Nintendo ROM'er detected!
Nintendo ROM'er detected!
Lmao we all know "blast proccessing" is complete BS to biginwith, true the Genesis runs faster, but the whole BP slogan was made up as a marketing ploy(you know, when Sega actually knew something about marketing a product), slow down in Sonic 2 lol, well so much for that BP they are always spouting. Hm Slow Down in SMW, at very least It's got to be a super rare issue, the only slow down I recall is one of the sky world stages, where the screen auto scrolls, and there's these flying bomb enemies shooting fire balls(If you don't kill it, and allow others to come on the screen, then there's usually a couple of seconds of slow down, until the screen out runs 1 of them).
Yea I so didn't care much about the arcade xp on consoles, if I feel like playing a arcade game, I'll go to the arcades thank you very much.
Sprite limit doesn't seem to be the cause of slow down, It's how many moving things Vs how fast they are moving.
Be that it may, doesn't change how godly some of the SNES music was, so it was clearly leagues easier to make good music for the SNES, then for the Genesis.
Really, I've heard otherwise, that Nintendo went out of their way to give tools, and development kits to the developers, making it much easier for the developers to figure out how to make games for such..
Last edited by Zoltor; 01-07-2012 at 07:09 PM.
I distinctly remember a good bit of slowdown in the levels with fish in Super Mario World.
But sonic isn't anything special either. It has nice color usage considering the hardware, that's pretty much the extent of it's "impressiveness" from a technical standpoint.
The processor would pull in so much electricity trying to do all the computations in time there would be a short-circuit and the console would set itself on fire.
Also, because godly Sega didn't make it.
Oh yep, you're right(forgot about that), it was fairly common when there was the squids with all the babies tied together like a tail, and they then spread out. There's only one other instance in the water where it happened, but It's stage specific, and a really small part of it(small enough it doesn't effect gameplay at all, where the squid enemies slow down areas is a problem).
I did say it isn't much of an issue in the actual game because they designed the levels taking that into account (though now that you mention it the game does indeed slow down more than I'm giving it credit for). Like I said though, it does become a serious issue with hacks, where it's extremely easy to get slow down when making a level.
In the end it only shows that their object manager was crap though. The SNES should have been able to cope with all that without slow down. It's in the really complex calculations (i.e. when you start pushing things to the extreme) where it falls behind. The 68000 simply has it easier than the 65816 at that.
I was putting that as a comparison though. I have managed to get a huge amount of objects without slow down. It gets even funnier when by accident you make a bug that ends up spawning lots of objects. This happened with Project MD once (when implementing the flamethrowers, they'd spawn one fireball every frame, each one of them)... and no slow down ._. Also with some old fangame I put 72 platforms on screen, all with collision checks, and still no slow down either - and I'd have put more if it wasn't because I didn't have enough sprites left!
Ultimately slow down with so many objects is caused by either sloppy code or filling the screen with really complex objects (and like I said, the latter is almost never the case in a real game).
It doesn't help almost nobody can make good FM instruments (but those who did certainly got some damn good stuff out of the chip - and Sonic games actually manage to explore a large amount of music genres instead of being all super-generic synth =P).
But I also recall developers complaining about the 65816 itself - probably not the best place to have issues at, since programming is where most issues arise. I do recall Nintendo eventually trying to make an emulator to ease debugging though (while Sega instead went with multiple hardware-based solutions).
And even then, having better tools helps, but the interface for the hardware components is horrible and counters that (the sprite table being a huge offender, the sound chip being another huge offender, then there being some weird limitations with the video hardawre, and all the hardware using 8-bit buses for communication, etc.).
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
Well if we're dumping on a console because of the shittiest games for it, I have two words for those of you with your heads firmly planted up the Genesis's butt: Dark Castle.
This thread seems to have gotten a bit out of hand really. The SNES isn't as fast as the Genesis, it just isn't. The Genesis isn't flexible with its colors, at all, and doesn't have Mode 7. The audio on both systems have notable advantages and flaws. I think everybody should know this by now, but I think wrong things all the time.
But if you wanted to create a custom game engine with custom special effects and a custom sound engine, current evidence suggests the Genesis was the system to choose for such a project.
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
Didn't Pier Solar have mode 7?
***Visualshock! Speedshock! Soundshock! Now is time to the 68000 heart on fire!***
Yes it did, but IIRC it's all in software. Pretty nifty but it's understandable how it was never attempted 'back in the day', what with time and budget constraints of corporate business.
Mode 7 is the SNES' seventh graphics mode, which is all about scaling and rotating a single background layer.
From what I have seen of the Pier Solar flying segments it looks and plays just like SNES Mode 7 would.
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
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