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/vr/ - Retro Games


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File: 802 KB, 1915x1356, SF2Box.jpg [View same] [iqdb] [saucenao] [google]
7806509 No.7806509 [Reply] [Original]

ITT: Games that push their systems' hardware to the absolute limits of what they can achieve.

>> No.7806521

>>7806509
SF2 is cheating since it's using a video processing chip embedded in the cart.

>> No.7806534

>>7806521
>utilizing a technology that the system was designed to accept is cheating

>> No.7806550

>>7806521
Was it an FX2chip like yoshi island? What’s the difference?

>> No.7806560

>>7806534
ANY system could take expansions. Sega's SVP expansion, used in Virtua Racing, was used to the same effect, to achieve far better results than any Super FX game ever did. Similarly, Doom was recently ported to the Mega Drive, using an FPGA: https://www.youtube.com/watch?v=COSoHlJHoQE
The fact is, the entire game logic and graphics rendering is offloaded to an expansion chip on a cartridge, totally bypassing the SNES hardware, aside from using it for controller input and to display what was rendered, and thus, it is cheating when comparing to the stock capabilities of said hardware, and more accurate to compare to other expansions.

>> No.7806708

>>7806509

Star Fox 2 sure push the Super FX 2 chip to it's limits.

>> No.7806719

>>7806534

Of course. Devs could shrink a Switch cpu+gpu to fit a snes cartridge pretty well and it sure would push the snes capabilities even more.

>> No.7807467 [DELETED] 

>>7806719
yeah, no, that literally would not work without modifying the internals of the console and using a separate power supply

>> No.7807478

>>7806509
SF2 didn’t push the snes to the limit at all. Star Ocean arguably did but even that had the s-DD1 chip which did most of the heavy lifting

>> No.7807631

>>7807478
S-DD1 was just a compression algorithm. Both Star Ocean and Street Fighter Alpha 2 could work just fine with no extra hardware so long as it used a big enough ROM. The SNES never went beyond 48mbit but it easily could have if cartridge cost wasn't a concern.

>> No.7807634

The bigger good game the better have good to play games

>> No.7807638

Games that "pushed the limits" is really vague. The SNES has some hard limits on things like simultaneous colors on screen, which a lot of games bumped up against. And unless lack of optimization was the problem, games with horrid slowdown could be said to have pushed the limits, too. Mega Man X chugs like crazy at the end of Armored Armadillo's stage. Sounds like a good candidate for "pushing the limits."

>> No.7807646

>>7807467
>yeah, no, that l i t e r a l l y would not work
You’re such a sassy cunt.

>> No.7807648

>>7806521
right, so according to you a Sega CD and PC Engine CD is cheating

>> No.7807695

>>7807648
then it would be pushing the limits of those add-on hardware.

>> No.7807702

>>7807695
so you are contradicting yourself as the games come with add on hardware built into the chip and therefore pushing the limits of that hardware

>> No.7807719

>>7807702
no. it would be just as retarded to say a mega cd game were pushing the limits of the megadrive and not the cd's hardware.

>> No.7807723
File: 23 KB, 382x556, nblbq53fhrq61.jpg [View same] [iqdb] [saucenao] [google]
7807723

>>7806509
There's plenty of resources

https://youtu.be/RWlozlvbXk4

>> No.7807724

>>7807719
wrong, a cartridge contains hardware and software, a CD is just digital

>> No.7807734

>>7807724
do you not know the mega cd has its own video chip, cpu, apu from the md? it's not just a cd player, lol.

>> No.7807737

>>7807734
It seems you can not read
CD games can not play without a MEGACD and it's enhancements
Starfox 2 can not play without the FX 2 chip
ergo they are both hardware components as are all games with included chips as they run in tandem with the console as an expansion
so if you take away the chips then you can't include CD attachments or any other sort of expansion chips in any other console

>> No.7807738

>>7807734
I mean if you want to get technical, I can build a RaspPi into an snes cartridge that only pulls power and outputs to the video lines and uses the controllers without so much as touching the internal CPU or memory and have it play Dreamcast games. You're not pushing the limits if add ons are internally limitless.

>> No.7807756

>>7806509
>Pushes hardware to the limit...
Contains chip that's ten times more powerful than the stock hardware.

>> No.7807761

>>7807756
So can I play it on a mega drive?

