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/vr/ - Retro Games


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File: 614 KB, 2400x880, SNES.png [View same] [iqdb] [saucenao] [google]
9802446 No.9802446 [Reply] [Original]

Why was this such a missed opportunity by Nintendo?

>released in 1990
>two years after the Mega Drive
>three years after the PC Engine
>half the clock speed of both, lower normal resolution output than the Mega Drive
>almost half the colors on screen compared to the PC Engine

What were they thinking? You had all those years, and the price of more powerful CPUs went down. Would it really have cost much more to have at least the same clock speed and resolution as the others? Imagine the already incredible SNES library, but now with no slowdown and better resolution and more colors? SNES is still considered by most to be the best system with the best game library of all time to this day, but Nintendo couldn't be bothered to give devs the opportunity to make it even better for maybe a few bucks extra per system?
Sure the SNES has other hardware advantages, like RAM, transparency, mode 7, rotation, the Sony sound chip, but even with all that it was still hampered by the faults I listed. If not for Nintendo's strong first party games and third party support, the only real strong advantage the SNES had over competitors, and it is very, very strong, is the controller which blew out controllers well into the next generation.

>> No.9802457

Seems to have worked out fine
Really the main problem with the SNES was introducing the Seal of Quality system in Japan causing many devs to move away from Nintendo and towards other systems eventually culminating in the launch of the PS1. Even the fucking 3DO was packed with japanese-developed games because of the freedom it offered devs over the draconian terms Nintendo was imposing at the time.

>> No.9802460

So what if Nintendo had SFC 89 built in SA-1 as co-cpu or become X68k cut down consolizer?

>> No.9802467

>Seal of Quality system
>Even the fucking 3DO was packed with japanese-developed games because of the freedom it offered devs over the draconian terms Nintendo was imposing at the time
Remember kid, Bong/Bri’ish (Aussie too) opinion ain’t fact.

>> No.9802482

>>9802446
>almost half the colors on screen compared to the PC Engine
SNES had A LOT more colors to chose from. 256 properly picked colors from a wide palette of 32768 obliterate 482 onscreen colors limited to 512 choices.
Both laugh at Sega anyways.

>> No.9802590

>>9802482
>SNES had A LOT more colors to chose from. 256 properly picked colors from a wide palette of 32768 obliterate 482 onscreen colors limited to 512 choices.

Depends on the game, but generally true. Some games on the TG16 look like they are on the NeoGeo because they are so damn colorful and you know that screenshot couldn't have come from the SNES.

>> No.9802594

They were thinking they were going to make a platform with one of the best libraries of all time, and they were right

>> No.9802604

>>9802594
It could have been better, but Nintendo cheaped out for some reason.

>> No.9802628

The only time a Nintendo console had hardware that wasn't severely outdated was with the N64.

When playing the only issue with the SNES really is the CPU, so many games lag and so many games have scrolling that is too slow compared to what the gameplay should have. The whole "blast processing" marketing is true on that point: fast scrolling.

>> No.9802650

>>9802628
>The only time a Nintendo console had hardware that wasn't severely outdated was with the N64.

I mean even that is debatable. Low RAM was brain dead, even more so than no CDs. I'd say the CG is the most powerful, even though it had a RAM issue also.

>> No.9802687

>>9802446
A lot of it was also down to publishers cheaping out and picking slowrom chips for their cart manufacturing.

>> No.9802693

>>9802446
>best selling console of the generation
>"what were they thinking?!"

>> No.9802734

>>9802446
the only real problems with the SNES hardware were that it doesn't have an interrupt line between the CPU and sound CPU coprocessor, and the sound DSP drops 25% of the encoded sound information.
the main CPU being underpowered wasn't a problem at all because of the wide range of add-ons if needed

>> No.9802756

>>9802482
256 on mode 4, mode 4 is the one with a 512 res and was never used except on one awful basic truck game with 4 colors and title screens, if we use that logic the genesis can input 1000 colors by dma if done correctly, something that is disingenious because it was never used on something meaningful or real aside from tech demos.

>> No.9802767

>>9802756
on all other mods it's 128 at max and to get better optimization most games had 100 colors on average.

>> No.9802772

>>9802767
except mode 7

>> No.9802806

>>9802756
512 hires - https://www.youtu.be/fWT0_pNx6mE

>> No.9802842

>>9802457
>Really the main problem with the SNES was introducing the Seal of Quality system in Japan causing
Yeah those 40 or so horse racing sims were really a mark of quality.

>> No.9802864

>>9802806
yes, it's the hires mode on a simple program, good example. it's mode 3 and 4 too

>> No.9802878

>>9802864
i only thought that mode 4 was the only one who had the 512 res.

>> No.9802890

>>9802842
Actually it was more like stricter programming guidelines to pass Q/C. One thing I specifically know was that Nintendo banned SNES developers from going over the sprite scanline limit because everyone complained that NES games were so flickery, while Sega and NEC dgaf.

>> No.9802948

>>9802767
128 colors is still much better than Genesis or OCS Amiga

>> No.9803026

>>9802890
>Nintendo banned SNES developers from going over the sprite
Is that true?

>> No.9803036

>>9803026
It is and that's why you never see SNES games with sprite flicker while it's common in Mega Drive ones.

>> No.9803119

>>9803036
some games do go over the limit, but you don't get flicker, you just see parts of the object completely. Unlike NES in which an entire sprite will flicker, on SNES it's line by line.

Can't remember what game I've seen it in for the life of me however

>> No.9803808

>5 16-bit Castlevania games
>the 2 on SNES are shit
>2 16-bit Contra games
>the SNES one is shit
>2 16-bit Sim City console games
>they're both shit
Many such cases. This console was such a mistake, so many studios poured countless hours of effort into trying, in a futile effort, to achieve a decent game on this shoddy and underperforming hardware, when, had they instead been able to focus their efforts on the litany of more performant 16-bit hardwares, we could have had far less of these missed opportunities. Despite Nintendo's efforts to hold everyone back as usual, the 16-bit era was still the finest era of gaming, by far, but it's hard not to lament what could have been.

>> No.9803836

>>9802460
This here…

>> No.9803920

i dunno man but there's lots of modern homebrew for the Mega Drive while nobody cares about the SNES

>> No.9803943
File: 185 KB, 640x448, Xeno-Crisis-boss.gif [View same] [iqdb] [saucenao] [google]
9803943

>>9803920
Programmers are smart people, why would they waste their time making games for the SNES when they could instead spend less time and effort to make a game on the THREE TIMES faster Mega Drive, and end up with a better end result in the process?

>> No.9803952

>>9803920
the SNES is shit to program and more complicated as well.

>> No.9803959

It does have quite a few features the more primitive Mega Drive doesn't like the higher color palette, three sprite layers, more controller buttons, and more system RAM but it's also harder to use all of this stuff. the Mega Drive can somewhat compensate via brute CPU power but many later games like Yoshi's Island or DQ6 couldn't have been possible on it.

>> No.9803968

>>9802734
It has about comparable performance to the Mega Drive when FastROM is used.

>> No.9803973

the SNES was getting closer to modern cinematic gaming while the Mega Drive felt like the last 80s console where arcade ports were the main focus

>> No.9803985
File: 187 KB, 1024x576, Town-SD.jpg [View same] [iqdb] [saucenao] [google]
9803985

>>9803959
>more controller buttons
Not with a 6 button controller.
>more system RAM
Only 8 KB available to freely use on the SNES, the remaining 120 KB are locked away in other banks and inaccessible unless those banks are switched to, making them largely useless. The Mega Drive's full 64 KB is freely accessible at all times.
>Yoshi's Island
Not possible on SNES without a cheating and expensive FX expansion chip.
>DQ6
Pier Solar is at least as good in presentation, if not far better, pic related.
>>9803968
This is wrong, yes the fast ROM expansion does allow for a faster clock speed, but the SNES CPU is still deficient in many other ways, having far more registers, with 16 vs merely 3 on the SNES, a 16-bit data bus vs the 8-bit SNES data bus, and an instruction set that allows for useful arithmetics and memory movement operations to be performed in as few as 4 clock cycles, vs at least 5 for the useful instructions on the SNES, even with fast ROM, at merely HALF the speed of the Mega Drive, with all these other issues, it isn't even close to the same performance.

>> No.9804010 [DELETED] 

>le clock speed
Anon hasn't heard about IPC

>> No.9804013

the SNES has a rather nasty limitation in that it allows a fixed 16k of sprite ram while the Mega Drive lets you use the entire 64k of VRAM for sprites although in practice the tile data will eat up most of it. however, this was a big problem when they ported Earthworm Jim to SNES.

>> No.9804017 [DELETED] 

>>9804010
It was literally addressed in this post >>9803985
>instruction set that allows for useful arithmetics and memory movement operations to be performed in as few as 4 clock cycles, vs at least 5 for the useful instructions on the SNES

>> No.9804023

Total Mega Drive library (all regions): 869 games
Total SNES library (all regions): 1780 games

Welp.

>> No.9804024

>>9802446
>almost half the colors on screen compared to the PC Engine

this isnt true in practice
snes had a 30k color palette. theres a lot of color count comparisons and most snes games hit 100+ onscreen colors with ease. most pce games dont have more than 70-80, often less

>> No.9804025

>>9804023
how big is the library when you remove all the horse racing/pachinko/Mahjong shovelware?

>> No.9804028

>>9802590
No
Where do you people get off saying such dumb shit

>> No.9804035 [DELETED] 

>>9802446
Itt crybaby Sega fanboys that are 30 years too late

>> No.9804045

>>9803985
>muh more powerful cpu
Lmao, we all know that power makes better games right?
This is some next level cope

>> No.9804050

>>9803943

more like you can throw more cycles at the typical programmer and they'll be happier than trying to optimize their code. Look at whats used to develop the homebrews.

>> No.9804068

>>9802628
This seems to be more of a design issue than inherent to the hardware, but I've noticed that the scrolling on a lot of Genesis games, particularly platformers, is very jarring and liable to cause motion sickness. A lot of games seem to scroll the screen up and down the second a character moves in either of those directions, while more competent platformers only scroll the screen up and down when you're 2/3rds of the way up the screen. Very few SNES platformers that I've played seem to have this issue.

