Mortal Kombat 1 and Night Trap were the best games!
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Mortal Kombat 1 and Night Trap were the best games!
To play? No.
To jumpstart the ESRB? Yes.
And sure with good programming you can overcome issues , but that tend to leads to compromises in other area's or it not sounding or looking has good as dedicated support .Factor 5 gave a good impression of Dolby Digital on the Cube, but it just couldn't compare to the X-Box hardware support. That's what dedicated hardware support does for youQuote:
Yes, the Genesis only has 1 PCM channel.
Plenty of which SEGA used it's self . I mean Blast Processing was a total load of crap , or that the PS2 couldn't do Cel Shading and to quote the JSR teamQuote:
Wow, what a load of crap
http://farm9.staticflickr.com/8060/8...7600f123_b.jpg
They all play the PR game , none worse than 3D0 or SONY granted
How many Saturn games used the Saturn full Polygon limt ? Never stopped SEGA listing the full total number of Polygons on the Saturn spec sheet , never mind that was a single game that came close to its limit and the less said about SEGA America should off Model 1 and Model 2 videos and trying to pass it off as Saturn footage the better . In the end they all play the dirty war on PRQuote:
What about they saying that SNES can use the most (128) sprites simultaneously in a game
Nintendo: We must put a stop to violent video games like Night Trap!
Video Software Dealer's Association: Sega is working with us to develop a video game ratings board (instead of stifling freedom of expression like that Nintendo asshole).
Nintendo: SHUT UP SEGA FAN!
Arcade amusement guy: We're sorry for Mortal Kombat please don't kill us.
Senator Kohl: Don't try to trick me you whippersnappers, think of the children!
Either read the entire post you quoted or don't reply to it. Quit reading the few words you want to see and ignoring the rest of the post. As I said on the Genesis it doesn't lead to compromises in other areas because it's not interfering with any game code. It's running entirely on the Z80 which is dedicated to the Sound system in Genesis mode. The only place you would have compromises is in the audio department, which again with good programming you can avoid as countless homebrew developers have told you time and time again.
And again, WE NEVER SAID IT WAS BETTER THAN THE SNES HARDWARE SUPPORTED ADPCM PLAYBACK! We simply said the system could do more than 1 PCM channel at a decent quality. Yeah it's not going to do 8 channels with heavy filtering like the SNES, but it can do 2-4 with decent quality playback which is good enough when you have the rest of the Sound system to work with.
Play Okami on the PS 2 or Viewtiful Joe and see colourfu cartoon like l textures in full work and so went the myth that the PS 2 couldn't handle a world like JSR;it was a nice try by SOJ and JSR to make out that only the DC could handle the 'Manga dimension' (that what'ss JSR and SOJ called the effect> it was SOA that introduced cel shading (another made up graphics term in effect) . Sonic Team were making out that only the DC could handle PSO graphics and how not even a PC Voodoo II couldn't handle them, but that was pushing it a little and we all remember how SEGA America tried to pass off Model 2 footage as Saturn footage in the CES show and even used Mode 2 screen shots for Saturn adverts in the gaming mag's.
They all play the PR game
Really ? So why was the speech so poor in SF II on the MD, why any the time any MD game needed to play back multi samples at the same ,they did either didn't sound has good as on the Snes or Amiga or whent used at all (like in a host of Amgia to MD ports) Hardware limitations lead to compromises in most cases.Quote:
As I said on the Genesis it doesn't lead to compromises in other areas because it's not interfering with any game code
Mode 7 was basic effect that the Saturn could do in its sleep , but even the PS had issues trying to emu that effect of flat floors
And I NEVER SAID THE MEGA DRIVE DIDN'T DO NICE MUSIC OR GREAT SAMPLES . Never stooped you making out otherwise . The MD issues game from trying to play simultaneous at the same time and like with Factor 5 Surround sound on the Cube you can do effects on software , but its just not has good as dictated Hardware support . Why you have such an issues with that I'll never know....Quote:
And again, WE NEVER SAID IT WAS BETTER THAN THE SNES HARDWARE SUPPORTED ADPCM PLAYBACK
Well what about Sonic only being possible thanks to blast processing of the Mega Drive, when even the Master System could handle the game?Quote:
Wow, what a load of crap
So, i'm right, you cant read at all.
Look at ps2 video memory size and dc. And think why ps2 cannot into clear textures.
Lold. This game have the same name, must be identical in visual. - TA logic.
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Also, Sony recommends using color palette for textures.
PS2 POWER!
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And Sony bullshit about millions of polygons.
