QuoteWell, the Genesis can't really beat the other two on ANY issue, really.Bias often?
RIP to BT Garner of MindRec.com... He passed away early 2023 from health problems. BT was one of the top PCE homebrew developers and founder of the OG Turbo List, then PCECP.com. Condolences to family and friends. |
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Show posts MenuQuoteWell, the Genesis can't really beat the other two on ANY issue, really.Bias often?
QuoteIn the past we've discussed thisAnd now we'll discuss it again!
QuoteIf so did you ever find/get a hold of a MD game shot that had more than 61 colors?There are a few. Toy Story has 148 or something like that in the static screens. Vectorman has well over 61 colors in every scene even though the game doesn't look very good in my opinion (lots o' colors doesn't always mean great visuals). Interestingly Vectorman 2 has fewer than 61 colors for the entire game.
QuoteThe Sega/Mega CD was a flop. The scaling and rotation looked very pixelated.I'm not disagreeing with either of those points, but the SNES was really blocky when it scaled and rotated as well. I think it was even blockier than the Sega CD. And the SNES had a transition (used a lot in Mario World) that consisted of nothing BUT blockiness, no actual scaling involved. However I always thought the scaling in the driving portions of Batman Returns and Soul Star were extremely good for their time. I never saw anything like that on the Neo Geo. Too bad so few developers could find their way to the scaling chip of the Mega/Sega CD, and the developers in Japan who found it didn't figure out how to use it very well (Night Striker, anyone?).
Quote from: "peonpiate"even though its 8 bit that raw speed still matters to an extent.
Quote from: "peonpiate"its color capabilities are better than the genesis's and arguably equal to the snes.
Quote from: "peonpiate"Its resolution sizes can equal them both as wellYes and no. I've never seen the Turbo/PC Engine game with an interlaced mode even on a static screen. This doubles the vertical resolution. Most Turbo games run in 224p or 240p and never in 480i. Sonic 2 on the Genesis' 2 player mode ran in 480i (or 448i to be precise). the SNES supposedly had a 448i mode but I've never heard of any games that ran in it. As far as horizontal resolution goes, yes, it has plenty of cool modes that are rarely used (like the 512 mode).
Quote from: "peonpiate"its sound isnt to far off from the genesis though snes murders them both in that area.Murders? I completely disagree. I am a big fan of the TurboGrafx-style of sound (mostly just tone buzzes and whatnot, but still pleasant), but the Genesis has better sound capability as well as cleaner digitized sound reproduction. There isn't anything on the TG-16 that sounds anywhere near as good as the music from Streets of Rage 1 and 2. The SNES has fewer sound channels than the Genesis, but better hardware to make that sound. It sounds better for the most part, but the SNES still sounds like a 16-bit cartridge. The difference isn't mindblowing, and I really hate the overused SNES reverb effect. This all is kind of subjective here.
Quote from: "peonpiate"So.. unless im missing something here...technically it is more powerful than genesis and slightly weaker than the snes all things considered.Not more powerful than the Genesis. I'd put it right under the Genesis. The Turbo only has one background screen whereas the Genesis has 2 plus better sprite abilities (the SNES has 4 backgrounds). In order to have overlapping scrolling layers, the Turbo has to use sprites as one of the layers whereas the Genesis does not. Also, the SNES cannot do sprite scaling and rotation. It can only scale and rotate a background plane. The Sega CD can scale/rotate both sprites and background planes.
Quote from: "peonpiate"PCE SF2 is about the same as the snes port graghics wiseNot really since it is missing at least 1 layer of scrolling that the SNES has.
Quote from: "peonpiate"Drac X on pce pisses all over the snes versionI agree (I am a HUGE Castlevania fan), but I think it's more from a design perspective than anything to do with either system's capabilities. The SNES version looked really bright and the game shouldn't be bright and cheery. The SNES version also had a lame fire effect in the first level that I do not think looked very good at all. Sure, it was transparent and all that, but that doesn't mean it looks good. the PC Engine version had a lot more space to work with. Each level could have up to 2 megs of power-packed data whereas the entire SNES version only had a wimpy 8 megs. Plus I enjoyed the control better on the PCE version, but that's just me.
QuoteCould you post a pic of the trace that you had to make as I would like to see what all had to be done to get it to work.Of course I can! Fortunately the thing can be taken apart by hand without tools and it won't get messed up as a result. Here is the underside of the board:
Quotebefore, they had to add a new cord to any Japanese peripheral they brought over; with the duo controller port, they no longer had to.