>> No.9804074

>>9803920
The SNES has a much better ROM hacking scene though, so it kind of cancels out.

>> No.9804102

>>9804045
>we all know that power makes better games right?
Considering how much better the library is on the Mega Drive, PC Engine, X68000, and Neo Geo, that would apparently be true. At the very least, not being bottlenecked and crippled is tantamount to having a solid and enjoyable games library, otherwise you end up with games with common issues like on SNES, punching far above their weight and suffering frequent, nauseating slowdowns, terrible AIs, terrible physics, input lags, and other ailments as a result.

>> No.9804104

it wasn't that easy to program action games on SNES which is why it had a glut of RPGs

>> No.9804135

>>9804102
>>9804104
Lmao
Ok fellas, wake me up when you come back to reality

>> No.9804157

>>9803985
65816 has better addressing modes than 68k and typically uses fewer cycles per instruction, but 68k has higher clock and native multiply and divide instructions

>> No.9804165 [DELETED] 

it was stronger in every way besides clock speed. cope more Megatard

>> No.9804178

>>9804157
>uses fewer cycles per instruction
Again, look at the ACTUAL INSTRUCTIONS. The ones that use less cycles are not useful arithmetics or memory management instructions, those take at least 5 cycles on the SNES, whilst on the Mega Drive they are typically 8 cycles, or even as quick as 4 cycles, which is a huge advantage for the Mega Drive considering the cycles themselves are happening at 3 TIMES the speed.

>> No.9804261

>>9802446
cost reduction. and none of this mattered as it annihilated the competition. first the engine, which was much too pricey both in terms of the console and the games, and then it made a laughing stock out of sega once more which couldn't get mortal combat to look right given the few colors. it was o-g-r-e for them kek.
also, op is as usual, a faggot.

>> No.9804468 [DELETED] 

>>9804165
>>9804165
>better in every way except the one that matters most

>> No.9804483

>>9804468
The amount of colors you can display at once is more important. It has a major impact on how games look.

>> No.9804490
File: 2.81 MB, 640x480, Sonic 3K Mecha Sonic Animated.gif [View same] [iqdb] [saucenao] [google]
9804490

>>9804483
Nah. Most snes games don't use that many colors. Some, like final Fantasy 6, aren't very colorful at all. Plenty of sega genesis games are colorful enough.

Number of colors on screen doesn't matter that much until you get to hd games.

I'll bet you suck off the black and white Gameboy.

>> No.9804492
File: 20 KB, 320x224, Final Fight Sega CD.png [View same] [iqdb] [saucenao] [google]
9804492

>>9804490
>Number of colors on screen doesn't matter that much until you get to hd games
Some truly insane coping right there.

>> No.9804569

>>9804492
Final fight is a shit game.
All 2 button beat em ups are brainless garbage.

Not cope, i don't even fucking own a genesis and I emulate everything. I'm just stating facts.

Besides, there's plenty of multiplats where snes is worse, especially when you have a lower resolution image which is also more important than extra colors

>> No.9804575
File: 153 KB, 500x436, DKC2 ending.gif [View same] [iqdb] [saucenao] [google]
9804575

>>9804569
Play enough Genesis games and you'll see just how reliant on dithering it is due to the low color capabilities. It gets to the point where some aren't even worth playing in RGB unless you really like the look of vertical bars.

>> No.9804580
File: 44 KB, 497x503, BeyondOasis-VolcanicCrater_1.png [View same] [iqdb] [saucenao] [google]
9804580

>>9804575
Dithering isn't that prominent except shadows and it's also a non issue.

Donkey Kong County meanwhile is fucking hideous because of its disgusting fake 3d art style

>> No.9804583

>>9804580
>Dithering isn't that prominent except shadows and it's also a non issue.
Have you only played like five games for the console or something?

>> No.9804584
File: 102 KB, 580x431, Phantasy star 4.jpg [View same] [iqdb] [saucenao] [google]
9804584

>> No.9804589
File: 203 KB, 639x299, S6iHjA9.gif [View same] [iqdb] [saucenao] [google]
9804589

>>9804583
Are you gonna cherry pick games literally nobody gives a fuck about like sports shovelware?

There's also nothing wrong with dithering you dumb nigger, it's what makes the PC 98 look so fucking great.

>> No.9804591 [DELETED] 
File: 384 KB, 1000x508, URoSgTJ.gif [View same] [iqdb] [saucenao] [google]
9804591

>nooooooo you can't just dither because.... You just can't ok!?!?

>> No.9804595
File: 329 KB, 1920x1080, PVmemers will defend this.jpg [View same] [iqdb] [saucenao] [google]
9804595

>>9804589
The effect was used in the majority of games. They had to do something to make up for the lack of colors.

>> No.9804602

>>9804580
Dithering is a huge part of the system, the fuck are you talking about

>> No.9804658

>>9804013
>VRAM
Good tutorial here:

https://www.youtu.be/2wr-WiLn0cg
https://www.youtu.be/tXEzh3yL8nY
https://www.youtube.com/live/voLeH2KaHjs?feature=share

>> No.9804660
File: 113 KB, 1024x635, Gunstar-Heroes.jpg [View same] [iqdb] [saucenao] [google]
9804660

>>9804595
Looks completely fine. Most games are cartoony and actually don't use it that much. You're probably gonna see it more in western games that tried for a more realistic art style.

I also flat out stated they use it mainly for shadows, and look, you showed me a fucking shadow. Dumb ass nigger.

>> No.9804661

>>9804025
Don’t Genesis had pony racing and shovel ware too? Thought so.

>> No.9804664 [DELETED] 
File: 406 KB, 498x474, coward noob suck at 65816 assembly.gif [View same] [iqdb] [saucenao] [google]
9804664

>>9803943
>smart
These programmers are incompetent hack

>> No.9804670

>>9803985
>FX
>yes and no
Using SA-1 not cheating, anon

>> No.9804678
File: 77 KB, 640x480, Gunstar.jpg [View same] [iqdb] [saucenao] [google]
9804678

>>9804660
There's plenty of dithering in Gunstar Heroes.

>> No.9804683

>>9804584
>>9804589
SNES thread?

>> No.9804702 [DELETED] 
File: 121 KB, 1024x629, Ristar-1.jpg [View same] [iqdb] [saucenao] [google]
9804702

>nooooo if i zoom in i can see 4 pixels of dithering on a leaf... Nooooo!

>> No.9804706

>>9804661
Not even 1/10 as much
>>9804678
Looks awesome

>> No.9804709 [DELETED] 
File: 954 KB, 3929x3164, N64 Psycho.jpg [View same] [iqdb] [saucenao] [google]
9804709

>>9804678
>tendie faggots grasping at straws
Dithering is harmless.
Your extra colors don't make up for lower resolution.

>> No.9804726 [DELETED] 

>>9804706
>Look awesome
Zoom zoom

>> No.9804735 [DELETED] 

>>9804702
Do you not see all the vertical bars in the background?
>>9804709
Dithering is ugly.

>> No.9804737 [DELETED] 

>>9804735
Nah, it's great. Low resolution is ugly.

>> No.9804740 [DELETED] 

>>9804726
Nobody even uttered the word dithering until 2010

>> No.9804741 [DELETED] 

>>9804737
It's a few less horizontal pixels. That's nothing compared to the constant vertical bars and crosshatch patterns.

>> No.9804748

>>9803985
>Pier Solar
If I made a game for the SNES in 2010, it would look better than all the games released in the nineties too.
If we're doing stupid fucking comparisons that don't make any sense I can say the Mega Drive has worse graphics than the Famicom because Amazon Diet and Kira Kira Star Night exist.

>> No.9804750

>>9804178

the main issue was cheap devs using the SlowROM to save money

https://gbatemp.net/threads/romhacker-kandowontu-converts-more-than-80-snes-titles-into-fastrom-improving-their-performance.629133/

>> No.9804754 [SPOILER]  [DELETED] 
File: 3.80 MB, 224x224, n64 manchild gif.gif [View same] [iqdb] [saucenao] [google]
9804754

>>9804741
>it's only 20% wider, that's doesn't make up for a graphical feature that looks awesome and literally fucking nobody ever complained about until tendies grasped at straws!!!!

>> No.9804760
File: 1.40 MB, 778x974, EWJ.png [View same] [iqdb] [saucenao] [google]
9804760

>>9804754
Nobody complained until emulators and RGB cables became common because the effect only works in composite.

>> No.9804767
File: 40 KB, 300x220, comixzone-1.jpg [View same] [iqdb] [saucenao] [google]
9804767

>>9804748

>> No.9804769
File: 66 KB, 596x380, Hissatsu Pachinko Collection.gif [View same] [iqdb] [saucenao] [google]
9804769

>>9804025
>how big is the library when you remove all the horse racing/pachinko/Mahjong shovelware?
More like basedware.
The bottom half of the SNES library rocks. I'd take it over the entire library of plenty of consoles.

>> No.9804772
File: 33 KB, 344x208, 1672393455327546.png [View same] [iqdb] [saucenao] [google]
9804772

>>9804760
Dithering looks fine even with sharp pixels.

Tasteless zoomie

>> No.9804774
File: 85 KB, 640x480, Comix Zone.jpg [View same] [iqdb] [saucenao] [google]
9804774

>>9804772
>Tasteless zoomie
Nobody even used RGB until the 2010s.

>> No.9804805

>>9804157
the SNES CPU did have a multiplier/divider added to it while the stock 65816 didn't.

>> No.9804809

>>9804769
all the good pachinko/Mahjong shovelware is on PCE anyway because they didn't have Nintendo's family friendly image

>> No.9804808
File: 12 KB, 320x224, sonic_waterfall.png [View same] [iqdb] [saucenao] [google]
9804808

>>9804774
True, but the SNES has native S-Video which certainly was used, and native RGB for that matter, and the genesis has ......waterfalls?

>> No.9804817

>>9804490
The Mega Drive has a fixed color depth while the SNES has several and some games especially early ones like SMW used the lower color settings to conserve ROM space.

>> No.9804823

>>9804808
SNES can just do real transparences.

>> No.9804840

>>9804740
Because CRT’s only were starting to be replaced around 2007 dumbass

>> No.9804845

they could have had more colors but Sega wasted a fuckload of VDP die space on Master System backwards compatibility

>> No.9804853

>>9804808
The waterfalls in sonic are the only thing anyone whines about and they don't bother me at all. Looks fine in motion.

