Firecore...
  • 04-19-2010, 06:51 AM
    theelf
    Quote:

    Huh interesting info on the dot clocks. Hmm, that would given the Neo Geo almost perfectly square pixels on monitors calibrated similarly to CRT TVs. (in 60 Hz, of course)
    That, and the 7.16 MHz dot clock mode for PCE would give almost perfectly square pixels in 50 Hz PAL.
    I never understand the concept of square or non square pixels, this affects software or is only hardware? if you programming for megadrive you need to take care of this or not?

    I know is different history, but about aspect ratio,i always play anything stretched in 16/9 and look good for me, because that, i really never donīt care about pixels/aspect...etc
  • 04-19-2010, 07:45 AM
    tomaitheous
    Quote:

    Originally Posted by kool kitty89 View Post
    Huh interesting info on the dot clocks. Hmm, that would given the Neo Geo almost perfectly square pixels on monitors calibrated similarly to CRT TVs. (in 60 Hz, of course)

    Hehe, you caught that. I'm surprised :)
    Just for your kool kitty98 -> http://alexandria66.2mhost.com/~pcen...eo/mvstech.txt

    You'll be surprised to find that it's really only 32k master palette. It can be set to darker mode, but the whole palette gets effected. So 65k is really a bit of a stretch. You'll also see that the Neo Geo doesn't run at 60fps (59.94). A tiny bit lower.

    Quote:

    That, and the 7.16 MHz dot clock mode for PCE would give almost perfectly square pixels in 50 Hz PAL.
    Is it? I never checked. I'm pretty sure that's the same dot clock the Amiga uses for low res (for NTSC. Maybe PAL uses 7.059mhz something or other). Some sites might list Amiga as having 320 pixel mode, but I've read where you can adjust for overscan (I guess for computer monitors VS TVs).

    Quote:

    I never understand the concept of square or non square pixels, this affects software or is only hardware? if you programming for megadrive you need to take care of this or not?

    I know is different history, but about aspect ratio,i always play anything stretched in 16/9 and look good for me, because that, i really never donīt care about pixels/aspect...etc
    It's easy. A square pixel means it's the same width as it is in height. Most/no home game systems use square pixels. Either slight skinnier or slightly fatter. But you're stretching everything out to 16:9 :o So you're right, it has no meaning to you ;)
  • 04-19-2010, 11:14 AM
    Jasper061992
    Well, to try contribute to the conversation, I would say the Mega Drive had pretty good specs for 1988. Nothing compared to the Amiga or the top end Sega 16 boards, but for a domestic game console for the time, the hardware blew the NES right out of the water. I mean yeah, it has flaws and compromises. For example, it could of had a 256 out of 4096 colour palette. If it meant scrapping out BC of Master System games, I wouldn't have complained. Look how badly the MS did in North America compared to the NES, when you look at it that way, I see little point of the MD having BC. That extra die space within the VDP definitely could have been used for better colour palette.

    But aside all that, I like the Mega Drive as it is. ;)
  • 04-19-2010, 11:28 AM
    retrospiel
    Well, the Master System compatibility also meant that they included the Master System's sound chip. Without it, the Mega Drive's audio wouldn't be anywhere near as interesting as it is. I'd happily trade a few colors for that.

    Plus I am not sure if the color issue is actually related to the SMS compatibility at all. 64 colors out of 512 was pretty much state of the art back in 1988.
  • 04-19-2010, 12:32 PM
    theelf
    Quote:

    Nothing compared to the Amiga

    When i was kid i have a A500, and when i saw megadrive games i think graphics are brutal...

    Besides technical data, i donīt remember to much games that have better graphics in amiga that in megadrive (and some like SF2 have graphics but not playability)
  • 04-19-2010, 12:37 PM
    Jasper061992
    Quote:

    Originally Posted by Christuserloeser View Post
    Well, the Master System compatibility also meant that they included the Master System's sound chip. Without it, the Mega Drive's audio wouldn't be anywhere near as interesting as it is. I'd happily trade a few colors for that.

    Plus I am not sure if the color issue is actually related to the SMS compatibility at all. 64 colors out of 512 was pretty much state of the art back in 1988.

    Well, everytime I think of the Mega Drive's original release date, I think of the Turbografx's colour palette.....or the cancelled Konix Multisystem. It just seems on paper the MD's palette is gimped in comparison.

    Konix Multisystem

    http://en.wikipedia.org/wiki/Konix_Multisystem

    http://www.konixmultisystem.co.uk/

    A british designed contraption that was to be released in '89 with a 256 out of a 12bit palette, leaps and bounds above the Mega Drive's 9bit palette...in just a year...

    Perhaps that in itself should be saved for another thread...
  • 04-19-2010, 01:23 PM
    j_factor
    The Amiga, Apple IIgs, and Lynx all had 12bit palettes, albeit with fewer colors on screen.
  • 04-19-2010, 01:45 PM
    retrospiel
    The color palette is the single advantage of these systems. The resolution is lower. There are fewer colors on screen at once, the processors are slower, the audio hardware, etc.


    Quote:

    Originally Posted by Jasper061992 View Post
    Konix Multisystem

    A british designed contraption that was to be released in '89 with a 256 out of a 12bit palette, leaps and bounds above the Mega Drive's 9bit palette...in just a year...

    removed

    Leaps and bounds? ...Above? =P
  • 04-19-2010, 02:10 PM
    j_factor
    Quote:

    Originally Posted by Christuserloeser View Post
    The color palette is the single advantage of these systems. The resolution is lower. There are fewer colors on screen at once, the processors are slower, the audio hardware, etc.

    The Amiga doesn't have those problems. The resolution is almost the same, just shorter by 24 vertical pixels. It can do 64 colors with half-brite, the processor is the same, and the audio hardware certainly has its fans.
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