>> No.7808129

>>7807467
>would not work without modifying the internals

Kek.
>nintendo.fandom.com/wiki/Super_FX
>Super FX content is rendered entirely on the chip, which periodically passes a finished image to cartridge RAM then to video RAM, where the image is integrated into the image rendered by the SNES proper.

>> No.7808998

>>7806521
the fx2 doesn't do visuals, it's not like a gpu. It's an extra powerful CPU.

>> No.7809007

>>7806509
Solaris for Atari VCS

https://www.youtube.com/watch?v=f68IjW7_w98

I mean, look at this motherfucker in action!

>> No.7809107 [DELETED] 

>>7808129
yeah, the super FX chip, not attaching a Switch you fucking disengenuous retard

>> No.7809196

>>7807737
you're the one that can't read. my point was add-on peripherals don't count just as much as chips embedded inside of carts like the superfx. you're not pushing the original stock hardware if you're adding extra, better hardware on top of it whether it's in add-on or chip-in-a-cart form.

>> No.7809226
File: 1.13 MB, 1170x720, image_2021-05-29_202401.png [View same] [iqdb] [saucenao] [google]
7809226

>>7806509

>> No.7809235

>>7809107
Why would it "literally" not work? Do you think it would draw too much power? Well, put a high end snapdragon cpu in a SNES cartridge, it will work on low voltage, same as the FX chip. His point is, you giant retard, hardware has improved since the FX chip came out and will further improve as time goes on. Meaning, if these child were allowed, every console would steadily get better.

>> No.7809289

>>7809226
Truly an amazing game and the last 3D fighting game I ever liked.

>> No.7809297
File: 1.90 MB, 305x213, 1587329634337.gif [View same] [iqdb] [saucenao] [google]
7809297

More here >>/vr/thread/6350379

>> No.7809310

Pretty much any Traveller's Tales game is this.

>> No.7809328

>>7809310
Yeah, Lego games really push the system to the limits.

>> No.7809348
File: 659 KB, 800x450, file.png [View same] [iqdb] [saucenao] [google]
7809348

>>7806509
Doom on NES. blazing fast, high res, low color but it's NES what do you expect?
https://www.youtube.com/watch?v=FzVN9kIUNxw

>> No.7809387

>>7809348
>running off a raspberry pi
>"It's not actually cheating though!!1 It's just like the superfx!"
What a fucking retard.

>> No.7809436

>>7807761
Why do that, when you can play Doom instead.
https://youtu.be/COSoHlJHoQE

>> No.7809604

>>7809387
Yeah but it's running on an NES. That' fucking...amazing.

>> No.7809617

Street Fighter Alpha 3 on PS1 is a very good port that was optimized with the console's limits in mind.

>> No.7809625 [DELETED] 

>>7809235
stupidest post ive ever read. no, you cannot just create a switch attachment for a SNES and plug it in, do you even know what amps are?

>> No.7809740

>>7809625
>>7809625

Yes, you can. As sure as any microchip can shrink and power consumption would follow through. It doesn't even need to run at the same clocks. You're beyond retard, but you deserve a medal from Nintendo for saying such a stupidity for the sake of their handicapped console.

>> No.7809778 [DELETED] 

>>7809740
you are so fucking dumb it's unbelievable. good luck in life, seriously, youll need it.

>> No.7809798

Rareware was good at this with Donkey Kong Country 2 and Conker’s Bad Fur Day.
It was mind-blowing to go from something like Super Mario Bros. 3 to DKC2.

>> No.7810659

>>7806509
The PSX Crash trilogy was pretty great at showing off the PSX's potential.

>> No.7810682

>>7806560

the super nintendo was built to accept these "upgrade" chips in games to offset the cost and the longevity of the system instead of relying on just one standard chipset, they chose use these chips to enhance the capabilities of the system.

>> No.7810697

Hard Drivin' and Race Drivin' on the Genesis run pretty well

>> No.7810767

Street fighter alpha 3 on GBA

>> No.7811005
File: 47 KB, 294x400, nxfjamhdvo341.jpg [View same] [iqdb] [saucenao] [google]
7811005

How about this insane shit?