>> No.9804858
File: 204 KB, 640x400, 1672429703475190.gif [View same] [iqdb] [saucenao] [google]
9804858

>>9804840
Dithering doesn't get blended by crts at high resolution like the pc 98. Zoomy.

>> No.9804864 [DELETED] 

>>9804858
>Zoomy
He said again while posting Japanese PC games nobody heard of until the 2010s.

>> No.9804867 [DELETED] 
File: 42 KB, 640x400, 1668178827160886.gif [View same] [iqdb] [saucenao] [google]
9804867

>>9804864
Take the L tendy, you've been btfo

>> No.9804868 [DELETED] 

>>9804864
games that in Japan itself are laughed at as hardcore shovelware

>> No.9804872 [DELETED] 
File: 32 KB, 640x400, LTKHoZg(1).png [View same] [iqdb] [saucenao] [google]
9804872

>Is... Is that... *pukes in mouth* DITHERING!?!?
>NOOOO! I need bing bing wahoo! I need mawio!

>> No.9804874

>>9804845
Master system backwards compatibility was so not worth it, considering you still needed that stupid adapter. 128 colors would have massively improved the system.

>> No.9804875 [DELETED] 
File: 1.30 MB, 1280x800, pV3s4p7.jpg [View same] [iqdb] [saucenao] [google]
9804875

>>9804868
Stop talking out of your ass zoomy

>> No.9804878
File: 1.21 MB, 500x420, FF 6 Alexander Gif.gif [View same] [iqdb] [saucenao] [google]
9804878

>>9804874
Meh. Can't think of any games that needed more color.

Except maybe final Fantasy 6

>> No.9804880 [DELETED] 

>>9804867
https://www.mobygames.com/game/49253/revival-xanadu/screenshots/pc98/479454/
>screenshot added November 2010

>> No.9804885 [DELETED] 
File: 30 KB, 544x256, dragonknight4extra-7a.png [View same] [iqdb] [saucenao] [google]
9804885

>>9804880
...and?
Who gives a shit when it was uploaded to some website nobody gives a fuck about. It's fucking xanadu you dumb zoomy.

>> No.9804889 [DELETED] 

>>9804885
That image is from an HG101 article from 2014.

>> No.9804898

>>9804878
You are looking at things from the wrong side. 64 colors makes it far more difficult to develop games for and reduces creative freedom.

>> No.9804901 [DELETED] 
File: 2.99 MB, 480x360, Legend of Oasis.gif [View same] [iqdb] [saucenao] [google]
9804901

>zoomies think this needs more color
Lmao fornite and minion movies rotted their minds

>> No.9804906 [DELETED] 

>>9804858
>there is more than one type of dithering
>talks bout dithering when he said no one knows what dithering is
At this point I just think you’re lonely, looking for (you)’s

>> No.9804907 [DELETED] 
File: 50 KB, 640x448, Shadowrun Genesis gif.gif [View same] [iqdb] [saucenao] [google]
9804907

>>9804889
Again... And?
I don't need to go to take my own screen shots to prove the point.

Once again, you're grasping at straws. So pathetic.

>> No.9804913

>>9804898
No, limitations actually fuel creativity. That's why retro games are better than open world hdr zoomie game #289632

>> No.9804916 [DELETED] 

>>9804907
Don't you think it's just a little hypocritical to call others zoomie while also praising a graphical limitation that only became liked in the 2010s?

>> No.9804919
File: 29 KB, 300x220, contrahc-2.jpg [View same] [iqdb] [saucenao] [google]
9804919

20% wider screen is far more important in the age of the side scroller.

>> No.9804932

>>9804919
Hard Corps is so drab and ugly.

>> No.9804934

>>9804916
Pc 98 was always impressive. Nobody ever thought about this buzzword you learned from some fucking youtube video, not when flat screens started coming out, not when we started emulating 20 years ago on our Walmart Hewlett Packards and dell pcs with 720p flat screen crt monitors that are crisp as fuck. We didn't think about it when we were playing Gameboy color and gba games on an lcd screen. We didn't think about it when the rich kid hooked his genesis up to his dads projector.

You're a faggot. Take the L.

>> No.9804936 [SPOILER]  [DELETED] 
File: 2.38 MB, 220x295, S0yb0y gif.gif [View same] [iqdb] [saucenao] [google]
9804936

>>9804932
>i need muh neon fortnite vomit
>where's muh bing bing wahoo

>> No.9804945

>>9804934
>Pc 98 was always impressive
Nobody outside of Japan even knew what it was until the 2010s.

>> No.9804948 [DELETED] 
File: 19 KB, 512x480, tEIVigiTpd4dyRkorvP9_zKMw2tuGqqzZExpBO4jlSw.png [View same] [iqdb] [saucenao] [google]
9804948

>is that... Dithering? On muh precious snes? Tendybros, not like this...

>> No.9804953

>>9804945
Stop projecting nigger.

Fans of different franchises knew what these were just because of the fact that other entries in their favorite games were on those systems. I found out about pc engine as a kid because of rondo. I found out about msx because of metal gear.

>> No.9804958

>>9804953
>I found out about pc engine as a kid because of rondo. I found out about msx because of metal gear.
So did everyone else. What nobody did was post screenshots of PC-98 shovelware and call the dithering an aesthetic until the 2010s.

>> No.9804969 [DELETED] 
File: 70 KB, 1024x768, mwf4epc.jpg [View same] [iqdb] [saucenao] [google]
9804969

>is that dithering, on MUH F ZERO!?!?
Tendybros... Is our life a lie?

>> No.9804970

>>9804913
Having only 4x15 color palettes which have to be shared between backgrounds, enemies, hud, and player characters would fuel frustration rather than creativity.

>> No.9804973

idk but by the time you get to late period Genesis games like Ristar the thing was showing its age while the SNES was still very much in its prime

>> No.9804976 [DELETED] 

>>9804958
>it's shovelware because... It just is ok!?!?
Nobody called dithering am anesthetic. They just said, "wow that looks cool" and left it at that. Dumb fucking nigger. Nobody claimed dithering was bad until 2010 either, fucking retard.

>> No.9804986 [DELETED] 

>>9804970
Nah. You were proven wrong 30 fucking years ago when the best games ever made were created.
>art should be le easy!
Cal arts Zoom zoom.

>> No.9804991

>>9804973
Not really. Nintendo dropped snes like a wet diaper the second the 64 came out.
Donkey Kong County is fucking ugly.

>> No.9804995

>>9804976
Have you ever played any of the PC-98 games you've posted?
>Nobody claimed dithering was bad until 2010 either
Hmmm I wonder if that could have something to do with the proliferation of emulators, LCD screens and people posting screenshots from PC-98 shovelware? Nah.

>> No.9804997
File: 56 KB, 636x299, dg6mXGp.gif [View same] [iqdb] [saucenao] [google]
9804997

>> No.9805001

>>9804973
It was 2 years older and the usual lifespan of a console is about 6 years so figure the end of the road for the Mega Drive would be 1994 while the SNES lasted through '96.

>> No.9805003

>>9804995
You're arguing in circles you silly fucking nigger.
Again, the whole of the 90s we could see crisp pixels on our late era crts. They don't blend jack fucking shit.

We've been emulating for over 20 years.

>> No.9805005
File: 31 KB, 640x400, uhxdt0U.png [View same] [iqdb] [saucenao] [google]
9805005

>> No.9805006

>>9805001
SOJ certainly considered '94 the end while SOA were stubborn children unwilling to let it go.

>> No.9805008

>>9805003
"late era" CRTs don't suddenly turn the composite signals everyone was still using into RGB.

>> No.9805013 [DELETED] 

>>9804995
Gameboy systems outsold snes a gorillion times over, they use lcds and the games have dithering.

But nobody knew what to call it and nobody gave a fuck because they didn't watch 3 hour long youtube videos from autistic eunuchs

>> No.9805016

>>9805008
I was using rgb since i was a kid my tv had more rgb connections. There was also tons of collections for ps1, saturn, gamecube, etc...

And nobody cared.

You're wrong faggot. Get over it already.

>> No.9805024

>>9805016
>I was using rgb since i was a kid my tv had more rgb connections
I'm sure you were the 0.01% of people using RGB on your unicorn CRT that has some undefined RGB connection.

>> No.9805032

>>9805024
How about My very first computer that my dad bought me
(we had a shared family computer for years prior to that)

How about... Pretty much any flat screen crt sold at Walmart

>> No.9805038 [DELETED] 
File: 38 KB, 1024x716, 1680795137941390.jpg [View same] [iqdb] [saucenao] [google]
9805038

Tendies seething about all the other non-Nintendo platforms existing. What a surprise.

>> No.9805039

>>9805032
VGA and component are not RGB.

>> No.9805046

>>9805039
>even better cables are not rbg
Are you 3rd world or something?
Rbg was completely fucking normal.

>> No.9805052

>>9805046
Nobody in NTSC territories had a TV that supported RGB.

>> No.9805059

>VGA
1980s.
Doesn't blend shit.
>RCA
Most common cable for the 90s.
Doesn't blend jack shit.
>DVI
1999. Anyone emulating on their pc during the windows xp days, used this, and it doesn't blend jack shit.

You're wrong nigger. Take the L.

>> No.9805063 [DELETED] 

I swear to God, this board was never this fucking awful until sixth gen was allowed.

>> No.9805065
File: 236 KB, 1360x480, Comp 2.png [View same] [iqdb] [saucenao] [google]
9805065

>>9805059
Do more research please, you seem quite confused.

>> No.9805096

>>9805059

wow you are a literal retard... thankfully not all sega fans are like you

https://nerdlypleasures.blogspot.com/2015/03/the-case-for-composite.html

>> No.9805124

>>9805065
Right looks better

>> No.9805127

>>9805096
Doesn't work on high resolution games like pc games. Which we've been playing this entire time. Try to keep you fucking illiterate. Pretty much by the time you make it to 480, it doesn't blend shit. That means you'll see dithering on dos, pc 98, and any collection for ps1, saturn, or gamecube

>> No.9805132 [DELETED] 
File: 28 KB, 512x480, Clipboard01.png [View same] [iqdb] [saucenao] [google]
9805132

Noooo Nintendo! You're not supposed to dither!

