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/vr/ - Retro Games

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>> No.10845953 [View]
File: 76 KB, 1025x769, 1626976262722.png [View same] [iqdb] [saucenao] [google]
10845953

>The PC Engine/TurboGrafx-16 was originally going to be released as the Neo Famicom/Neo NES and the only differences between Hudson's pitch to Nintendo and what got released by NEC was that the DAC was separate from the PPU so it had a proper 21-Bit address bus so rom carts (not Hu-Cards, actual battery back up rom cartridges) can be 4MB (2MB PNG and 2MB CHR), 2 background layers (up from the PC Engine's 1), 1 window layer (PC Engine had no window layer), 128 16x16 sprites (double that of the PC Engine) and more ram (256KB work ram (PC Engine was severely cut down to 8KB unless you're using the Super CD-Rom2 format) and 128KB video ram (double that of the PC Engine)); Nintendo ended up rejecting Hudson's hardware in favor of continuing working on their own 16-Bit hardware so NEC got the PC Engine instead; also alot of pin of the pins on the Hu6280 were left unused because they were designed for Nintendo's own controller/hardware standard.
https://gamesx.com/wiki/doku.php?id=hu6280_netlist
https://wiki.console5.com/wiki/Hu6280
>The Miracle Piano was going to see a release in Japan as the Miracle Famicom but this never got a Japanese release due to low sales in the west.
>A Famicom with wireless RF controllers was planed known as the Air/Wave Famicom was planed but was rejected.
>A Super NES with NES backwards compatibility known as the Multi Famicom was made and used a first party NOAC chip with proper RGBS support, this never came out due to no PAL version of the chip was made but it would've cost a extra $100 more then the base Super NES.
>Strip down cost reduced Famicoms known as One's Famicom (a Famicom with the built in controllers removed and everything relied on the 15-Pin expansion port, even removing the audio pin in favor of Player 1 D0 so that all Famicom games can work with the 15-Pin expansion port) and My Famicom (A Famicom with built in controllers) were made to combat the PC-Engine but they were rejected in favor of focusing on the Super Famicom.

>> No.10833776 [View]
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10833776

>>10831317
>Was supposed to be released by Nintendo under the name Neo Famicom/Neo NES.
>Ended up getting rejected because Nintendo was making their own 16-Bit system.
>Sold off to NEC because Nintendo themselves suggested them.
>Only real difference between Hudson's original pitch and what was released by NEC was the video DAC was external, allowing a 21-Bit address bus through the PPU so it had slightly better graphics (256 colors out of 4096 per layer, 2 background layers, 1 window layer and 128 sprites, 32 sprites per scanline), more ram (256KB work ram and 128KB video) and proper carts with battery back up support that can take up to 4MB (2MB PNG and 2MB CHR).
>Nintendo left Hudson and NEC alone for 2 years because everyone knew it was time for next gen.
>Super NES ended up getting to 1990 delayed because of Modes 5, 6 and especially 7, sound ended up being unsold SPC700 chips meant for the Sony NEWS computers, sound was meant to be a modded YM2164 and a updated version of the 2A03 built into the 5A22, the later was incomplete but it's sound hardware does work, just without DPCM support), it was meant for a early 1987 release in Japan and 1988 release in North America.
https://www.youtube.com/watch?v=cHPgbuM3Yo8
>By 1989 with the SuperGrafx and Turbo Express Nintendo ended up sabotaging them in favor of allowing Hudson to have Game Boy and Super NES dev kits and allowing NEC to make the DSP line of chips for the Super NES.
>By 1990 everyone jumped ship back to Nintendo.
>3rd party support was still good until 1994 where Sony took every 3rd party.
>NEC was left with otaku slop, the stuff both Nintendo, Sony and even Sega rejected.
>Nintendo then later sabotaged the PC-FX (was meant to be faster, more ram, have a proper sound chip (the YMF278) and have a 3D GPU that ended up only being used in the PC-FXGA) in exchange of allowing NEC to make the Virtual Boy's SOC chip and the N64's CPU as well as allowing Hudson to have Virtual Boy and N64 dev kits.
Part 1.

>> No.10815854 [View]
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10815854

>>10815852
Source on the Neo Famicom's name.

>> No.10695681 [View]
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10695681

>>10682263
Super NES was supposed to do sprite scaling but that got removed due to cost, that and...

>Bitmap support (ended up being used in the DPS2 chip)
>Real time clock support (ended up being used in the DPS3 chip)
>W and Z axis (ended up being used in the DPS4 chip)
>Wire frame support (ended up being used in the Super FX 1 and 2 chips, also the Capcom CX4 chip to a lesser extent)
>Built in DSP chip (ended up only being used in a per game bases)
>Built in Super FX (was supposed to show up at launch but got delayed to 1993 due to the system's 8-bit data bus).
>Backwards compatibility (most of the 2A03's functions are in the 5A22 and are piped through the pins that are normally used for checking if the game is using slow rom or fast rom and Mode 0 matches that of the NES's PPU, wasn't finished due to legal issues with Commodore)
https://www.youtube.com/watch?v=cHPgbuM3Yo8
>FM chip (YM2151) to go along side the SPC7701
>Faster CPU at 14.31MHz (ended up only being 3.58 due to the system's 8-Bit data bus and a B-address bus that was only used for the Satelliview, most games ended up only running at 2.68MHz)
>Faster and more ram (how the original CPU was set up allowed twice as much ram at 28.64Mhz for the same price as what we got; Also the PPU was meant to have 128KB originally)
>CPU catch, the 8KB that the December 1988 build had was supposed to be the CPU's catch (4KB instruction and 4KB data, external of course)
>4 Player support (there are un used pins on the CPU hinting at this)
>15 pin expansion support (Hal's Hyper Zone still has left over code for this)

All of this came from the Gigaleak mind you, also theres was a version of the final Super NES hardware that was backwards compatible known as the Multi Famicom that used a first Party NOAC with proper RGB support (with colors closely matching that of it's composite counterpart) for backwards compatibility but that never came out due to that Nintendo never made a PAL version of that chip.

>> No.7995993 [View]
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7995993

>>7994968
There was a Multi Famicom in the Gigaleek that had NES (with RGB) support in a Super NES.
>>7995004
Pretty sure the NES sound isn't compatible with the SNES.
About that...
https://www.youtube.com/watch?v=cHPgbuM3Yo8
Runs 100% off of the 5A22 (lacks DPCM support due to NES sound support being incomplete), never touches the Sony chip.
>>7995194
By Dec.1988 BC was already scrapped.

>> No.7970003 [View]
File: 76 KB, 1025x769, unknown.png [View same] [iqdb] [saucenao] [google]
7970003

Some planed names for Nintendo systems including the Multi Famicom, a Super NES with an RGB capable NES built in it (pallet is much more closer to the 2C02 but in RGB rather then the actual RGB PPUs).

Disk System support still needed it's ram cartridge.

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