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/vr/ - Retro Games

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>> No.10834079 [DELETED]  [View]
File: 457 KB, 1449x1067, 495315CA-FFD4-4CC6-8FA9-9B3F3CF4ECF2.jpg [View same] [iqdb] [saucenao] [google]
10834079

>*ruins sega*

>> No.10482554 [View]
File: 457 KB, 1449x1067, 495315CA-FFD4-4CC6-8FA9-9B3F3CF4ECF2.jpg [View same] [iqdb] [saucenao] [google]
10482554

>>10482492
>That matters a fuck ton. Using CD Audio means you have the SPC chip completely freed up from music, so it can now do either 4 times higher quality voices or 4 times more sound effects.

This was the 16 bit era, we didn't need audio that advanced for the games. The SegaCD didn't do ham on the audio like that just because some of it's sound chip was free from playing CD audio.

>The shit ton of extra space is already a big deal too, games can be released at whatever size they can make them, without publishers jewing on the cartridge size forcing developers to squeeze everything into 1/4th sized LoROM cart.

Again, games weren't memory-hogs as much back then. Yes you hit space limitations in some games, but very few utterly packed the ROM to the brim unless they were intentionally wasting space because they had it left over. You definitely didn't need 750MB of space when most games were fine being 4MB or less back then.

The loss of expansion chips was a much bigger problem than the loss of a sound channel or CD space.

>And who is to say that they can't release upgraded SNES CD carts that have a FX2 chip inside, or something even more advanced that takes advantage of the CD.

SEGA tried that, pic related. We all know how well that went. And now you want Nintendo to attempt what were basically SegaCD32X games? Do you have any idea how poorly the games that required both a SegaCD and 32X did?

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