>> No.9805142 [DELETED] 

>>9805038
Back to /v/

>> No.9805146

>>9804874
>Master system backwards compatibility
SNES with retrogen

>> No.9805151

>>9804748
>>9804104
>>9803920
>>9803952
>
https://www.youtu.be/ptunPRaNMZI

>> No.9805284

>>9803920
>while nobody cares about the SNES
Because no one mention 65186-base c sdk, pvsneslib

>> No.9805314

>>9804932
Agree. My biggest gripe is the unnecessary amount of explosions coming off of the smallest enemies, obscuring the action and projectiles. Makes an already hard game unnecessarily a chore to play.

>> No.9805375

>>9804934
>Pc 98 was always impressive

no real games outside of hentai. no, rusty is not a good game

>> No.9805763

>>9805375
Brian of the Dead and Corpse Party?

>> No.9805791

>>9804997
Where is this from?

>> No.9805804

>>9804068
>This seems to be more of a design issue than inherent to the hardware, but I've noticed that the scrolling on a lot of Genesis games, particularly platformers, is very jarring and liable to cause motion sickness. A lot of games seem to scroll the screen up and down the second a character moves in either of those directions, while more competent platformers only scroll the screen up and down when you're 2/3rds of the way up the screen. Very few SNES platformers that I've played seem to have this issue.
When you see that in Genesis games, pay attention to who and where the developers are from, more than likely they're Western developers who put graphics above playability, so they have large character sprites in zoomed-in areas. In-general there are less Western developed platformers on SNES due to its more complicated system architecture and Western developers and publishers not wanting to deal with Nintendo's publishing rules.

>> No.9805828

>>9805791
possessioner

>> No.9805837

>>9804068
>>9805804
Yeah there's plenty of snes games that do the same shit. On both systems, these tend to be amiga ports. We eurojank.

>> No.9805934 [DELETED] 

>>9805132
Wtf are you on about retard
You need some serious help for you victim complex
No one said dithering is exclusively for SEGA

>> No.9806321

>>9805151
Good rotation

>> No.9806478

>>9805804
Yeah, I have noticed they're almost always Western games. The issue is on Genesis, that's a good bulk of the library. I feel like well-known games like Earthworm Jim get a free pass for some reason, when they feel absolutely fucking awful due to the wild scrolling and weird hitboxes.

>> No.9806481 [DELETED] 

>>9802446
back in the 90s, and especially for Nintendo, (Judaic) technological progress wasn't all that mattered, in case you weren't alive in that era.

>> No.9806558

>>9802446
>What were they thinking?
Which console sold the most again? Also correct me if I am wrong but isn't it true Nintendo has sold all their consoles at profits every time with the exception of the Wii U which was the first time they decided to sell a console at a loss and it ended up being their worst selling home console of all time?

>> No.9806560

multiplats were better on he SNES

>> No.9806571

>>9806558
Nintendo has historically sold about as many consoles at loss as profit (SNES, N64, Gamecube, 3DS (After price cut), Wii U). About only the Wii and Switch are sold at profit, but they are so successful people have this twisted perception that Nintendo always sells at profit.

>> No.9806696 [DELETED] 

>>9804664
This means nothing coming from a frog spammer. You should leave.

>> No.9806705

The Gamecube was not a money maker and they had to recycle most of its hardware into the Wii to pay back their R&D costs.

>> No.9807734

>>9806705
>recycle most of its hardware into the Wii to pay back their R&D costs
Nintendo forced to abandoning different buff up AMD intel-base console project with HD DVD support…

>> No.9807991

>>9805284
Also: https://github.com/oziphantom/ElementsSnesEngine/tree/main/LearningSNESViaTheClassics/3_Squash

>> No.9807994 [DELETED] 

>>9806696
You should admit being a failure.

>> No.9808014 [DELETED] 

>>9807994
I'm not the one spamming facebook frogs on 4channel.

>> No.9808218 [DELETED] 

>>9808014
Cope.

>> No.9808226 [DELETED] 

>>9808218
Go back.

>> No.9808243

>>9804102
are you playing the snes and genesis? cuz you are talking like the snes was this shit system prone to failure and shit code and that is NOT how reality worked in this realm. me thinks you stepped a few dimensions over into this one and need to head back to your jank snes edition dimension you come from that doesnt exist here

>> No.9808251

>>9804772
what game belongs to the blond buttcheek amazon warrior chick

>> No.9808271 [DELETED] 

>>9808226
No way newfag, reeee

>> No.9808278 [DELETED] 

>>9808271
>I'm bored and I want attention
Fuck off.

>> No.9808284 [DELETED] 

>>9802446
they're well aware of their lunatic cult-like consumer base, they don't care. nintendo has never, ever, not once released a device that wasn't an underclocked piece of shit. yes even the n64. it means even if marketing flops they're still turning a profit on each sale so they're in the black. greedy scum company but it'll never change.

>> No.9808335
File: 50 KB, 512x384, super fantasy zone.jpg [View same] [iqdb] [saucenao] [google]
9808335

>>9802446
Released in 1990 during a recession with a huge percentage of parents saying, "buy you already have a Nintendo".

https://www.youtube.com/watch?v=b-VhSinN_NI

Seems like a real bargain with more colours than a $2000 pc but they really sting you on the carts at the time, suddenly not such a bargain.

>>9802890
Because dumb people would think the system is broken and ask for a refund. In a magazine review of axelay they complain of flicker and act like its a big deal but I haven't seen it when playing it.

>>9804068
Like in Aladdin but I prefer it to games that waste the screen space by having characters to the right of the screen so you can see enemies quick enough such as in popful mail.

>>9804948
Its only bad if sega does it

>>9805065
It would have just been better to not use dithering, there are enough colours if you design the image properly even on nes and sms

>> No.9808381 [DELETED] 

>>9808284
>acts cult like
>accuses other of said behaviour
What is wrong with these people

>> No.9808419 [DELETED] 

>>9808284
The Famicom was released before they even had a market, it was still experimental stuff back then.

>> No.9808423

i wish given the number of people that like to argue about hardware, that more of them liked to play around with hardware.
it's so lonely.

>> No.9808469
File: 62 KB, 158x187, FT.png [View same] [iqdb] [saucenao] [google]
9808469

These threads are so pointless, why arguing about nothing?

>> No.9808505

>>9808469
I consolewar shitpost, jon. its what i do.

>> No.9808517

>>9808335
>1990
Those were the day: https://www.youtu.be/ifgL3ED38Oc

>> No.9808551 [DELETED] 

Nintendo Derangement Syndrome

>> No.9808802 [DELETED] 
File: 36 KB, 1000x1000, 1681087246028801.gif [View same] [iqdb] [saucenao] [google]
9808802

>>9808278
>RREEEE

>> No.9808813

>>9802446
Cause the custom graphics chip is fucking cracked.

>> No.9808865

>>9804580
that is ugly as shit

>> No.9808879

>>9804709
>tiny decrease in resolution is worse than 1/4 of the on-screen colours
do niggers really?

>> No.9808886

>>9808865
Nah.
>>9808879
20% wider screen in the age of platformers, vs a small amount of gradient that 90% of games don't fucking use at all.

So yes. You're grasping at straws faggot.

>> No.9808913

>>9808886
It's funny you use the term "the age of platformers" like platformers aren't known for being colorful more often than being slightly higher res on Genesis.

>> No.9809230
File: 946 KB, 320x224, Sonic Pinball Physics Gif~2.gif [View same] [iqdb] [saucenao] [google]
9809230

>>9808913
Super Mario World doesn't use that many colors, you fucking idiot.

>> No.9809240

>>9809230
smw actually stores a lot of graphics as 3-bit and maps them to hardware supported 4-bit graphics as a compression measure (because they only needed 8 color palettes)

>> No.9809261 [DELETED] 

>>9804709
shameful.

You

>> No.9809316 [DELETED] 
File: 39 KB, 715x780, 1669609168148325.png [View same] [iqdb] [saucenao] [google]
9809316

Every sega fan logic
"The genesis is faster than ps2"
" Wtf are you high?"
" Have you ever seen Ps2 game that goes faster than a 2d sonic game?"
" Really?"
" Hehehehe exactly! You can't proove me wrong,hehehe "
Sega fans are retards, delusional faggots who will never wake up.

>> No.9809391

>>9802446
It would have been a little bit more forgivable if it had famicom backwards compatibility. Otherwise I have no idea why they went with a glorified 8 bit cpu.

>> No.9809398

>>9809391
i'm pretty sure the original idea was for backwards compatibility, and that's why a 65816 was chosen as the CPU, but the idea got scraped in development.
the SNES PPU really feels like a super NES. the NES had some weird design choices concerning the PPU and memory layout, but the SNES PPU ironed those out and augmented the functionality of the design.

>> No.9809734

>>9809391
Pretty embarrassing for SEGA to get floored by not just one, but two 8bit CPU consoles

>> No.9809804

>>9809398
>scraped
>still pick 65816 anyway instead consolizer of Sharp X68000
Why come Nintendo being run by idiot and greedy people?

>> No.9809808

The problem with console warriors, especially those who have a strong bias against Super Nintendo, is that they think on-paper specs matter.
What matters is the developer's skills and creativity, not the system's specs.
Japanese developers could have made good games even on the Spectrum.
If you care about clock speed, stop playing /vr/ stuff, go play games on the most modern PC and wank away to those numbers.

>> No.9809810

>>9809398
In the book Console Wars i believe they discuss exactly what you're mentioning, having trouble remembering. Essentially the initial idea was backwards famicom compatibility, but the Genesis doing numbers in America pressured nintendo to speedup the process and they dumped backwards compatability as a result. They anticipated some backlash but not to the extent that it occured in America where articles about parents basically saying nintendo was trying to pull a scam to the news media were proliferating.

That, combined with the master system support add-on the genesis had (that no one really used, but it was a good story for Sega) made the narrative even worse. Someone correct me if my details are wrong here, just going off memory.

>> No.9809816

>>9809810
No it was architectural reasons. The NES's dual bus architecture made it impractical to include backward compatibility.