>> No.7811023

>>7808998
dude, seriously, don't talk about things you have 0 knowledge of.
yes, the FX chips were CPUs, but they also have assembly instructions that efficiently write pixels to an on-cart frame buffer organized like SNES character data.
the frame buffer is transferred by DMA from cart memory to VRAM during V-blank.
the character data is used in conjunction with a constant background array to display the frame buffer.

read the dev manual before spewing nonsense

>> No.7811161

Super R-type pushed the hardware so hard it slowed down to a crawl.

>> No.7811192

>>7810682
>the super nintendo was built to accept these "upgrade" chips in games
Pretty much any system can be "upgraded" in this way.

>> No.7811214

>>7809604
No, it's running on the Raspberry Pi and then being outputted to a display by the NES... Essentially the NES is acting no different than an HDMI or VGA cable. If you removed the NES from the equation, plugged the Raspberry Pi into the TV directly, and connected a NES controller to the Raspberry Pi, then you'd get the exact same experience... Why? Because the NES isn't running the game.

>> No.7811226

>>7811192
I love that chips make SEGA fanboys seethe when you bring them up, shits hilarious

>> No.7811245

>>7811161
Seems like the Znezz was "pushed to its limits" with many such cases.

>> No.7811501

>>7806560
>using an FPGA
Nope. Tech wasn't available at the time, so it doesn't count.

>> No.7811513

>>7811023
>read the dev manual before spewing nonsense
Link to dev manual please.

>they also have assembly instructions that efficiently write pixels to an on-cart frame buffer

Mmmhmm, but does it have specialised gpu-like instructions like vector math (dot product, etc)?

>> No.7812051

>>7811226
How is stating a fact seething,?

>> No.7812063

>>7806509
Starfox 2 easily runs on the SNES Classic. If it wasn't running under emulation, it wouldn't even be close to pushing the hardware of the only system it was released on.

>> No.7812364 [DELETED] 

>>7811226
Why would SEGAchads seethe? We had it too with the SVP/Virtua Racing on Genesis, which was better than the SuperFX btw.

>> No.7812412

>>7810682
It's a moving target though. I wonder then what counts as pushing the NES to the limits if cartridge hardware has to be eliminated form the equation. That machine was barely better than the Colecovision without any mappers. You can't do much more than Super Mario Bros. then.

>> No.7812415
File: 209 KB, 640x480, quake09.png [View same] [iqdb] [saucenao] [google]
7812415

>>7806509
Quake was the Crysis of the 90s.

>> No.7812435

>>7812412
Interesting that Stock SNEZ vs Stock MD would actually be slightly unfair on the SNEZ due to cartridge hardware in terms of Slow and Fast rom.

>> No.7812464

>>7812435
Well thats the problem. The Genesis was engineered to be a miniature version of Sega's arcade hardware so they used a pretty fast CPU to allow pretty accurate home ports of their best games. The SNES went for a better PPU and skimped on raw horsepower because Nintendo knew that could be offloaded to the carts that needed it while shit like color palette couldn't. It's not really fair to use planned futureproofing as a point against the base unit. Saying "well what if I stick a Radpberry Pi in a cart" isn't fair. We're clearly talking about what was realistic during the system's lifecycle.

>> No.7812519

>>7811513
https://www.romhacking.net/documents/226/
Super FX documentation is part of Book 2.

>> No.7812689

>>7812415
Nope, Crysis actually looked good, while Quake looked like a pile of dark-brown pixels. I mean we had Duke3d and Tomb Rider at the time to compare with. Quake before GL version and Voodoo was a deathmatch-with-textures-disabled game.

>> No.7812715

>>7810659
You're absolutely right, as they had to go to such lenghts as to pseudo-reverse engineer the console in order to get the most out of what they could render and process in their games.
https://www.youtube.com/watch?v=izxXGuVL21o
This video talks about how Crash 1 was developed alone, and i cannot imagine at what lenghts Naughty Dog back then might have gone to push their prioritary code / engine even further with the sequels and kart racer.

>> No.7813276

>>7806521
>SF2 is cheating
Who started this autistic bullshit?

>> No.7813280

>>7809387
>What a fucking retard.
this

>> No.7814019

>>7811005
I remember this advertised capability from before launch and greatly fear what few results came of it.

>> No.7814024

>>7810659
They were also really clever with gourad shaded shapes. For those who don't know, any texture the PSX used was reduced to 16-bit via a dithering algorithm that also washed things out a little. But any object that was just a solid or gradient color could be done textureless and would be 32-bits of color, which would look both smooth and vibrant by comparison. Crash devs used LOADS of this to make detailed models and designed Crash himself specifically around this. Crash looks great and it was a considerable effort.

