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/vr/ - Retro Games


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File: 35 KB, 640x480, Blazing.png [View same] [iqdb] [saucenao] [google]
3956620 No.3956620 [Reply] [Original]

Hard mode : No metal slug

>> No.3956625

Gunforce 2 lol

>> No.3956630

>>3956620
even snes has better looking games

>> No.3956734
File: 410 KB, 640x384, c9df537b0d9e297a87265546a3788ee2.gif [View same] [iqdb] [saucenao] [google]
3956734

>> No.3956761
File: 40 KB, 304x224, wakuwaku7-4.png [View same] [iqdb] [saucenao] [google]
3956761

>>3956630
Wrong.
Stop being a pleb anytime
https://youtu.be/BVv5Inb2U-Q

>> No.3956762

>>3956734
garou right?

>> No.3956764

>>3956630
You just have to compare the SNES port of Neo Geo games to the real thing to see how wrong you are.

>> No.3956772
File: 315 KB, 624x384, garou-markofthewolves-background-gato2.gif [View same] [iqdb] [saucenao] [google]
3956772

>>3956762
Right.

>> No.3956796

>>3956630

Go shitpost somewhere else faggot.

>> No.3956891
File: 28 KB, 512x448, 36000-Tales_of_Phantasia_(Japan)-1459238842.png [View same] [iqdb] [saucenao] [google]
3956891

>>3956761
>>3956764
rushed cash grab ports
>>3956796

>> No.3956902

>>3956891
Neogeo has the same quality shit as that, except that they are all animated.

>> No.3956926
File: 143 KB, 1280x720, samsho.png [View same] [iqdb] [saucenao] [google]
3956926

>>3956891

Is that pic supposed to prove something?
>Rushed cash grab ports
And somehow they look better than most shit on snes. Which is a testament to how powerful the neo geo really was.
Your opinion is seriously shitty my dude.

>> No.3956954

>>3956891

Guy, I couldn't agree more that ToP is one fine-ass looking game. But you cannot in any way argue that most SNES games looked that good, whereas pretty much every Neogeo game looked that good.

>> No.3956980

>by the time the neo geo arrived fightan faggotry had taken over the world
>only like 1% of its library is actually worth playing

Sad

>> No.3957020
File: 693 KB, 768x256, kof99-stage-park3-animate.gif [View same] [iqdb] [saucenao] [google]
3957020

>>3956891
>one static-ass background + some shitty chibi characters
not even close and i'm not a neogeofag

>> No.3957032

>>3957020

Oh my god that's beautiful.

>> No.3957042

>>3957020
Holy shit that looks so good.
It hurts so much to know that sprite art is dead.

>> No.3957060

>>3956980
honestly i like KOF (and it's probably the only fightan game i like) and i agree with you

tons of wasted potential

>> No.3957164

>>3956891
>rushed cash grab ports
No, most of them were quite adequate. It's just the SNES hardware literally could not handle the shit the Neo Geo did on a daily basis. Neither could the Genesis or the PC-Engine.

>> No.3957174

>>3957164

Anybody with basic retro knowledge should know this. For my money, he's just a shitty troll.

>> No.3957474
File: 182 KB, 752x224, Kof2kkoreabg.gif [View same] [iqdb] [saucenao] [google]
3957474

KoF 99 is really a nice looking game

>> No.3957652

>>3957020
https://www.youtube.com/watch?v=o07dH0XSFjA

SO1 had better graphics than ToP btw

>> No.3957672

>>3957652
>more shitty chibi characters and a big sprite that barely animates
Again, nothing impressive here since jrpgs are an slow genre.

>> No.3957726
File: 150 KB, 752x224, Kof99museumbg.gif [View same] [iqdb] [saucenao] [google]
3957726

>>3957474
yes

>> No.3957896
File: 174 KB, 800x336, lb2.gif [View same] [iqdb] [saucenao] [google]
3957896

>>3956630
Yeah, no.

>> No.3957918

>>3956620
Is someone in this bred trying to compare Snes to NeoGeo. For real?

Snes had the benefit of mode 7 and co-processors. Without those the best looking games would be much uglier. Even when a good looking snes game avoided those methods, it still wasn't even close to Neo Geo AND it most likely ran at 10fps.

More technically. The Neo Geo generally ran at 3-5x faster on the main CPU. It could pull 20x the amount of colors on screen at once. The carts were 5-6x more capable of actual storage.

This isn't like arguing Genesis vs Snes (which were far closer than they should have been considering how much newer the Snes was). It is like arguing psx 2d vs Snes 2d.