>> No.9809818

>>9809808
And this ultimately is the truth. /vr/ can post as many threads as they want about why Sega "should have" won and "do tendies really," but the market decided long ago. Gaming in general is worse off because of all of Sega's mismanagement, and I wish it had happened so much differently, but it didn't. Occasionally I daydream about what a successful saturn and dreamcast would have caused the console markets to look like, and what truly full libraries for those consoles would have been like. We would have been spoiled beyond imagination. Instead, we get the bing bing wahoo library we deserve.

>> No.9809827

>>9809810
>they dumped backwards compatability as a result

The behind Tristar 64 and Project NeSt was created.

>> No.9809832

>>9809818
>a successful saturn and dreamcast would have caused the console markets to look like
Imagine what look at N64 and NGC sold more install base without Sony and Microsoft involvement.

>> No.9810016

>>9809808
>If you care about clock speed, stop playing /vr/ stuff, go play games on the most modern PC and wank away to those numbers.
In this era, developers were creating incredible games for powerful 7 mhz machines with a lot of horsepower, starting with the Amiga, and going throughout the entire 16-bit generation with the PC Engine, Mega Drive, X68000, Neo Geo, and arcade hardwares. It was this mighty selection of powerful, fast hardwares that allowed these developers to create the 2D games that were finally at their peak, able to be realized to their fullest potentials, and that is why this generation of gaming is often considered the golden era. There is exactly one machine that defies this, and that is the 2.68 mhz SNES, running a mere THIRD of the speed compared to ALL it's competitors. The developers tasked with creating games for this machine were still expecting to be able to do games with the same freedoms that they have come to expect with the other 16-bit hardwares, but their efforts to do so on the SNES were met with it's bottlenecked and shoddy hardware design, which simply could not keep up.
So, no, there is no "slippery slope" here, the SNES held back the 16-bit era with it's weak and underperformant hardware compared to it's competitors, one does not have to care about modern hardware to see this, and further, it's not "console warring" to point this out.

>> No.9810026

>>9810016
>it's not "console warring" to point this out.
>the SNES held back the 16-bit era with it's weak and underperformant hardware
God damn you fanboys are delusional on a whole new level

>> No.9810027
File: 2.87 MB, 400x300, Final Fight Amiga.webm [View same] [iqdb] [saucenao] [google]
9810027

>>9810016
>Amiga
>PC Engine
>a lot of horsepower

>> No.9810045

>>9810027
you do know that that was made by one 19 year old in six weeks without the arcade source code, right?

>> No.9810048

>>9810045
Every Amiga game was made un the same conditions.

>> No.9810049

>>9810016
Ha no the SNES with FastROM is not any slower than the Genesis--despite the lower paper clock speed it has higher IPS.

>> No.9810051

>>9810045
Beat em ups are hard to program even for professional coders.

>> No.9810061

>>9810048
Rodland was a source port and it's actually a pretty damn good conversion unlike Final Fight.

>> No.9810067

The Amiga and its 1985 chipset (well, really '84 was when it was developed and Commodore bought it) couldn't keep up with a CPS-I arcade game like FF which had a 10Mhz CPU and 4k color palette, but the conditions under which these ports were made surely couldn't have helped.

>> No.9810196

>>9810027
>Amiga
>a lot of horsepower
https://www.youtube.com/watch?v=PjbYIUfGqeU
>PC Engine
>a lot of horsepower
https://www.youtube.com/watch?v=q3bOjMekDCY
Correct, when used properly both of those systems, again, 3 TIMES faster than the SNES, are capable of far more than what the SNES could. This is why the Amiga, despite being 5 YEARS older, is easily capable of 3D games on STOCK hardware, compared SNES which needs a cheating and expensive FX chip to even try to compete. Nice cherry pick, but it does not convince anyone of any technical inclination.
>>9810049
>despite the lower paper clock speed it has higher IPS
Please tell me exactly which instructions are faster on the SNES? Because this myth needs to die, the Mega Drive CPU is able to perform useful arithmetics and memory movement operations in 8 cycles, or even as low as 4 cycles if all the registers are put to efficient use, whilst the SNES needs at least 5 cycles to perform the same tasks. The only time the SNES has "higher IPS" is when it is performing NOP operations, which literally do nothing, but in a staggering 2 cycles.

>> No.9810226

>>9810196
>Nice cherry pick
He said as he posted a demo for a mediocre beat em up made decades later and a game which requires the arcade card.

>> No.9810237
File: 40 KB, 672x448, 197606.jpg [View same] [iqdb] [saucenao] [google]
9810237

>>9810226
>game which requires the arcade card
LOL, you realise it's a CD game right? The PC Engine CD does not add any extra hardware asides the CD drive itself, there is no extra CPU or VDP capabilities added, it simply needs RAM on which to load the CD contents. Sapphire, and any other PC Engine CD games, would easily run on a stock PC Engine with a large enough cartridge. The same cannot be said of the litany of SNES games that use cheater chips.
>mediocre beat em up
More enemies with better AIs than SNES beat them ups.
>made decades later
Irrelevant.

>> No.9810251

>>9810237
>you just need a console addon + an addon for it
>chips built into the cartridge are cheating though

>> No.9810268

>>9802446
They should have kept the JP style and color scheme. The JP looks so much better than the US version.

>> No.9810283

PC-Engine > Mega Drive > SFC

>> No.9810324

>>9810283
Yeah that's the release order, all 3 are great systems
>nooooo but muh console wars
traumatized childhood.

>> No.9810328

>>9810016
>it's the THREE TIMES anon
You lost, boy.
Play on a modern PC if you care about on-paper specs. Modern PCs are GORILLION TIMES more capable than all these ancient CPUs.
But the answer, you know it: what matters is the devs and their creativity and skill, not the on-paper specs.

>> No.9810345

>>9810328
>what matters is the devs and their creativity and skill
Whilst this is true, it is the horsepower behind the machines that enables better games, when given the same skilled developers. This is why the SNES library is so lacking when compared to it's litany of far more powerful 16-bit peers. So, no, sorry, but the specs DO matter, and the only thing that lost is the ONE THIRD the speed SNES.

>> No.9810348

>>9810345
>This is why the SNES library is so lacking when compared to it's litany of far more powerful 16-bit peers
This is the kind of nonsense you will only read from the truly mentally ill spergs on this board.

>> No.9810358

>>9810345
>This is why the SNES library is so lacking
You have a very unpopular opinion, THREE TIMES anon. And yeah, I know you will try to pull your "horse racing sim" bard, don't bother, that's a meme you attempted and, as always, failed.
If the specs matter so much to you, again, stop playing /vr/ stuff, you're in the wrong place. Modern PCs are GORILLION TIMES faster, so why bother with 3 or 7 mhz stuff?

>> No.9810367

>>9810348
It's been like 30 years, eventually contrarian posting is the only thing left.

>> No.9810368

>>9810348
That mental illness is this boards charm though

>> No.9810393

>>9810251
>chips built into the cartridge
>cheating
Not sa-1 chip, on mathematical terms.

>> No.9810403

>>9810368
insanity is the brother of genius

>> No.9810409

>>9810403
Eh, in this case it's evident the IQ is very low.
A genius could have a stupid brother though, I guess.

>> No.9810420
File: 804 KB, 985x681, Screenshot 2023-04-10 at 19-58-36 Playstation Powerline Demo CD All Soundtrack Loud Version.png [View same] [iqdb] [saucenao] [google]
9810420

>>9810409
>A genius could have a stupid brother though, I guess.
i'm dat nigga

>> No.9810449

>>9803119
Super Mario RPG IIRC
During Booster Tower, around the middle of it the battles starts having this line stuff. I've always wondered why, and here's an explanation!
Don't remember seeing it in any other games however

>> No.9810490
File: 47 KB, 645x729, 8d6.jpg [View same] [iqdb] [saucenao] [google]
9810490

>>9810345
One third of my brain anon

>> No.9810539

>>9804490
Loved this boss fight so much as a kid. It was probably the most cinematic thing in a Sonic game.

>> No.9810542

>>9804589
>Are you gonna cherry pick games literally nobody gives a fuck about like sports shovelware?

Sonic 1 and SMW abused dithering already.

>> No.9810548

>>9804740
>Nobody even uttered the word dithering until 2010

I have software from 2001 that allow you to select the amount of dithering when saving a low color count file.

>> No.9810553

>>9804845
Master System compatibility barely used any die space, since by 1988 they could shrink it down to use fuck all space.

>>9804874
128 colors would've made the die 50% larger, or require extra memory, both which were too expensive.

If you want to add something that's expensive but super cool, they should've kept in the sprite scaling. The hardware engineer confirmed in an interview that it was in, but was too large on the die, so it had to be cut.

>> No.9810615

>>9810553
>50% larger
Absolute nonsense.
Doubling the color palette would have only required 576 bits of additional ram and a few extra muxes. Everything else about the VDP design already supports 128 colors. The external color bus can allow for 128/256 colors using an external color DAC, with just the extra RAM that could have been used internally too.

>> No.9810623

I know they did drop the Master System modes from the Genesis 2, but in that case because the chipset was switched to CMOS and they couldn't be bothered to redo the Master System portion of the chip logic.

>> No.9810639

>>9810615
That's similar to C64 where the VIC-II was capable of generating 128 colors but due to time and cost constraints they limited it to 16. It would have only taken similar small changes to the hardware to support this capability.

>> No.9810660

>>9810553
The VDP was 1.5 um if I recall correctly and the Master System VDP probably 2-3 um.

>> No.9810924

>>9810237
>would easily run on a stock PC Engine with a large enough cartridge
Prove your claim

>> No.9811320

>>9802948
true but the difference isn't that great.
the sega has highlight modes which can increase the palette 3x and being used without slowdowns, on normal use cases and by using these functions mixed with dma palette changes you get the same colors as the snes, even with this on most real cases and by good use of these modes you get 20-30 colors less on megadrive.
in amiga you can use copper instruction (even if it isn't an all around solution and causes troubles in some cases).

>> No.9811323

>>9811320
the used palette and the total palette.