>> No.7814026

>>7814024
this is why i really like FF7's style. people shit on the early models, but they clearly they chose that style for many models for technical reasons, and it looks interesting

>> No.7814270

>>7812464
What I meant was that a lot of SNEZ games use slow rom boards that lock the CPU to something like 3.5mhz, hampering the CPU even further.

A good example of this is the Super GnG hack by SCD which I think was converted from Slow rom to fast rom, eliminating 95% of slowdown that was found in the original release.

>> No.7814417

>>7809387
it's not cheating if the SuperFX counts, which it fucking doesn't because that too is cheating. If this weren't cheating, this whole thread would be moot because any console could just be hooked up to an extension card running a snapdragon 865 pcb and suddenly play PUBG or emulate Gamecube games. The console would not be pushed by novel coding and optimization, it would be on fucking life support and used as basically just a video adapter, as you mentioned.

>> No.7815268

>>7809328
They do? Sorry for being ignorant, but is it due to the destructibility of objects? Or is it something else? Either way it sounds interesting.

>> No.7816814

bump

>> No.7816821

>>7806509
ga

>> No.7816826
File: 42 KB, 771x717, kirbys_adv_7-3.png [View same] [iqdb] [saucenao] [google]
7816826

>>7806509

>> No.7816985
File: 22 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7816985

>>7816826
Fixed, save devs too.

>> No.7817042

>>7816985
Gall Force?

>> No.7817046

>>7817042
Nope, Metal Slader Glory, one of 2 games that almost put Hal out of business, the other one being Arcana.

>> No.7817084

>>7806719
Can this be actually done? Would'nt burn the snes down or something like that?

>> No.7817094

>>7806560
>ANY system could take expansions
Many, not any.

>> No.7817123

>>7806509
race drivin is insane, i mean, polygons with no chip? that's like, magic!

https://www.youtube.com/watch?v=BO6o-xmR3v8

>> No.7817137

>>7815268
He's being facetious because he's a zoomer who knows nothing about TT's earlier titles.

>> No.7818706

Bump

>> No.7819023

>>7817123
Always thought that FF-22 Intercepter was pretty impressive.
https://youtu.be/Oyc38fPAMbY

>> No.7819143
File: 26 KB, 369x270, Conkersbfdbox.jpg [View same] [iqdb] [saucenao] [google]
7819143

>>7806509
>Full voice acting
>Big open areas
>Large singing shit

N64's limit pusher.

>> No.7819332
File: 13 KB, 263x191, sm.jpg [View same] [iqdb] [saucenao] [google]
7819332

>>7806509
Compile always pushed the systems they were working on to their limit. See also GG Aleste 1 and 2 for Game Gear, Power Strike II on SMS, and Gun Nac on NES.

Pic related doesn't have a hint of slowdown that plagued many SNES shooters despite all the shit they get on the screen.

>> No.7819354

>>7817084
>Would'nt burn the snes down or something like that?

Not if the chip is small and the clocks are low.

>> No.7819372

>>7811005
will this play through the GBI?

>> No.7819390

>>7817084
the real problem would be that the current draw would exceed the ratings of the ac adaptor and power regulator. for instance, there's a programming caution in the dev manual that says SuperFX games must not enable the SuperFX chip if a 4-tap is connected for this exact reason

>> No.7819448
File: 427 KB, 542x542, halo-2-box-shot-542x542-ad1ba6bbc2614c5fa33dfa9ec9a8189a[1].png [View same] [iqdb] [saucenao] [google]
7819448

Damn near made the poor Xbox shit its pants with how many polys it was pushing, not to mention its real time shadows, normal mapping, etc. Yes, it sometimes had issues loading all the assets at once, causing unsightly pop-in, but once they were loaded, it was a seriously gorgeous game.

>> No.7819521

>>7819448
Doom 3 as well. The Xbox version of Doom 3 looks better than the BFG version for seventh gen.

