Off the top of my head, the only thing I can remember the CX4 doing is wireframes and sprite positioning and rotation (not sure about scaling). They probably have it doing a ton of unnoticable things in the background too.
Printable View
Magic Sword
https://www.youtube.com/watch?v=knQrIp_Of0c
Knights of the Round
https://www.youtube.com/watch?v=zjb2i6gYjOo
Captain Commando
https://www.youtube.com/watch?v=6KSpqR5d4LY
Cadillacs & Dinosaurs
https://www.youtube.com/watch?v=pL3Q4rer0sU
Chiki Chiki Boys
https://www.youtube.com/watch?v=rukEdZjNqI8
Maybe is a MAME/youtube thing because I have those arcade boards and they sound great on the cabinets, and C&D and Chiki Chiki boys are normal CPS1 boards, YM2151+MSM6295+Z80, some drums are PCM but the rest is 100% FM, well C&D is a CPS1 dash which adds a Q Sound chip, but that is only for the silly quadraphonic stereo effect.
Example of good FM programming and Sample quality.
https://www.youtube.com/watch?v=2Ts_iyi07d4
Even earlier Konami and Sega arcade games have better than what Capcom managed.
Sega better have gotten good at making arcade games. They have more output there than anyone else.
Cadillacs and Dinosaurs is FM? nice suprise.
By the way, anyone knows why SF2 Turbo Beta for genesis can't play more than one SFX/Voice? That beta has some really good tunes like Ryu or Ken theme, and better animations.
Have you listened to the videos I posted? I don't see any bad "FM programming", maybe its you that don't like the FM sound of a barebones YM2151, because the Batrider PCB (Toaplan hardware) uses a YM2151 + YM3012 (DAC) + two M6295's combo, its not pure FM, those compositions use a lot more PCM than FM.
There's a problem in communication here. "Bad" is a pretty loaded term. Can you sincerely say there's anything about the typical Capcom FM material that strikes you as awful to listen to? Bland and unambitious is probably a much better description.
Is this you Pyron? I always find it strange seeing people from the forum, I always stupidly imagine people look like their avatar. I'm having a hard time not picturing you as Joe Musashi! And before anyone says it, no he doesn't wear a mask, that's Joe's face!
I do actually look like a spinning tunnel of coloured spots in real life. Of course, if anyone reads this after a change of avatar it'll make even less sense.
Great work from Stef of course, new sounds are much nicer.
Stef: Great work! :D BTW, what is the sample rate and bitdepth the same for SSF2 as with SF2:SCE?
I'll be honest, I never really played SSF2 in the arcades or home versions. I kinda ditched out after SFT/CE. Do the graphics really need improving? Maybe we should find someone to help out with decompressing the BG/tile assets. I.e. - do more than just color patches - redo some pixel work. It's probably some simple variant of LZSS for the tiles (typical for the console). The BG maps are probably uncompressed (they are in the SF2:SCE, I found them).
Actually they used the same driver (98% identical) and so the sample rate and bitdepth is unchanged.
The big difference is that they filtered the base samples so it sounds really different from the ones we can found in SF2:SCE. About the graphics, really in some part it could be improved but the question is more, does it worth the effort ? Given the awful music, actually this game need too much work :p It was easy for me to patch the voices as it was similar to SF2 but patching GFX or music is definitely a lot harder.