>> No.3957930

>>3957918

Like I said: anyone with basic retro knowledge should already grasp this. Shitty troll is shitty.

>> No.3957968

>>3957726
>>3957896
more please

>> No.3957970

>>3957968

Count me in as well.

>> No.3958008
File: 120 KB, 640x269, lb2-battlefield.gif [View same] [iqdb] [saucenao] [google]
3958008

>>3957970
>>3957968

>> No.3958168

>>3957918
>it most likely ran at 10fps.
Not necessarily.
https://www.youtube.com/watch?v=Vqst5ruPm3M

>> No.3958236
File: 1.67 MB, 500x556, Sengoku 3.gif [View same] [iqdb] [saucenao] [google]
3958236

>>3956620
Sengoku 3!

>> No.3958238

>>3958236
>Not posting the titty monster
You have made mistake friend.

>> No.3958301
File: 114 KB, 640x480, Blazing Star (4).png [View same] [iqdb] [saucenao] [google]
3958301

Was blazing star the best looking neo geo shmup?
is there any other shmup, or any other game for that matter, with the same aesthetic and pre rendered charm as blazing and puls star?
why was blazing star so fucking good bros?

>> No.3958316
File: 40 KB, 512x384, platypus4.jpg [View same] [iqdb] [saucenao] [google]
3958316

>>3958301

>> No.3958317
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3958317

>>3958301

>> No.3958319

>>3958301
Nah, buncha pre-rendered CGI sprites clashing with painted backgrounds and gaudy anime characters. Last Hope had better pixel art than this.

>> No.3958320

Not quite godtier, but I remember being impressed by the variety of animations in something as early as League Bowling.
>tfw learning the characters actually have names
What the fuck

>> No.3958321

>>3958301
Nah, buncha pre-rendered CGI sprites clashing with painted backgrounds and gaudy anime characters. Last Resort had better pixel art than this.

>> No.3958352
File: 120 KB, 500x600, LR.gif [View same] [iqdb] [saucenao] [google]
3958352

>>3958321
This, honestly.
I love Blazing and Pulstar, both are better games than Last Resort, but traditional pixel art just looks better than just about every other method when done well.

>> No.3958393
File: 207 KB, 1920x1080, akira city.jpg [View same] [iqdb] [saucenao] [google]
3958393

>>3958352
>just about every other method when done well.
Nah. 2D without pixels is the best.

>> No.3958407

>>3957918
the only advantage neo geo had was rom size. If nintendo had made large rom carts the games would have looked way better then the neo geo. But buying $500 carts is only for a special type of idiots, so nintendo didnt do that

>> No.3958441

>>3958407
THIS, later SNES games looked as good as the best Neo Geo shit.

>> No.3958467

>>3958407
>the only advantage neo geo had was ROM size
The Neo-Geo was like a Genesis on steroids, and even that console had specs which kicked the shit out of SNES.

Literally only thing SNES had going for was...nothing. Neo-Geo even had the CPU speed and bandwidth to do Mode 7 in software.

>> No.3958484

>>3958467
name 1(one) game that did mode 7 on the neo geo

>> No.3958494

>>3958484
To my knowledge, no game needed to rely on that gimmick.

But we know it was possible, since it was possible on the Genesis, which had some similiarities to Neo Geo hardware but lower spec.

>> No.3958503

>>3958494
>genesis mode7
>software with lower resolution and framerate

>> No.3958508

>>3958503
We're talking about the Neo-Geo. Are you really too stupid to put two and two together?

>> No.3958512

>thread about Neo Geo
>1 bait post derailed the whole thread devolving it into console war shitposting

Good going, guys.

>> No.3958515

Neo Geo hardware is nothing the Genesis, it doesn't even have background layers for starters, it's all huge sprites.

>> No.3958516

>>3958467
>Literally only thing SNES had going for was...nothing

It had better visuals than the Genesis due to better color palette and more effects.
But anyway I agree with >>3958512, you guys should feel ashamed for console warring so shamelessly.

>> No.3958517

>>3958515
Basic intelligence test: what parts of the Neo-Geo hardware is responsible for processing graphical features not supported in hardware.

Compare those two pieces of hardware with the two similar pieces of hardware in the Genesis, and see me after class.