>> No.7819564

>>7807648
Yes. Sega CD games are NOT Sega Genesis games

>> No.7819709
File: 18 KB, 256x224, 167951-space-megaforce-snes-screenshot-approaching-a-strange-place.png [View same] [iqdb] [saucenao] [google]
7819709

>>7819332
They had to sacrifice much of the colour advantage the SNES usually has in order to achieve this. Picrel is only 31 colours, merely half what the Mega Drive is capable of. It's a shame Compile never ported this game to the Mega Drive or PC Engine, as they could have certainly handled more colours, and probably even more action on the screen.

>> No.7819893

>>7819332
>>7819709
this game looks great

>> No.7819946

Sadly we will never know how the real SF2 would've run on the SNES since flashcarts are just emulating the FX chip.

>> No.7819976

>>7819946
Couldn't you theoretically just fuck around with a Yoshi's Island or Doom cartridge and put the SF2 ROM on it using a real SFX2 chip?

>> No.7819986

>>7819946
if an FPGA can implement the SuperFX spec, it's effectively a SuperFX

>>7819976
and this. as far as i know it was the same thing but clocked twice as fast, so it may even be possible to turn a v1 into a v2, although i've never heard of anyone doing it

>> No.7819990

>>7819946
People have converted Stunt Race FX cartridges into SF2 since before the final build was out.

>> No.7820018
File: 336 KB, 285x498, Wipeout.png [View same] [iqdb] [saucenao] [google]
7820018

>>7806509
I'd wager either pic/related or Metal Gear

>> No.7820309

>>7807631
>The SNES never went beyond 48mbit but it easily could have if cartridge cost wasn't a concern.
Some magazines at the time, as well as Nintendo's own internal tools, referenced 64mbit cartridges. Of course, they were never used commercially, but they're technically possible and supported in many romhacks.

>> No.7820312

>>7820309
with a memory mapper you could put a terrabyte on a cart if you wanted

>> No.7820346

>>7819893
>>7819709
It may have been a bit on the drab side, but check out one of the coolest uses of SNES's mode 7 ever: https://www.youtube.com/watch?v=3m4eB_IHqlI

Easily a top 10 snes game imo.

>> No.7820356

>>7820346
i saw that. it instantly reminded me of Ikaruga level 4 where the entire stage is you assaulting a stationary fortress from different angles
https://www.youtube.com/watch?v=8tr0wU_FKbE
i'll boot up space megaforce next time i get a chance to play some games

>> No.7820418

>>7809297
Game?

>> No.7820420

>>7816985
>>>7817046
>>7817046
Did the fan translators ever get finished and release MSG's manual which doubled as a manga prologue for this game? I don't wanna play the game until that gets done, since it's supposedly the intended intro for the game that was omitted to being the manual because of space limitations.

>> No.7820479

>>7819143
Not to mention that you don't need an Expansion Pak to play it like other Rare games on N64. Now THAT's proper optimization.

>> No.7820707
File: 2.08 MB, 508x448, 1517838243698.webm [View same] [iqdb] [saucenao] [google]
7820707

The DKC trilogy looks nicer but what Toy Story accomplished was incredible. At the time it really did feel like you were playing the movie

>> No.7820737

>>7806521
Like how you're utilising a cock in your ass to be an even bigger faggot?

>> No.7820981

>>7820418
>Game?
The Adventures of Batman & Robin (Sega CD)

>> No.7822272
File: 39 KB, 220x312, oh.jpg [View same] [iqdb] [saucenao] [google]
7822272

>>7806509
Only recently discovered a horizontal shooter on NES called Over Horizon. There's no UI! Most shmups will at least have your stock and weapon selection displayed. It's clear that they really wanted to fit as many detailed enemies and sets on the screen as possible. I haven't played it a ton but, it seems decent.

>> No.7822804

>>7812415
>Quake was the Crysis of the 90s.
no that was unreal/half life

>> No.7822964

>>7820707
the legs are a creative use of windowing and HMDA
i'm still trying to figure out how they did the sides of the booth and cabinets

>> No.7823014

>>7822804
More like Unreal since HL runs on heavily modified Quake codebase, while still sporting some neat tricks that Quake didn't have.

>> No.7823103

>>7822964
They're probably drawing actual skewed parallelograms or triangles using shape draws or image stretching that was possible, there is never that much of it onscreen.