>> No.9811343

>>9811320
the real reason most md games looked less colorful was because the md has less cromatic variety by having 9bit rgb values rather than 14 bit ones, even with that dithering and more could generate a lot of these mid colors and the 3 color modes let it have more cromatic variety (which is the reason most games still looked fine, even with that subtones aren't that noticeable ,even more when you can't input a lot of them to make the subtle changes recognizable)
>>9811320
and can be used without slowdowns*

>> No.9811350

>>9804261
the snes version looks better by just not having shit assets and not making them 2 months before the game was released

>> No.9811372

>>9811350
it plays better than on megadrive tho, the snes version has lag (which is the smaller issue because it's only 10ms) and the reduced resolution makes the game nearly unplayable by half of the roster and makes dashing moves the only way to win, snes mk (which makes as fun as breaking your legs).

>> No.9811373

>>9811372
higher latency* much better
makes it as fun*

>> No.9811375

>>9811372
100ms*
after reading the correct number, that's a lot, nevermind, sorry for being dumb.

>> No.9811382

>>9811372
and has game breaking bugs which remove sprojectiles afte being hit, killing all of the projectile characters*
so it plays like shit

>> No.9811390

>>9811382
i have seen that it's only for sub zero, sorry.
i will investigate more to see what it is (if it's for all projectiles or it's for just sub zero).
the projectile point cannot be used at the moment.

>> No.9811420

>>9802734
>the main CPU being underpowered wasn't a problem at all because of the wide range of add-ons if needed
This is what people don't understand. Raw horsepower can be offloaded cart side so you can cut costs on the main CPU and sell the console for cheaper. The Genesis had a very good CPU but once it came time for larger color palettes and shit they were in trouble and you got a beast like the 32X.

>> No.9811445

>>9811420
Raw CPU power is only one of many SNES bottlenecks, many others could not be overcome, even with cheating and expensive expansion chips, these include the 3 times faster DMA speed, 6.4 MB per second vs merely 2.6 MB per second on SNES, the 16 KB sprite VRAM limitation which does not exist on Mega Drive, the two simultaneous sprite size limitation which also does not exist on Mega Drive, the audio RAM bottleneck which, you guessed it, does not exist on Mega Drive, the low quality colour DAC which leads to SNES games being commonly washed out or not displaying certain shades correctly, as opposed the Mega Drive's extremely bright and vivid colours, and other such hardware flaws the SNES suffered from, rather than a cartridge CPU upgrade, it really rather quite needed a whole console upgrade in the cartridge.

>> No.9811462

>>9811445
It's worth noting that both the Genesis and SNES both launched at $199 but the Genesis did so two years earlier. Meaning the Genesis was technically more cutting edge.

And to be fair to both the SNES and the Genesis, they were designed with very different expectations of what kinds of games they'd have to handle compared to what they eventually had to deal with. By 1994 both consoles were punching way above their weight class.

>> No.9811469

lol try and do Earthbound or FF6 on Mega Drive. it's not happening. the low color depth and tinny 80s arcade game sound will not do those games justice. that's not to mention all the other features like Mode 7 and real transparency that it doesn't have.

>> No.9811491
File: 17 KB, 512x448, eb.png [View same] [iqdb] [saucenao] [google]
9811491

>>9811469
>complains about "low color depth"
>Earthbound
You mean THIS Earthbound?
https://www.youtube.com/watch?v=DDDEc3cXe2g
The fact that you don't believe the Mega Drive could EASILY do Earthbound, in fact far better than what the SNES did, speaks to you're ignorance far more than any limitations of the Mega Drive.

>> No.9811493

>>9811462
no? the NES was designed to play Dig Dug. nobody anticipated Final Fantasy III back then.

>> No.9811502

>>9811491
The battle scenes have way too many transparency effects and colors for the Genesis.

>> No.9811510 [DELETED] 

>>9811502
It is a BACKGROUND in a TURN BASED RPG. The Mega Drive can easily just software render it. This is surely a joke, right? Tendies do not actually believe that Earthbound, of all things, is somehow proving the SNES "superior hardware" to the Mega Drive?

>> No.9811516

>>9811510
>The Mega Drive can easily just software render it
With less colors and no transparencies. There's always a catch to using software rendering to imitate superior video hardware.

>> No.9811523

many later SNES games especially including all of the Square titles make extensive use of its capabilities including transparency, the larger color palette, and the three scroll layers. not to mention the melodramatic orchestral soundtracks which the Mega Drive cannot do at all.

>> No.9811531
File: 38 KB, 1024x888, som2shot69.png [View same] [iqdb] [saucenao] [google]
9811531

>>9811523
Seiken Densetsu 3 also uses the high res mode for the pause menu.

>> No.9811532

>>9811493
How does the NES being in the same situation negate the same applying to the SNES?

>> No.9811536

Phantasy Star tries but it can't match Chrono Trigger or FF6 for audiovisuals.

>> No.9811538 [DELETED] 
File: 12 KB, 513x224, minighost.png [View same] [iqdb] [saucenao] [google]
9811538

>>9811516
>With less colors
Anon, there are perhaps 6 colours in this background.
>and no transparencies
What, pray tell, did you think I was suggesting would need to be software rendered?
The tendie delusion runs deep and cannot be rooted out, folks.

>> No.9811547

>>9811531
i find it amazing that this game didn't have an accelerator chip

>> No.9811552

i think it was always understood that the Mega Drive was the last 80s console (mainly designed to play arcade ports, chiptune sound, originally intended to have a floppy drive add-on, etc) and the SNES was the first 90s console (mainly designed to play console-only game genres, sampled sound, CD add-on, etc) and it sort of marked the birth of modern cinematic gaming.

>> No.9811556

>>9811538
https://www.youtube.com/watch?v=j3UpRRKliwA
https://www.youtube.com/watch?v=nomLvfvtAWE
Yeah there's no way effects like this are getting recreated in software on Genesis. You can cope and post some techdemos that don't feature anything close but it's just not happening.

>> No.9811594

>>9811552
The Amiga actually birthed cinematic gaming, but it was just a little too early for the idea to quite take off and the thing was misused by Yuropoors trying to recreate Mega Drive games on it when that was not its strength.

>> No.9811651
File: 12 KB, 256x197, index.png [View same] [iqdb] [saucenao] [google]
9811651

>>9811556
>cope and post some techdemos
Thank you, I will.
https://www.youtube.com/watch?v=OGDtViPngi8
https://www.youtube.com/watch?v=gWVmPtr9O0g
https://www.youtube.com/watch?v=2vf69Tt_ajk
Of course, despite it showing EXACTLY what I am talking about in Overdrive 2, transparencies done WITH EASE, you are going to try to tell me that because Earthbound is a game, the Mega Drive will magically not be able to recreate these far more simplistic effects, despite Earthbound being a turn based RPG with no action. Yawn.
It is honestly quite pathetic that the tendies have SO LITTLE to show for their precious 2.68 mhz SNES that they have to flaunt wholly unimpressive games like Earthbound in a bid to impress people.

>> No.9811660

>>9811651
Games are more impressive than techdemos.

>> No.9811662

>>9811651
>that pic
So what was the story with all that anti-Nintendo sentiment from amiga nerds? I'm pretty sure nintendo or japanese gamers in general wasn't even aware amiga was a thing, only japanese people who knew it we're musicians and video editors, so what gives? It's a one sided rivalry.

>> No.9811673

>>9811491
Dude. That music is laughably bad compared to the SNES.

>> No.9811679

>>9811673
it's almost identical. the SNES original already uses some pretty basic sounding waveforms which are decently able to be replicated through FM synth

>> No.9811685

>>9811662
because nintendo had normally fucked licenses and amiga developers didn't liked that shit because they were accustomed to the more free platform of the amiga and mega drive (didn't had to sign deals of exclusivity or put with censorship).
>>9811660
you can use dithering which in general doesn't look bad (the best pixel art was made with dithering) and if you want you can use the highlight mode mode to match a tranparency like thunder force 4 or mickey mania:
https://www.youtube.com/watch?v=EmO8WGx1hcE
https://www.youtube.com/watch?v=6znkZOa5EBE

>> No.9811691
File: 1.12 MB, 988x601, Dithering.png [View same] [iqdb] [saucenao] [google]
9811691

>>9811685
>you can use dithering which in general doesn't look bad

>> No.9811730
File: 20 KB, 320x224, 6.png [View same] [iqdb] [saucenao] [google]
9811730

>>9811660
Good job, now can you tell me WHY games are more impressive than tech demos?
It is because games have to run logic in order to do collisions between enemies, bullets, handle physics, and do other gameplay logics, whilst simultaneously performing effects and not slowing down.
Now, please tell me, why exactly the fuck is Earthbound more impressive than those tech demos?

>> No.9811732

>>9811730
>why exactly the fuck is Earthbound more impressive than those tech demos?
Because it's an actual playable game with variables instead of a completely scripted sequence.

>> No.9811741

>>9811732
I know this is a lot of thinking for you, but try to follow along.
>collisions between enemies, bullets
Earthbound doesn't have that in battles.
>handle physics
Neither that.
>and do other gameplay logics
All the gameplay logics occur when battle turns happen.
In other words, the game is doing NOTHING the rest of the time. It is simply waiting for inputs from the player. Therefore, there is absolutely no logical reason that can be proposed as to why the Mega Drive could not perform these exact same effects seen in many demos during a turn based battle. Do you finally understand now, are you caught up to the rest of the class? Or are you going to keep insisting on this silly, deluded idea that Earthbound is some kind of technical feat, when it is anything but, even by SNES standards, which are VERY low, it is absolutely not doing anything special whatsoever, it is absolutely laughable to assert otherwise.

>> No.9811743
File: 455 KB, 744x521, dither.png [View same] [iqdb] [saucenao] [google]
9811743

>>9811691
it's a weather effect, the point of that is to show as sand while it moves, it looks cool,.
this is the reason it uses open spaces and the points move, to do dithers you normally let the frame totally still and you cycle the colors.
even on crt you can see that it has open spaces and looks like a part of the scenery, not being dithering
good examples of dithering are streets of rage 2
https://www.youtube.com/watch?v=9uUnZMxgpbo
>>9811732
that scene is playable, it's a complete stage tendie: https://www.youtube.com/watch?v=ZmkyHnh-lWM

>> No.9811746

>>9811741
>In other words, the game is doing NOTHING the rest of the time
Earthbound has health bars that roll down in real time.

>> No.9811747
File: 816 KB, 1127x536, dithering.png [View same] [iqdb] [saucenao] [google]
9811747

>>9811743
an example that dithering looks good even on rgb.

