The crazy chinese bootleg Top Fighter 2000, has one Alpha Ryu like character.
1:51
https://www.youtube.com/watch?v=DofIg_VeXyQ
Not bad at all!
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The crazy chinese bootleg Top Fighter 2000, has one Alpha Ryu like character.
1:51
https://www.youtube.com/watch?v=DofIg_VeXyQ
Not bad at all!
Street Fighter Alpha 2 on the SNES had stripped down music, because of all the sprite data taking up the cart space. I'd say that it had a hard time doing the Alpha franchise as well. What was the size of that Alpha 2 cart, 40 megs?
I think the SPC may have been a problem actually, the reason why the game halts for a few seconds at the beginning and end of each fight is because it's too busy loading data into the SPC memory (the announcer voices seem to not fit alongside the music).
No, it has nothing to do with the decompression chip (that one does its thing on the fly faster than the SNES can transfer the graphics).
Yeah, but the music is so stripped that it sounds horrible. Super Street Fighter II had music and sound effects that were pretty faithful to the arcade game, while Alpha 2 just doesn't deliver.
SFA2 on the snes had good percusion instruments and for the first time good sfx thats resembles the arcade,
the problem consist in accords instruments like guitar and etc..
SFA2 uses alot of qsound capabilities to bring this on new generation to cps2 games
is too much to fit on samples on cartigdes of snes game.
Even the CPS1 can't handle this...
https://www.youtube.com/watch?v=G4unbFJwASA
The brass sections are completely gone and have been replaced by what sounds like a gazoo. I appreciate that Capcom got such fine voice samples on the SNES version, but I would have rather liked Street Fighter 2 sample quality, so that they could have had much better music.
Not that it really matters to me. I have the excellent Alpha 2 on Saturn.
That’s 40 Megs of compressed data on the cart. The cart has a co-processor just to decompress (sprite data)the files. The SNES also uses compressed files within the SPC700 sound chip. The SNES cart was $79, because of the ROM size and co-processor. The cart ROM would be even larger on the Genesis, because none of the sound samples could be compressed, unless they had a co-processor in the cart to do so, and that would have probably meant even longer load times for the Genesis.
Edit* That decompression chip was owned by Nintendo, so who knows what SEGA would have used.
The Z80 can decompress compressed samples, y'know. :P
True!
It would still be cost prohibitive for both consoles. $80 for a gimped version wouldn’t fly with me. I’m surprised Nintendo even attempted the SNES version.
I mean, the blame should go to Capcom if anything, Nintendo only gave them the license :v Also the N64 was only out in Japan at the time when the SNES version came out (and it's even possible that Capcom didn't have access to N64 devkits when the porting started). Also I wouldn't be surprised if the coprocessor is there mainly to thwart the copiers from Hong Kong that were prevalent at the time (as they obviously wouldn't be able to run the game if the coprocessor isn't present).
Better question: whatever happened to Street Fighter Alpha 1? I never got why 2 was ported to SNES but 1 wasn't…
In my opinion is not fair blame capcom..
They supported the plataform until the end and SFA2 port is far more impressive than the others SF games on the system
if you look at the challenge to adpat it and the results are very impressive, and the game plays well
This time they keep the arcade intro but cut all the endings, sadly.
About port Alpha 2 instead of 1, i think that aplha 2 was very popular at the time on arcades and on 32 bit systems
the challenge will be the same in port each version, so.. they decided go to alpha 2 because is more easier to capitalize money on it
In the case that Alpha series has been ported to MD.. this guy did a great work with the music
https://www.youtube.com/watch?v=SUUBIOwzOGU
https://www.youtube.com/watch?v=CP0jHv39XBQ
https://www.youtube.com/watch?v=AsvhvRoggs0&t
https://www.youtube.com/watch?v=eq05A9Vte0w
Those sound awesome, but you have to wonder what would have to be sacrificed once voices and other sound effects are included.
Yes, but it was compressed sprite data. The sprites were decompressed by Nintendo’s S-DD1.All of the games loading times had more to do with feeding the 512 kilo-bits of sound to the SPC700, while the co-processor fed sprite data on the fly to the game. It would have been a massive cart without it, and the way the game would have played would have been much different.
Basically yes, but it depends a bit on what you consider a "decent port". As mentioned previously, you'd have to re-work all the graphics* ... of which the colors in particular will take a bit of a hit. For example, the default arctic-white costume of Ryu can't be represented ( without heavy dithering ) on the Genesis without looking like cotton-candy, so you'd have to be prepared to take some liberties .. and go classic white for instance ;)
*Of course you could also use the 32-cell mode to mimic the SNES resolution, but where's the fun in that.
https://i.imgur.com/CqULl68.png https://i.imgur.com/TcqpZBz.png https://i.imgur.com/MXuTb5b.png
https://i.imgur.com/0Entfu0.png https://i.imgur.com/pd4cJIn.png
It would help, but maybe not as much as you'd think. The most lightweight video mode of the 32X uses twice as much data per pixel than the Genesis and there's no hardware support for sprites ( you need to blit everything to a frame-buffer ), so there's significantly more processing involved. You'd probably still need to do some of the parallax-scrolling background layers on the Genesis ( just like Kolibri ) to limit the fill-rate.