>> No.7823108

>>7823103
yeah, i'm thinking they used objects/sprites and programmatically generated the graphics data on the fly. i'd have to boot up an emulator to check which layer the sides are on to confirm

>> No.7823202
File: 9 KB, 256x224, gunhed.gif [View same] [iqdb] [saucenao] [google]
7823202

>>7819893
>this game looks great
It objectively does not. 31 simultaneous colours is literally Amiga-tier, and a far step below what Compile was doing on the better Mega Drive and PC Engine hardware. Picrel is Gunhed on PC Engine, which is pushing nearly double the colour count, despite being on hardware wholly 3 years older than the SNES. Better colour quality and saturation, too.
The SNES held Super Aleste back from it's true potential.

>> No.7823217

>>7823202
PC-98 is 16 colors and looks amazing.

>> No.7823329 [DELETED] 

>>7823202
>The SNES held Super Aleste back from it's true potential.
Guess that explains why they only made 1 game for it, and preferred the PC Engine / CD.

>> No.7823392

>>7823217
PC-98 is much higher resolution, so this point is moot.

>> No.7824812

>>7806550
It is similar but not the same

>> No.7825497

>>7811005
how hard is it to convert movies to this format?

>> No.7826437

>>7825497
https://www.gameboy-advance.net/video/

>> No.7827196

>>7819448
Even more impressive when you take into account how absolutely fucking BUSTED the game engine is. Shit is basically being held together with balsa wood and model glue. IIRC they had to scrap development and completely rebuild the engine from scratch like 8 months from launch because they couldn't get the one they were using for the e3 build playable on stock systems.

>> No.7827294

>>7806719
Or you could go the lame way and just use the snes for video pass through and input grabbing. That’s all the super game boy is.

You can also get a bunch of after market genesis to snes adapters or whatever that are the same idea

>> No.7827804
File: 62 KB, 714x714, Woody.jpg [View same] [iqdb] [saucenao] [google]
7827804

>>7820707
>The DKC trilogy looks nicer but what Toy Story accomplished was incredible. At the time it really did feel like you were playing the movie

You're goddamn right.
.
>>7822964
>i'm still trying to figure out how they did the sides of the booth and cabinets

Take a look:

https://youtu.be/nXKs1ZSgMic

>> No.7828205

>>7806534
I agree with him in this case. His question is about what game pushes the console hardware to the limit, not the cart.
If you were comparing most advanced games released for the console, that'd be another thing.

>> No.7828218

>>7820707
My kid loves toy story, so ive been playing this for her. It's balls hard for me, but I do a little better every time.
That's the level I'm on at the moment. I can do the preceding levels with only losing one life or so.

>> No.7830298

Bump

>> No.7830736

>>7820707
Man, it really did. That was probably the coolest level among several great ones, too.

>> No.7830981

>>7819709
They supported just about every system, its good that they made unique games to push each system instead of quick ports.

zpf
https://www.youtube.com/watch?v=LXwltySdqdU

>> No.7830991

>>7830981
Why indie developers really love the color pink.

>> No.7830993

>>7827804
i just cracked out on this guys videos. game secrets is pretty great. very interesting, it's neat this guy seems to have done a lot in the industry but still likes to fuck around with old hardware.

>> No.7831237

>>7806509
>Posts a game with added hardware that pushes the system far beyond what the stock system can achieve.

>> No.7833325

bump

>> No.7833418

>>7806560
>>7806719
Ok, but what if a cart was just extra RAM? That's what some games on the N64 did any nobody whines about those?

>> No.7833517
File: 110 KB, 940x940, laughing (2).jpg [View same] [iqdb] [saucenao] [google]
7833517

>>7806509
>Games that used the console as video out

>> No.7833553

>>7833517
you can't deny it's a good strategy given the pace that technology advanced in that time

>> No.7833572

>>7828205
If thats the case then the most impressive NES game is Super Mario Bros.

>> No.7833608

>>7833418
you only have to say nintendo and people will bitch

>> No.7833638
File: 652 KB, 730x540, José Carioca do Brasil & Donald Duck from America.png [View same] [iqdb] [saucenao] [google]
7833638

>>7833418
>but what if a cart was just extra RAM?

Then there is the stock console and there is the console + extra ram, which are two distinct categories. Nobody complained about it because it was wide mentioned that you needed the ram expansion in order to run some games properly.

>> No.7833695

>>7819709
> Picrel is only 31 colours

Huh, why did they have to sacrifice colour depth for frame rate? The SNES gets its colours for free, it doesn't take extra processing power to use its colours. What difference does it make to the CPU if the SNES uses all its colours or not?