>> No.9811748

>>9811746
and that's just counting down, it doesn't that much logic aside from substractions which are cheap.
and that's just for the playable characters too, not for the enemies, so nothing else has to be dynamic.

>> No.9811750

>>9811743
Ranger-X has a really ugly color palette and runs at 30FPS

>> No.9811757

>>9803985
With a six button controller you still lack SELECT you dolt.

>> No.9811762

>>9811757
you have the mode button which was used on real games tard.
>>9811750
by everything that the game does (transparencies, logic, graphical effects and more) and that's a cap, it's more likely that because they wanted to streamline the experience they didn't wanted jumps in framerate, less impressive scenes like that screen could have showed more framerate.

>> No.9811769

>>9811743
do*
>>9811743
it doesn't look like a transparency*

>> No.9811772

>>9811762
The game runs at 30FPS and still slows down. I guess that's the reality of relying so much on the CPU for graphical effects in an actual completed game.

>> No.9811787

>>9811772
on the worst scenes tho.
it isn't wrong to use the cpu when the things you show are amazing and make functional games.
using the cpu it's better than 10 chips which fail to do things like ranger x at any level (which isn't wrong, any well designed system is good even if it uses 10 processors, the problem of the snes is that it's badly designed and cannot give a good bus to anything or has bad specifications for each processor).

>> No.9811791

>>9811787
the games are excellent, but the snes is really horribly designed as a machine.
the games are good because of the people working against the super nintendo limits.

>> No.9811797

>>9811787
most taxing scenes*
there, fixed.

>> No.9811821
File: 65 KB, 959x876, 2023-04-11-021548_959x876_scrot.png [View same] [iqdb] [saucenao] [google]
9811821

>>9811787
>>9811791
the snes is easy to develop for. the system design is mostly pretty great. the only real problems are in the sound subsystem design >>9802734, and even with said problems it's fine.

i think most of the perceived difficulty of developing for the system stems from the memory segmentation model of the 65816, which makes compilers more difficult to use. this is in contrast to the 68k, which has lots of available high-quality C compilers. that being said, memory segmentation is easy to deal with in assembly, and it opens the possibility for smaller and faster-executing programs.

actually try programming the snes sometime instead

>> No.9811837

>>9811821
it's easy to program but it has too much limitations on hardware, badly designed hardware can be based around being hard to program or having performance problems.

>> No.9811847

>>9811837
and the md is easy to program too, that isn't an issue on both consoles.

>> No.9811849

>>9811837
>too much limitations on hardware
like what? support your claim.

>> No.9811862

>>9811849
lower bus, non native multiplications and divisions, wasting more cycles on instructions, not having a lot of buses, having lower res, difficulties at rendering sprites on screen and in general each processor not having enough specs to justify the bus exchange (mode 7 chip just using the background, even if this is a very low issue in general).
it isn't a nightmare to program but everything runs really slow by running 3x slow thanks to the small bus, having an slow ram and by wasting more time in instructions, it's badly designed, they should have made a bigger bus and increased the processors power and ram speed.
in general the snes is the only nintendo console which i could say that it's badly designed really, the nes, the n64 and more are correctly designed and the gamecube is an excellent architecture which is excellent.

>> No.9811863

>>9811862
perfect.

>> No.9811869

>>9811862
in general they should have increased each processor power.

>> No.9811874

>>9811862
this is the reason nintendo dropped ricoh ass after one generation.

>> No.9811885

>>9811862
a bigger bus*
sorry for being ignorant on the snes having a native multiplier, divisor and sorry for not writing this shit correctly by saying not having a lot of buses instead of registers

>> No.9811891

>>9811885
lower bus*
the correction is wrong

>> No.9811901

>>9811874
the*

>> No.9811904

>>9811885
and sorry for sending that many corrections

>> No.9811907

One of the worst threads I have ever seen on this board. Stop replying to yourself, maybe start a blog instead.

>> No.9811978

>>9811862
>wasting more cycles on instructions
nearly all 65816 instructions take fewer cycles than their 68k counterpart. the 65816 also has more advanced addressing modes, which helps reduce the number of instructions in a program. this is balanced by the 68k being clocked at a higher frequency. overall the 68k is probably the better processor, but not by a wide margin.

>lower bus
>not having a lot of buses
really criticisms of the processor, and not important given the performance of the processors isn't terribly different.

>slow ram
fair. wram is accessed at the same speed as slow roms for some reason that i'm not aware of.

>having lower res
for the most common video modes, yes. but there are video modes with higher resolution and greater bit-depth (than the MD). moreover, the SNES PPU is capable of more advanced effects than other 16-bit systems, color addition/subtraction (aka transparency) and mode 7 being some of the more notable features. it's got a relatively large amount of palette memory too.

>difficulties at rendering sprites on screen
you have to be more specific because i have no idea what you are talking about

for the 16-bit era, the SNES had probably the best graphics hardware coupled to one of the weaker processors. the processor could be clocked faster if a company was willing to spend more on faster rom, and a wide variety of support chips could augment the system further. from an engineering and economics perspective, it seemed like a pretty sound design.

>> No.9811980

>>9811978
>wasting more cycles on instructions
i'll also point out again that memory segmentation results in an optimization opportunity to use shorter addresses in instructions, which reduces the number of fetches to get instructions on average.

>> No.9812325

>>9811862
>the N64 is correctly designed
>dogshit combined RAM that bottlenecks the GPU to the point where half the features are useless
NGMI

>> No.9812408

>>9811907
yeah, on top of mindless console warring, it's cringe as fuck to read these type of anons who LARP as tech gurus.

>> No.9812481

>>9811874
Two generations. They did the chipset for the NES and SNES. That said, I don't think Ricoh were quite as good as Hitachi who produced all of Sega's chipsets. Especially in how they had trouble with the early iterations of the h/w (overheating Famicoms, self-destructing SNES CPUs, etc).

>> No.9812540

>>9802446
I don't know how you haven't noticed this yet.

But the consoles that sell the best always have the least amount of power and features. The reason for this is because weaker consoles can be cheaper and console gamers are retarded.

>> No.9812542

>>9811821
Most SNES games were programmed in assembly language anyway except some adventure titles and late period RPGs.

>> No.9812582

i do agree most of modern homebrews are MD stuff and nobody want to develop SNES homebrew

>> No.9812880 [DELETED] 

This thread sucks shit. Jannies earning those paychecks

>> No.9812958

>>9811757
Thank you for the laugh, this continues the trend of tendies not knowing even basic facts about the hardware they are continually arguing against.
>>9811978
>nearly all 65816 instructions take fewer cycles than their 68k counterpart
>the performance of the processors isn't terribly different.
Once again, please actually LIST the instructions. The ACTUALLY USEFUL instructions for arithmetics and memory management take at least 5 cycles on SNES, whilst, with proper register management, they take merely 4 on the Mega Drive. "SNES has better IPC" is a myth, wholly based in fiction. The Mega Drive's 3 TIMES faster clock speed is but one metric by which the dramatically faster CPU can be measured, in truth the speed advantage the Mega Drive has over the SNES is even greater than the clock speed discrepancy implies.
>there are video modes with higher resolution and greater bit-depth
The higher resolution SNES modes limit backgrounds to a mere 16 colours, not to mention, require far more CPU resources to manage, on a system that was already struggling with it's slow CPU.
>nobody want to develop SNES homebrew
That is because it would be pointless. Why would a developer waste his time making a game for a slower, more bottlenecked hardware, when he could spend less effort to make the same thing on a better 16-bit hardware, and get a better end result? To stubbornly insist to stick with the shoddy SNES would be irrational and pointless.

>> No.9812963

>>9812958
SNES chads already have great games so they just make really high quality ROMhacks instead of homebrew crap.

>> No.9812972

>>9812963
>great games
Name 10 that are not Nintendo IP's, are not SquareSoft titles that NOBODY gave a fuck about before they started making FAR BETTER games on the PlayStation, and that don't have superior counterparts on the litany of better 16-bit hardwares. I'll wait.

>> No.9812994
File: 337 KB, 920x920, Side Scrolling Action games for SNES.jpg [View same] [iqdb] [saucenao] [google]
9812994

>>9812972
these + Wild Guns. Feel free to autistically seethe over each one and remember to pretend X68000, Bloodlines and Rondo are better despite consisting of mostly flat hallways for levels.

>> No.9813013 [DELETED] 

>>9812994
>and that don't have superior counterparts
>Hagane
Revenge of Shinobi, Shinobi 3
>Run Saber
Strider
>Cybernator, Metal Warriors
Ranger X
>Act Raiser
Valis
>Super Castlevania Bros
You already knew this was inferior.
>Name 10
>only names 9
Tendies are in shambles.

>> No.9813023 [DELETED] 

>>9813013
Auster, why do you always have to telegraph the fact that it's, after all, you? At least try to hide the fact it's you so other anons will actually think more than 1 person has a raging hateboner for the Super Nintendo.

>> No.9813024
File: 2.95 MB, 8838x1485, Bloodlines 2.png [View same] [iqdb] [saucenao] [google]
9813024

>>9813013
I'll be honest I was expecting a little more effort than just namedropping the most obvious inferior games on Genesis.
>only names 9
You can't even read.

>> No.9813043
File: 6 KB, 196x265, d0013b5b1ae9825089792db050b2258941314c8c.gif [View same] [iqdb] [saucenao] [google]
9813043

>>9813023
>anyone who doesn't suck the Nintendo teat is AUSTRALIAN!
Sorry to burst you're bubble, but, I am not Australian, I love Treasure, and I love the Saturn. There are many people who do not like the SNES, and we are increasing in numbers. Are you nervous?

>> No.9813047

>>9813024
reminder that australia-kun isn't even a Sega fan anyway, he just falseflags as one to stir shit up between sega and nintendo fans. He's a spectrum/amiga nerd who hates japanese games.

>> No.9813051

>>9813043
>I swear! more than 1 person use my shitty memes!
cute. how is your week going? lonely, right? I wonder how your weekend will be!

>> No.9813054

>>9813043
>There are many people who do not like the SNES, and we are increasing in numbers.
https://desuarchive.org/vr/search/filename/d0013b5b1ae9825089792db050b2258941314c8c/
https://desuarchive.org/vr/search/image/Hi88oRZcTvMjqPEM-Y1tiw/
Your headmates don't count.

