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File: 108 KB, 768x768, X-Men-vs.-Street-Fighter.jpg [View same] [iqdb] [saucenao] [google]
7016982 No.7016982 [Reply] [Original]

So, no tag team gameplay for the Marvel vs. Capcom series on PS1. Why? Was it the PlayStation's fault? Was it Capcom being lazy? What's the problem here? How was this not able to be done on the PS1 of all things?

>> No.7016989

Not enough memory. There's a reason most capcom and snk fighting games require ram extension packs to run on saturn.

>> No.7016992

>>7016989
Why didn't Sony ever have anything for that like the Saturn did?

>> No.7016997

>>7016989
Have you seen or played the Ps1 port of JoJo?

>> No.7016998

>>7016982
Saturn was just better.

>> No.7017001
File: 204 KB, 1024x695, Saturn_US_PrintAdvert_3.jpg [View same] [iqdb] [saucenao] [google]
7017001

head for Saturn
pro tip: it also has the best 3D fighting games!

>> No.7017002
File: 33 KB, 279x259, 1598107427573.jpg [View same] [iqdb] [saucenao] [google]
7017002

>>7016982
>he bought a PlayStation and not a Saturn

>> No.7017531

>>7016992
The cartage slot on the Saturn was actually a high speed bus directly to one of the the CPUs so it could be used for high bandwidth operation like RAM.
The expansion port on the PSX though while having full access to the memory of the system was merely just a low(ish) bandwidth bus, it didn't have nearly the speed needed to support memory on it and the i/o was CPU driven so even if you tried it would use up tons of CPU resources on top of being slow. It was made for completely different goals like a VCD decryption card, etc.

>> No.7017640

>>7016992
sports games don't need ram extensions

>> No.7017726

Arcade systems of the day were essentially high-spec cartridges, which meant they could load data on the fly. Sprite data for whatever needed to be shown on screen that instant would be loaded straight from ROM whenever it needed to be. CDs were too slow to offer that same ability to load data on the fly, which meant that rather than loading whatever needed to be shown onscreen that frame straight from the CD, the PS had to load ALL of the graphics data it would need for the upcoming fight into RAM before the fight began (Hence the loading time before each fight.) Every frame of animation for the chosen characters, backgrounds, etc. But because the PS1 didn't have enough RAM to hold the graphics of four characters at once, that meant the tag team system had to be axed.

>> No.7017843

>>7016997
What does it have to do with my post?

>> No.7017868

>>7016997
>not the PS1 SFA3 port where hit sparks are actually turned into polygons to conserve RAM resources

>> No.7017886
File: 136 KB, 444x310, X-Men_vs_Street_Fighter_flyer.png [View same] [iqdb] [saucenao] [google]
7017886

They could have done the tag team gameplay but with jarring and annoying loading times anytime someone switched characters.

They ought to have included such a mode as an option in addition to the mirror-match mode they did have.

FYI X-men vs Street Fighter has the mirror match tag mode of MSH vs SF and MVC, you just have to put in a code to access it.