>> No.7833717
File: 42 KB, 500x500, artworks-000236232596-iikcbj-t500x500.jpg [View same] [iqdb] [saucenao] [google]
7833717

>>7833553
>the youtube made me do it

>> No.7833746

>>7820707
how many levels of parallax are you on

>> No.7833821

>>7830993
Yeah. He worked on a lot of dogshit games like Rascal and post-Naughty Dog Crash, but the behind the scenes magic is pretty incredible. Actually made me appreciate boring slogs like Sonic 3D on a technical level.

>> No.7834335

>>7833821
it seems he's more a demo-scene kinda guy rather than a quality game designer
i really like a lot of the tricks he and his fellows cooked up

>> No.7834430
File: 103 KB, 360x640, s336765613645824160_p114_i1_w640.jpg [View same] [iqdb] [saucenao] [google]
7834430

Like Doom 3 this pushed the Xbox to the limit.

>> No.7834648

>>7830993
>cracked out
stfu shit rooster

>> No.7834686

>>7834430
https://www.youtube.com/watch?v=xNG6hOKno88

The Xbox had some amazing looking games considering it came out in 2001

>> No.7834720

>>7834686
it's the normal mapping

>> No.7836116
File: 723 KB, 1510x2588, 45659.png [View same] [iqdb] [saucenao] [google]
7836116

>>7806509
games with enhancement chips shouldn't even count, the stock hardware can't run that.

i'm more impressed by games like DKC, DKC has an absurdly high number of animation frames and it's all stock SNES

>> No.7836136

>>7807648
>so according to you a Sega CD is cheating
not him, but it shouldn't count as an example of what the base hardware is capable of, either
the MD/G can run many of its CD games on its own, but it would never run Soulstar because it makes heavy use of Sega CD's ASIC
>PC Engine CD is cheating
the PCE can run most of its CD games (except maybe for the Arcade Card ones) on its own with much less or simplified cutscenes and worse music

>> No.7836308

>>7836116
you are impressed by big fat ROMs, got it.

>> No.7836972
File: 378 KB, 600x615, ching-chong-potato.png [View same] [iqdb] [saucenao] [google]
7836972

>>7807648
>right, so according to you reading is not comprehension

>> No.7837083

>>7836972
>ITT: Games that push their systems' hardware to the absolute limits of what they can achieve.
>at no point did OP say base hardware
maybe you're the one who needs reading comprehension

>> No.7837351

>>7836116
The stock hardware is built to be extended. That's all a cartridge is: a separate PCB that when combined with the main PCB adds functionality to the unit. Something like the Super FX isn't meaningfully different than the actual ROM chip containing the game. Both are adding functionality to the base machine. That's why CD systems need a BIOS built in.

>> No.7837878
File: 95 KB, 300x237, sir-mix-a-lot-baby-got-back-300x237.png [View same] [iqdb] [saucenao] [google]
7837878

>>7836308
Not the anon you're coping to butt

>> No.7837895

>>7837083
Take your meds and think about the cope you just shitposted. If you don't understand how stupid you look call 911 and tell them it's sperg emergency.

>> No.7837929

>>7837895
Sorry I don’t speak in memes, can you try that again

>> No.7838052

>>7811226
But he's correct. The SFX2 coprocessor is doing a lot of what you attribute as "pushing the system limits". It's more like pushing the limits of consumer electronics in general.

>> No.7838210
File: 75 KB, 385x500, wattanexpert.jpg [View same] [iqdb] [saucenao] [google]
7838210

>>7806521
so only 4 MBit carts, right? Since anything bigger would be "cheating" :)

>> No.7838329

>hur dur why not just put in a snapdragon 865 pcb and run fucking doom3.
Any calling this bullshit are borderline retarded. The equivalent of this hardware as a chip inside an snes cart in 1995 at a production cost of roughly $10 would be completely impossible.
The Sega vsp was much more powerful, but the only game using it was also much more expensive...

yoshi island 2 is a better example for pushing the snes. Yes it also used a superfx but to much better use

>> No.7838347
File: 56 KB, 220x301, 220px-Super_Mario_Bros._box.png [View same] [iqdb] [saucenao] [google]
7838347

Doesn't use a single mapper/helper chip like MMC3 and such. It was the most impressive early NES/Famicom game, thus only had stock NES hardware to work with like most early NES/Famicom games

>> No.7838579

>>7811161
Considering games like Axelay, Biometal (JPN release), Macross Scrambled Valkyrie, and Super Aleste all run far better and also have vastly superior visuals, I'm going to say that R-Type 3 being so slow is the fault of programmers who were bad at the SNES.

