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    Main » Discussion » I've been called a SNES-hating Genesis fanboy.
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    Posted on 20-09-13, 14:43
    Post: #35 of 36
    Since: 12-21-18

    Last post: 995 days
    Last view: 119 days
    Old Nintendo Life article about Blast Processing.
    I mention Nintendo marketing doing exactly what marketing does: twist the numbers a bit.

    I explain to him things like vblank, tilemaps and the idea of not displaying the entire tilemap on screen at once (which I think high-res would do?) to have some off-screen workspace for loading map data.

    Turns out I was wrong, SNES doesn't have vblank limitations and 320x224 is a commonly used SNES resolution, the NES has enough VRAM to natively support free direction scrolling (not just a single-axis), Mega Man doesn't have cheap death falls, Genesis and PC-Engine shooters aren't very popular

    (Sigh) Great we got another Sega shrill who doesn’t know what he’s talking about. Buddy your numbers talk was seriously flawed and this entire comment is false and biased. There is no reason that high res mode was used only for those types of things. And no, higher resolution doesn’t mean that the program has to write more data to the VRAM, it can actually do it without having more data. And VRAM doesn’t only be written during vertical blanking and what you heard is false since there is enough time to upload a full tilemap so you can update to VRAM during one VBlank. (There isn’t one frame.)

    Using higher resolution doesn’t and still doesn’t mean that video memory had no offscreen space to work since time and time again that has been proven wrong and for loading upcoming level map data for smoothly scrolling in background/sprites there are not that many limits.

    (No you wouldn’t, also that was never the problem on the NES since is actual,t designed to scroll on both axis at many times. Doing to opposite wouldn’t mean to reposition all the tile map data in memory and keeping up with scrolling isn’t hard to do. And no the mega man series scrolling is irrelevant and it didn’t have slow vertical scrolling. Capcom never utilized that to create that bull you call megaman jumps.

    No the majority of Snes games ran at high res of 320x224 and or more. The genesis standard resolutions were not around 256x224. Wasn’t a common standard resolution and not useful by any means for porter games. Also they didn’t use 320x224 in any game. Thats another fallacy. Nintendo has 256 colors and more and that’s not only achievable in mode 7, it’s achievable in snes hardware regardless of modes.

    Again, normal commonly used screen modes didn’t have lower color counts. The snes never used 2bpp and didn’t use 4bpp. Normal tile based modes would NOT have been max 241 colors. That’s a huge downplay and you should know better. Also most of their games used many colors from their pallets and they have shown to have more color and it’s not 16 palettes. Each of those color palettes don’t have a transparency color so no it’s factually NOT only 15 that are useable.

    There are no VBlank limitations and it wasn’t even a thing. You never spent any time to rewrite the (it’s not poor either) textbox routine in that game and there was no desperate need to extend the textbox. The game would never glitch out and two tiles wider is lowballing.

    No you really aren’t an SNES fan if you’re actually going to be downplaying the snes and highballing the genesis like it’s your daddy. Also what you said was a lie. I’ve played many shmups and they are mostly better on the snes. Sorry but those Shmup fans are saying things false. When it comes to 16 bit shmups most people talk about the snes and play Gradius 3, Star Fox and
    Super R Type. Space Megaforce is NOT the only game you heard to get a strong recommendation, you need to expand your taste buds because most shmups are better on SNES. And another thing, it does NOT seem like Genesis and PC Engine get more talk from that generation, it’s actually and factually the complete opposite. The Snes factually gets all more talk by most people in that generation and you know that for a fact.
    Posted on 20-09-13, 14:54 (revision 1)
    Dinosaur

    Post: #773 of 1285
    Since: 10-30-18

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    I don't know what's worse: next-gen specs whores (where "how many SSD TFLOPS can drive my orgasm?" is the order of the day instead of "will we have games other than bloody FPSes or EA sportsball games?"), or retro fanboys (where the Sega-vs-Nintendo console war is still alive and bitter than ever for no good reason at all, worse than a ex-Yugoslavian republic)

    I feel most of those people forgot why we play videogames in first place :/

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    Posted on 20-09-13, 14:54
    Rated M for Monkey

    Post: #518 of 598
    Since: 10-29-18

    Last post: 112 days
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    No the majority of Snes games ran at high res of 320x224
    SNES video output is usually 256px and pretty rarely 512px wide. There is no 320 option here. It was the Genesis that could switch between 256 or 320px wide, and had no 512 mode. So somebody here needs to do their freakin' homework.
    Posted on 20-09-13, 18:50

    Post: #166 of 175
    Since: 10-30-18

    Last post: 1238 days
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    Posted by tomman
    "will we have games other than bloody FPSes or EA sportsball games?"