>> No.3958520
File: 11 KB, 300x329, pipo.jpg [View same] [iqdb] [saucenao] [google]
3958520

>>3958517
>nerds actually think they are intelligent because they look up specs on wikipedia

>> No.3958523

>>3958520
>what is the meaning of the word 'basic'
Looks like you already failed it

>> No.3958526

>>3958523
I wasn't even the anon you were replying to, I just find e-techno babble funny. Go read up these specs bro, they sure will be useful in your life!

>> No.3958597

Specs don't mean anything, on paper the SNES can render more sprites than Genesis but in practice the Genesis had a slight advantage in number of sprites.

>> No.3958604

>>3958597
This.
Also on paper Genesis has BLAST PROCESSING but it didn't stop a lot of Genesis games from having horrible slowdown.
It all comes down to how good devs are working with different consoles' pros and cons and optimizing for them.

>> No.3959537
File: 177 KB, 750x224, Kof95koreabg.gif [View same] [iqdb] [saucenao] [google]
3959537

>>3957968
>>3957970

>> No.3959541
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3959541

>> No.3959552
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3959552

>> No.3959559

>>3958604

Anon, what you are posting literally has no meaning. Blast Processing was a marketing term, pure and simple. It had no technical connotations whatsoever, on paper or otherwise.

>>3958597

Specs mean 50% of the game.

>> No.3959560
File: 18 KB, 304x224, sengoku2-7.png [View same] [iqdb] [saucenao] [google]
3959560

Sengoku 3 might be the better game gameplay-wise but 1 & 2 have so much more varied and interesting graphics. It's like an LSD trip.

>> No.3959561

>>3959537
>>3959541
>>3959552
Awesome backgrounds, shame about the horrid gameplay.

>> No.3959562

>>3959552
>>3959541

Oh wow....They did different time periods.... :D

>> No.3959564
File: 2.32 MB, 1920x640, image.gif [View same] [iqdb] [saucenao] [google]
3959564

>>3959541

>> No.3959573

>>3959559
He means how the Genesis had a higher cpu clock than the SNES

>> No.3959579

>>3959573

Then why not say that, instead of an intentionally distortion-prone marketing term?

>> No.3959586

>>3959579
Because the misleading marketing term had some ounce of truth to it.

>> No.3959602

>tfw you want to see scrapped Neo Geo games released not for the gameplay (which is likely to be crappy) but for the gorgeous backgrounds
https://www.youtube.com/watch?v=C-6q2q3rIA0

>> No.3959613

>>3959602
Funny how if that background were a digital painting it wouldn't seem nowhere as impressive.

>> No.3960152

>>3959559
>>3959573
>Blast Processing was a marketing term, pure and simple. It had no technical connotations whatsoever, on paper or otherwise.
Actually Blast Processing meant that the Genesis had faster memory than the SNES, not CPU.

>> No.3960374
File: 28 KB, 304x224, matrimele.gif [View same] [iqdb] [saucenao] [google]
3960374

Matrimele has a nice style to it

>> No.3960598

>>3958168
I love that game but it suffers from the most vile flicker i've ever seen in a game, it's more noticeable when you play and sometimes gets so bad the sprites disappear making it hard to see shit coming at you so the lack of slowdown came at a price.

>> No.3960803 [DELETED] 

>>3956620
Playstation pro is better, fucj off

>> No.3960839

>>3958494
Actually it's not possible on the Genesis. There's one demo that I know of that did it and it utilises a fake SRAM buffer to provide the storage for the character data. Sure you could build a genesis cart with this capability but usually when people say "X is capable of" they mean base hardware not expansion chips. And before you say it, Mario Kart used a DSP because jap devs are typically less likely to optimise their code to keep costs down, many devs did full screen and even split screen per-line scaling and rotation without the DSP.

Finally, the neo geo makes a name for itself by having fucking loads of ROM for giant sprites. Again, to achieve "mode 7 but in software" you'd need to replace that ROM bank with RAM otherwise you'd have nowhere to write the full screen bitmap.

>> No.3960847

>>3960839
>Actually it's not possible on the Genesis.
It is possible you dumb shit. Your comments about insufficient RAM to hold character data is complete nonsense. All of the following games used completely base-hardware.

https://www.youtube.com/watch?v=FZKsQ09qOk4

https://www.youtube.com/watch?v=iH_2VXjkS7g

https://www.youtube.com/watch?v=Tl3gKAobaTE

How many fucking examples do you need? Yes it's not 60 FPS, and it's not full-resolution, but you have it right there - real background rotations done in software.

>> No.3960858

>>3960847
Sorry, I know you want it to be true, but it's not.