>> No.9813061

>>9813054
holy shit, the super nintendo is living absolutely free inside of him

>> No.9813067

>>9813043
It's fine to not be a Nintendo fanboy. However, you're just the same as a Nintendo fanboy, except that instead of being obsessed with them positively, you're obsessed with them negatively. But same kind of mental illness, even worse actually, because you think about something you hate 24/7. Enjoy your life.

>> No.9813069

>>9813061
https://desuarchive.org/vr/search/image/JoXvJhPGto0XobODS1sttw/
https://desuarchive.org/vr/search/image/1wToEei0pg6oIGWP7zAsxA/
Keep in mind these are with the MD5 hash. So much for a growing haterbase for a decades old console, turns out to everyone's shock it's just one truly deranged individual.

>> No.9813079

Western devs definitely liked the Mega Drive more back in the day because of Sega's more macho image and everyone loved the 68k. Europe was also full of Amiga and Atari ST coders who knew 68k. Electronic Arts were totally committed to Sega back then and they didn't even develop SNES games in-house, they were outsourced.

>> No.9813269

>>9813024
>>9811978
most castlevania games are hallways like these (even the snes ones).
it isn't wrong at all, the hallways have cool level design and are fun to pass through, making it inherently a fun game.

in general this thread has became too retarded for his own good, now everyone is fighting by repeating the same shit or just getting angry at normal video game things which happen on all consoles.

i wanted to show the md power and the technical problems the snes had (it's still has excellent games, everyone should play snes games too) but this is too much.

>> No.9813276

>>9813079
By "Western" you must mean Anglosphere but it wasn't always the case, for example France was much bigger on SNES and Titus put out a lot of stuff for it.

>> No.9813278
File: 91 KB, 600x446, 1680794784182071.jpg [View same] [iqdb] [saucenao] [google]
9813278

>>9812958
>Once again, please actually LIST the instructions.
sure, it's not a controversial claim
on the 65816 instructions take at least 2 cycles and at most 9 cycles.
on the 68k instructions take at least 4 cycles and at most 172 cycles.

since each computer instruction can be classified as a 1) data move 2) math or 3) program flow instruction, we can just look at some representatives of these classes to compare (65816 instruction in caps, 68k instruction lowercase)

1) data move
LDA/STA (load A, store A) with a 24-bit immediate address in 16-bit mode is 6 cycles
move.w (move 16-bit data) from a data register to a 24-bit immediate address is 16 cycles

2) math
ADC (add with carry) with a 24-bit immediate address in 16-bit mode is 6 cycles
add with a 24-bit address in 16-bit mode takes 16 cycles

3) program flow
JSL (jump subroutine long, a 24-bit address) takes 8 cycles
jsr to a 24-bit address takes 20 cycles\

BCC (branch if carry clear) in native mode takes 2 cycles if not taken or 3 cycles if taken
bcc with an 8-bit offset takes 8 cycles if not taken or 10 cycles if taken

https://wiki.neogeodev.org/index.php?title=68k_instructions_timings
http://archive.6502.org/datasheets/wdc_65816_programming_manual.pdf (page 424)

>> No.9813284

>>9813269
Welcome to /vr/, we have a resident mentally ill autist who is obsessed with hating the Super Nitnendo and shits most threads with his incoherences. Console warring was always stupid and hardware specs never mattered much. Games matter, and often, great games come from hardware limitation. If this wasn't true, none of us would still be playing 30+ year old games and would only play modern games.

>> No.9813326

>>9813278
the problem is that the real addition and logic instructions take more time by the way the 6502 works.
making shorter cycles for instructions to tell the cpu to move a bit and not anything else isn't great at all.
the 6502 is good at moving small values of memory and bits, but not for general functions, this is the reason the sprite limit per line for the smallest sprites is bigger on the snes than on the genesis, the problem of this is that it fucks performance by not having the capacity to use all of the system and wasting more cycles in doing more complex functions.
risc was good for 8 bit games because the processor only having to do substractions and additions, but not when you need multiplications for 16 bit games which have a 250 times bigger bus.
the snes is really an 8 bit cpu adapted for 16 bit, this is the reason a lot of the snes specs only are based on the confines of the 256 res for example, this is a trouble when making games to utilize all of the performance of more exponentially powerful parts.

>> No.9813341

>>9813326
>risc was good for 8 bit games because the processor only having to do substractions and additions, but not when you need multiplications for 16 bit games which have a 250 times bigger bus
A typical SNES game like SMW doesn't need any complex math, just basic integer arithmetic.

>> No.9813347

>>9813341
>>9813326
i will read this a lot more.
if i'm wrong you can tell me and i have no issues, sorry if i fucked on something.
256 times bigger bus*
has an 8 bit cpu*
>>9813341
you need complex math to display the exponentially bigger graphics for it, they are exponentially bigger and to get memory adresses for certain parts of memory or to display them without hiccups while moving them you need more processing power, the snes for this reason had multiple processors, even if it didn't solve all of the issues the snes has and i have explained.

>> No.9813353

>>9813341
What about one of the many FPS games on the SNES like Super Noah's Arc 3d?

>> No.9813356

>>9813347
i shouldn't have said additions too, math instructions, sorry for the mistake.

>> No.9813361

>>9812408
>t. 60IQ brainlet

>> No.9813370

>>9813361
based 163 i.q megabrain

>> No.9813375

>>9813361
>t. khv "tech guru"

>> No.9813378

>>9813326
i clearly demonstrated that for comparable instructions between the processors, the 65816 takes fewer cycles than the 68k and cited my information because you posted
>Once again, please actually LIST the instructions.

now you say "but but, for REAL programs *blah* *blah*"

how about YOU show ME proof of your claims >>9813326

oh, wait, you can't even use the word "exponentially" correctly. assembly is clearly beyond you.

>> No.9813404

>>9813326
the clock frequency of a fast SNES 65816 is 3.58MHz.
the clock frequency of the MD 68k is 7.67MHz, slightly twice as fast (2.14 times faster)

i listed a boring addition instruction as an example. SNES 65816 takes 6 cycles to the 68k 16 cycles (2.66 times more cycles than the 65816).

it's pretty clear that SNES beats MD on addition (real addition)

>> No.9813479

>>9813378
grammar mistakes are something meaningless.
and it's with add with carry, literal additions which was the point i was talking about, learn to read.
move.w is for moving inside the cpu too, moving outside which is needed can take more cycles
and jsr takes more cycles thanks to the architecture of the cisc which performs as many actions as possible, having the capacity of using less instructions and as a result have a better performance (which in general makes comparisons between cisc processors and risc very disingenious, they work so differently that using it as an example just makes for retarded comparisons), risc in comparison does less cycles but needs more instructions, this is the reason using mips can be disingenious thinking about it, because the motorola does less more important instructions while the snes does more meaningless small instructions, this can make the snes processor even weaker than i thought (1.34 vs 1.5), for example in the snes you would have to do the instruction twice or more for it to work in comparison to the genesis which only has to do it once to get the full result, something which explains the better performance and the need of a bigger bus, risc processors became more popular because it's better.
risc inside of cisc it's that popular for that reason, it makes for easier connections while letting the main cpu do fast instruction it gives the advantages of inter connection while inputting more complex instructions more easily.
thinking about it, the snes uses risc because it has multiple processors, not because it's faster.

>> No.9813483 [DELETED] 
File: 73 KB, 640x611, 1642038077200.jpg [View same] [iqdb] [saucenao] [google]
9813483

>>9813479
tldr

>> No.9813486

>>9813479
it's more functional for connecting multiple processors*
while letting the main cpu do fast instructions, giving the advantage of a faster connection between processors while having the chance of making complex instructions more easily*
>>9813483
not a point.

>> No.9813498

>>9813479
1.34 for the mega drive and 1.5 for the snes*

>> No.9813519

>>9813486
more popular because it's more functional for connecting multiple processors*

>> No.9813545

Bros, I miss when consoles were actually different from each other and you really wanted to try all of them to see what they could offer.

>> No.9813680

>>9804774
Dither is visible with s-video, anon. Don't need RGB for that.

>> No.9813702

>>9812994
Sad list

>> No.9813732

>>9813702
>look at me guys, I have bad taste on purpose just to be able to shit on a console I obsess over

>> No.9813787

>>9813702
Agreed.
>>9813732
>only one person dislikes the SNES, and he's AUSTRALIAN!

>> No.9813802

>>9813787
>deflecting to australia when nobody called him anything
you sad obvious man. treat your mental illness.
>noooo YOU are the mentally ill, australia doesn't exist, I'm not real!
ok, now take them.

>> No.9813939

>>9813326
>the snes is really an 8 bit cpu adapted for 16 bit, this
The 65816 had a rather odd history. It was created specifically for the Apple IIgs because Apple commissioned WDC to make a 16-bit "extension" to the 6502. They also produced the 65C02 under commission from Apple for the //e and IIc. These were basically bootleg chips along the lines of the NES CPU that didn't pay Commodore any royalties for the design. And WDC still makes these chips to this day in modernized low power formats for embedded systems.

>> No.9813953

>>9813939
The chip originally didn't have hardware multiply/divide but Ricoh added this feature to the SNES CPU.

>> No.9813959 [DELETED] 

This thread made by a seething segoomer who wishes the genesis had mode 7

>> No.9814018

The segmented memory setup on the SNES is kind of shit even if it was not quite as annoying as how it worked on x86

>> No.9814029

>>9814018
The x86 segment model was actually pretty nice.

>> No.9814043

>>9814029
actually it pretty much sucked especially the relative segments part. the 65816 at least didn't have that. you just select a segment # from 0-255 as opposed to retardation like 0FF:383F, 1D00:1205, etc

>> No.9814078

>>9814043
Nah, the segment model is great. Maybe not for a games console, but for an actual computer. The x86 segment model makes dynamic memory allocation work. When you allocate memory, you get a 16 byte aligned allocation which starts at offset zero.

>> No.9814182

>>9814043
AKSHALLY

>> No.9814275

>>9802446
>almost half the colors on screen compared to the PC Engine
That right there is horse shit. SNES's high colour output was the precise reason its games looked better than MD/PC Engine games.