    Yeah, it’s funny when they describe performance as “get the advantage on others” and latency improvements as “your gun aims more quickly.” Don’t these people get tired of role playing as a buzz-cut burly army guy that shoots and kills things? Or pretending that they somehow made it in sports?
    Posted on 20-09-13, 19:43
    Custom title here

    Post: #928 of 1151
    Since: 10-30-18

    Last post: 19 days
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    "VBlank isn't a thing" is a pretty special claim in that sea of wrongness.

    --- In UTF-16, where available. ---
    Posted on 20-09-14, 00:57 (revision 1)
    Post: #166 of 202
    Since: 11-01-18

    Last post: 448 days
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    My CRT feels under-represented!

    where did you find this mess of a person?
    Posted on 21-01-03, 18:07 (revision 3)
    Snapped
    Post: #37 of 48
    Since: 12-19-20

    Last post: 1203 days
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    I just googled 256x224 and the first result is a thread from 2012 called... Why are most super NES games in 256x224?
    Basic research can do so much, can't it?

    On a note, SNES was horribly underpowered for its time, the SPC700 is a great example of this even to non-technical people. The amount of RAM dedicated to it was pretty much fuck all even for its time, which explains why it sounds so muffled (if I'm remembering right it was like, 64K)
    Posted on 21-01-03, 21:25
    Is gonna need more trope

    Post: #535 of 598
    Since: 10-29-18

    Last post: 112 days
    Last view: 14 min.
    You remember right.

    I suppose if you don't BRR compress low-frequency samples a bunch, they'd be a lot crisper... but then you wouldn't be able to fit 'em into less than 64K.
    Posted on 21-01-03, 21:45
    Dinosaur

    Post: #866 of 1285
    Since: 10-30-18

    Last post: 21 days
    Last view: 8 hours
    64KB was a metric truckload when you compare with Genesis' 8KB of audio (actually Z80 work) RAM.

    But then, instead of a dedicated DSP, Sega devs got the choice between performing gymnastics with the Z80, or doing everything on the 68K (like the original Sonic Team did, with plenty of CPU time to spare!) - it greatly helps Sega actually built a beefy CPU among a pile of severely starved hardware which conforms our beloved G/MD.

    Wonder how the SNES would have been if Nintendo actually had decided to splurge on a 68K instead of going with that anemic 6502 mutation...

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    Posted on 21-01-03, 21:46
    Snapped
    Post: #38 of 48
    Since: 12-19-20

    Last post: 1203 days
    Last view: 1203 days
    Posted by Kawa
    You remember right.

    I suppose if you don't BRR compress low-frequency samples a bunch, they'd be a lot crisper... but then you wouldn't be able to fit 'em into less than 64K.

    Exactly, what were they thinking...? I use the paltry level of RAM as an example of why the MD sound chip is superior much of the time, plus well it has an actual synthesiser built-in to it making it far more versatile.
    Posted on 21-01-03, 22:57
    Trash

    Post: #536 of 598
    Since: 10-29-18

    Last post: 112 days
    Last view: 14 min.
    Maybe, maybe. But let's not devolve into yet another argument over which system had the better sound.
    Posted on 21-01-03, 23:26
    Dinosaur

    Post: #869 of 1285
    Since: 10-30-18

    Last post: 21 days
    Last view: 8 hours
    Also, why bother arguing about "which system had the better sound" when you're going to plug both of them to the same shitty TV whose built-in speakers are earrape?

    I think there is a Mandatory XKCD for that...
    *searches*


    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 21-01-04, 15:42 (revision 2)
    Snapped
    Post: #42 of 48
    Since: 12-19-20

    Last post: 1203 days
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    The MegaDrive does have a headphone jack, though. At least the MK1 does, anyways - not sure about the 2, so heh :P

    I'm not even an audiophile and yet can just about tell the difference between a 320kbps MP3 and a FLAC file, there's some little dynamics that disappear/sound murky due to the cutting of frequencies you can't supposedly hear... I guess they still play a part as to how the human brain interprets them though so y'know. It's especially noticeable on aesthetically 'goosebumpy' songs IMO and on a good pair of headphones, but on a typical throwaway pair you're hardly likely to notice it.

    Oh, and my TV (LCD) supports 288p over component and HDMI :P

    (I have an ATH-M50x wired headphones, so...)
    Posted on 21-01-04, 15:51 (revision 1)
    Dinosaur

    Post: #870 of 1285
    Since: 10-30-18

    Last post: 21 days
    Last view: 8 hours
    I can't event tell between lossless FLAC and 128Kbps MP3... so these are the ones I still feed to my phones (I prefer to download lossless, but that's because I trust noone else lossy transcodes, mistagged files, etc.).

    But then I wasn't blessed with a golden ear. Or even a brass ear :D

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
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