Red Zone didn't use scaling and rotation, it's a series of very clever hacks using split scanline interrupts. It has major limitations so you couldn't do a Mario Kart with it, but red zone did a good job within the limitations.

Pier Solar uses a fancy pants cart with added features. This was why it didn't work on flash carts originally, they had to update the FW to support their changes. That and the PS devs deliberately were annoying about that, but hey ho.

And finally the F-Zero demo links to the thread on system16 where the guy talks about his 64Kb word-wide SRAM module that makes that demo possible:
http://www.sega-16.com/forum/showthread.php?29069-Mode-7-demo-for-Genesis-MD

>> No.3960861

>>3960858
Daaaaaaaaaaaaaaaaamn.

>> No.3960874

>>3960858
>it's a series of very clever hacks using split scanline interrupts
Doesn't matter how they did it, the result is the same.

>>3960858
>Pier Solar uses a fancy pants cart with added features
Please articulate how these extra features assist the Genesis in hardware to do rotation. If it's just that they set out the ROM data in a special way, that doesn't count. Any official game could have done that.

>And finally the F-Zero demo links to the thread on system16 where the guy talks about his 64Kb word-wide SRAM module that makes that demo possible:
Holy shit, a whole 8 KB of extra RAM in the cartridge.

>> No.3960892

>>3960874
I thought I was pretty clear.
Mode 7 refers to scaling and rotation of a background. Though colloquially people mean the per-scanline modified scaling and rotation that F-Zero et al did. If your technique can't actually perspective warp a full background layer then how can you call it mode 7?

The extra RAM is extra RAM that's not in the base hardware. ALL consoles have really irritating limitations that the devs say "I could do X if I just had a tiny bit more Y."

The N64 wouldn't have had such blurry textures IF Nintendo hadn't cheaped out and used single access RAM.

The playstation could have had higher polygon models IF sony had added perspective correction and sub-pixel accuracy so that you didn't need to waste time tesselating.

And the Genesis *could* have done software "mode 7" IF SEGA had let you work on tile data directly like the C64. Pier Solar and that F-Zero demo instead use an on-cart RAM buffer that they DMA to the VDP every other frame. With a plain old ROM cart you can't do it. Ergo the base genesis can't do software Mode-7. Quod erat demonstrandum.

>> No.3960920

>>3960892
>IF Nintendo hadn't cheaped out and used single access RAM.
Doubling your memory channels is a huge fucking change though.

> IF sony had added perspective correction and sub-pixel accuracy
Those would require huge fucking additions to its GPU though.

>use an on-cart RAM buffer
Literally 8 KB extra RAM, That's only 6% extra RAM compared to what the Genesis already has inside of it.

What you're saying is false-equivalence.

>> No.3960930

>>3960920
okay, you have some of a point. How about doubling the N64's texture cache from 4KB to 8KB? That would have allowed for textures up to 128x128 instead of 64x128 or whatever it was. That's less ram than the Genesis SRAM in question and would have helped immensely. But Nintendo didn't so the N64 has a major texture limitation. If you could somehow wire an expanded texture cache in the cart I would still be saying "The N64 can't do..."


My point is that you have to draw the line somewhere and I drew the line with the hardware that comes in the box. You seem to want to justify expanding the hardware because it's just a little bit more.

The only thing we can agree on is that the Genesis can *almost* do software mode 7. It's a shame, but like I said, consoles all have really irritating limitations when you push them and sometimes there just isn't a way around them.

>> No.3960945

>>3960930
>How about doubling the N64's texture cache from 4KB to 8KB?
That would not have been possible with available technology. 4 KB was the largest texture cache ever placed into a GPU at the time. I mean, they could have made the die even larger, but that would have been prohibitively expensive for a console chip.

>That's less ram than the Genesis SRAM in question
Because it's cache, not RAM. The texture cache is insanely fast compared to RAM and far more expensive per KB.

The on-cartridge RAM used in the F-Zero demo can't be in-ordinarily fast since ultimately it's constrained by VDP's DMA bandwidth.

>If you could somehow wire an expanded texture cache
I know what you're trying to say, but that's a fairly fanciful example. The texture cache would be *minimum* 1 GB/s fast, while N64's cartridge bandwidth was maximum 50 MB/s.

>The only thing we can agree on is that the Genesis can *almost* do software mode 7.
I suppose so, but it really only needs that tiny extra push, and I truly mean tiny. It doesn't need an additional DSP or anything like that, just a little more RAM.

And of course you can pretty much fake it with scanline tricks. And those scanline tricks can do things that Mode 7 can't.