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In that article they are not talking about Cel-Shading. They are talking about texture quality, which is true when comparing the PS2 to the Dreamcast. Okami looks nice, but I'd say JSR still has sharper textures from what I've seen of the two. Viewtiful Joe also looks better on the Gamecube doesn't it? I wouldn't be surprised if a Dreamcast version of Viewtiful Joe would look closer to the Gamecube original.
As for PSO's graphics, I wouldn't be surprised if a Voodoo 2 had trouble with it. The minimum requirements for PSO:BB was a Radeon 8500 or an nVidia GeForce 3. Even the original PC port of PSO had trouble running on a Voodoo 3. And I believe there is a reason we saw it on the Gamecube and Xbox but not the PS2. My guess would be that the memory set up of the PS2 wasn't ideal for PSO's large maps and high quality textures (for the time). When we look at Phantasy Star Universe on the PS2 we see that while the geometry and room size are better, the textures and size of the maps takes serious hit. The textures are lower resolution with less colors. Missions are broken into smaller blocks and you can only have 3 enemy types per block. Meanwhile in PSO we have very large maps with 8 or more enemy types per area. The textures in PSO are more colorful and in a lot of cases sharper.
The PS2 version of PSU also had issues of slowdown and weapon lag (You'd change a weapon and have to wait for it to load), both of which I don't really remember being that bad in PSO on the Dreamcast or Gamecube.
SFII has poor samples because the entire game is poorly optimized. It's been stated here that the game is apparently using DMA way more than it should, which will screw up PCM timings. And the sound driver itself isn't that great. We have told you this how many times now TA? If Tiido can get multi-pcm playback working on the MD with good quality playback with little to no compromises then it can be done, simple as that.
We were pointing out to you games with good quality samples and multi-sample playback. We never said it was better than hardware support, we simply said it could be done with acceptable quality.
As for the VDP2 effects, again you are missing the god damn point of that effect's benefits. The PS1 has to use Polygons to do those effects. You could probably do the effect the way it's done on the SNES (Scaling with Raster Effects), but I would assume it would have a performance hit of some kind. That's the point you don't seem to get. The Saturn can use those effects freely to help with rendering performance. The PS1 can most likely do the effect, but it doesn't help with performance like it does on the Saturn. It's not that the PS1 can't do the effect to a similar quality, it's that it's not worth trying to do on the PS1 because it has no benefits like it does on the Saturn.
?. Okami , Viewtiful Joe do not have clear textures equal to that of JSR ? on the PS2 . C'mon pull the other one .Quote:
Look at ps2 video memory size and dc. And think why ps2 cannot into clear textures
Issues taken , but its still Sonic on a 8 bit system and some say its even better than its 16 bit counter part .Quote:
This game have the same name, must be identical in visual.
HAHAHAHA!! 8-bit sonic better than 16-bit sonic?!!
HAHAHAHAHAHAHAHAHA!
I doubt you ever have the full article for starters and no it was the effect of Manga dimension - Cel shading in effect and SOJ also said the PS2 couldn't do it in a Dreamcase Mag interview . They made a play on it and it back fired .Quote:
In that article they are not talking about Cel-Shading
It could handle the game , it was PR spin by SEGA. I remember SEGA saying every DC game would run at 60 fps , that lasted right up until launchQuote:
As for PSO's graphics, I wouldn't be surprised if a Voodoo 2 had trouble with it
Yes Naka liked Nintendo moreQuote:
And I believe there is a reason we saw it on the Gamecube and Xbox but not the PS2
The project was a mess on the PS2 , PC and 360 . The PSP could handle a very nice version of the PSO at the end of the day . Its likes the mess that happened with Sonic 06 the Sonic Team of that era had big internal issuesQuote:
The PS2 version of PSU also had issues of slowdown and weapon lag
I remember Ubisoft PR saying only the XBox could handle Splinter Cell and well that lasted about a year
So using that logic Super Mario World only being possible on the SNES due to the color palette is utter BS thanks to the NES Pirate as well as Mario 3.
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Then post the rest of it. Otherwise we only have what you posted to go off of, which makes no mention of Cel-shading or Manga Dimension.
As for PSU, the PC version of PSU ran fine with nice quality textures. The 360 Version looked great too, though it had slowdown as well. The main problem with that game was that they made it for the PS2 so everything about it had to cater to the PS2's limitations. The update that dropped PS2 support suddenly gave us larger maps with more enemies per block. That's not just a coincidence.
PSO isn't on the PSP either. That's Phantasy Star Portable 1, 2, and Infinity. They are basically ports of PSU with new content and story modes, but better optimized for the PSP. Though they still don't look or run as well as the PC or 360 versions of PSU.
And what part of "the Voodoo 3 had trouble running the PC versions of PSO" didn't you get? If the Voodoo3 struggled to run PSO what the hell makes you think the Voodoo2 would fair any better?