>> No.7838585

>>7838052
Any cartridge "pushes the system limits." When you insert a cartridge you're adding hardware to the base unit by design. Its the same principle behind a motherboard expansion slot that you'd use for a video card or whatnot. "What can just the base unit do" is answered by turning the power on with no cartridge inserted. The answer is nothing. The base unit can do nothing.

>> No.7838610

https://www.youtube.com/watch?v=ZZIMaJnzPzw
A massive open world, tons of mechanics like flight and swimming, lots of animation on the main character, and a fucking SOUNDTRACK in an Atari 2600 game.

>> No.7838647
File: 2.52 MB, 360x270, 2BCfkBRHmbhypwvvYYHQM1phEcMZBV1GnLTj8TkdJtoRuWZEtSZ8yB.gif [View same] [iqdb] [saucenao] [google]
7838647

No other game on the Genesis has wowed me as much as this one did.

>> No.7839208
File: 31 KB, 264x377, Ranger_X.jpg [View same] [iqdb] [saucenao] [google]
7839208

Ranger-X. It's capable of rendering 3D wireframes during the mission briefing. The soundtrack is pretty good too.

https://www.youtube.com/watch?v=ZmkyHnh-lWM

>> No.7839216
File: 15 KB, 220x223, 220px-Terracon_PS1_PAL_Cover.jpg [View same] [iqdb] [saucenao] [google]
7839216

Terracon. By FAR the most resource intensive PS1 game ever made.

https://www.youtube.com/watch?v=GA_e5c3XG80

>> No.7839249

>>7817046
Are either of them any good?

>> No.7839342

Ia any nes game that causes lag from too many sprites pushing the system to its limit?

>> No.7839346

>>7839342
Super Dodgeball is a very demanding game

>> No.7839370

>>7806521
helper chips are baste and redbulled imo
id rather a slightly more expensive cart + better graphics than shell out for a whole new system

>> No.7841343
File: 3.82 MB, 1536x2100, KABox.jpg [View same] [iqdb] [saucenao] [google]
7841343

>>7839342
Kirby's Adventure comes to mind.

>> No.7841350

>>7839342
hardware sprites do not cause lag. the system can draw so many sprites per scanline, and once it has hit that limit, it ignores the rest. in no way does the system slow down when this happens.

slow down occurs when a game fails to compute the next frame before it's time to start drawing it. yes, if a game is really complicated and using a lot of sprites it could have too many per scanline, but that doesn't cause the hardware to slow down, just the software

>> No.7842386

>>7813276
Me. Its literally a fake made up game that never really existed.

>> No.7842417

>>7838585
So going by that logic - Mega Doom puts the SNEz to shame.

https://youtu.be/JqMz5IXRFWE

>> No.7842819

>>7809007
Another Atari game, this time on the 7800

Double Dragon really was fucking amazing for a 7800 game.

https://youtube.com/watch?v=wHwslkinYJ4

>> No.7843023

>>7842819
>developed at the same time as the NES
>worse graphics, worse sound, worse controller

Why couldn't Amerisharts into game consoles?

>> No.7843035

>>7843023
Everyone at a high level was a corporate executive that was wildly out of touch. Meanwhile, Japan's gaming industry was spearheaded by gamers and innovators.

>> No.7843174

>>7842417
Yes...except that's why the question itself needs framing. Cartridges inherently expand the hardware by design. So saying "but let's limit it to..." is completely arbitrary. You could limit it to what was feasible and cost effective during the lifecycle of the system so to avoid modern homebrew but saying "X shouldn't count because the cart has extra hardware" is nonsensical. The maskROM itself is "extra hardware."

>> No.7843181

>>7843035
The Famicom was barely more powerful than the Colecovision. The Master System basically WAS a Colecovision. The advantage Japan's industry had was its early innovators being toy manufacturers rather than software engineers. They had a better grasp of intuitive design strategies.

>> No.7843191

>>7842417
>SNEz
Uh huh, unrelated but what’s your opinion on treasure