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/vr/ - Retro Games

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>> No.6326851 [View]
File: 170 KB, 717x586, 1572275870535.png [View same] [iqdb] [saucenao] [google]
6326851

>>6324148
>the system's chip for music

>> No.5908589 [View]
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5908589

I think that the main issue of PCE ironically stems from the CD attachment. The console more than shows that it's capable of going head-to-head against the Genesis and the SNES (sans parallax with complex backgrounds and mode 7 heavy titles), and we all know by now that the only improvements brought over for CD are redbook audio, an ADPCM chip and infinite (ly slow) storage, so any game is theoretically possible on the base machine with fantasy hardware.
You see, even with completely kino like Ninja Spirit and Bloody Wolf which would feel right at home on the Mega Drive and not on the Famicom, and arcade conversions that only focus on being as accurate as possible and mostly succeeding when talking about Shmups, there's still a ton of 8-bitish games, or Hi-Color NES as I like to call it. HuCards were tiny, and the PCE RAM was a quarter of the Genny, which are the main cause of it...

BUT! SF2 showed how good a bankswitched HuCard title could actually be, and Populous even had its own SRAM (bypassing the tiny base RAM). The problem, as we all know now, is that no one wanted to invest in expensive chips when you could manufacture CDROMs for dirt cheap... and for all intents on purposes that's the equivalent of being stuck with a 256KB HuCard for anything other than menu driven titles.
Funny enough, this "devs only want CD titles!" problem could have been solved if NEC USA wasn't autistic in launching the western PCE and trying to bring western devs on board. Given that everyone was pissed at Nintendo's shitty third party policies at the time you really have to wonder how NEC managed to fuck this up, and that's basically how Sega went from a no-name with the SMS to someone BTFOing Nintendo in the 16-bit era. If western devs got in on the PCE train maybe we'd seen better use and expansion of the HuCard format since the CD attachment would always be a failure no matter what the scenario was because of the sheer costs of the unit and devkits.

>> No.5886220 [View]
File: 170 KB, 717x586, 1566864125913.png [View same] [iqdb] [saucenao] [google]
5886220

>>5886175
>Too much backtracking.
And this ain't "bad" in MG1 because...

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