Quantcast

Page 21 of 25 FirstFirst ... 11171819202122232425 LastLast
Results 301 to 315 of 370

Thread: Thoughts on Sega's "clean" hardware design aspects . . . and the Saturn.

  1. #301
    Hero of Algol TrekkiesUnite118's Avatar
    Join Date
    May 2010
    Age
    32
    Posts
    8,199
    Rep Power
    128

    Default

    Quote Originally Posted by Team Andromeda View Post
    It seems you lot do. I only listed the 'Published' titles by SEGA to prove SEGA didn't kill off the MD , because when you kill a system you don't publish games for it much less still continue , approve and manufacture carts for 3rd parties to have been brought out for the MD.

    SEGA supported the MD in America from 89 up until 1997/8 . Remind me again how long Nintendo supported the Snes for in the USA from it's 1991 launch ? and then maybe you can start listing all these In-House Snes games that Nintendo made after the N64 hit Japan.
    We already did you stubborn cow. We've given you a list of Nintendo Published titles for the SNES after the N64 came out that is just as big if not bigger than your list of Sega Published Genesis games. We've shown you a list of games Nintendo developed which is pretty darn close to the number of games Sega developed for the Genesis after the Saturn came out.

    We've already done this for you, you are the one making up new rules and flip flopping around the issue just so you don't have to acknowledge you're wrong. You're just as bad as sheath at this point.

  2. #302
    Wildside Expert dr apocalipsis's Avatar
    Join Date
    Oct 2012
    Posts
    145
    Rep Power
    11

    Default

    Quote Originally Posted by Team Andromeda View Post
    It seems you lot do. I only listed the 'Published' titles by SEGA to prove SEGA didn't kill off the MD , because when you kill a system you don't publish games for it much less still continue , approve and manufacture carts for 3rd parties to have been brought out for the MD.

    SEGA supported the MD in America from 89 up until 1997/8 . Remind me again how long Nintendo supported the Snes for in the USA from it's 1991 launch ? and then maybe you can start listing all these In-House Snes games that Nintendo made after the N64 hit Japan.
    JVC kept producing VHS devices up to 2008. I figure that, using your own metrics about what supporting a format is, this qualifies.

  3. #303
    Done with Sega-16 (sorta) Master of Shinobi
    Join Date
    Apr 2007
    Location
    San Jose, CA
    Age
    30
    Posts
    1,636
    Rep Power
    26

    Default

    LOL, good to see this place hasn't changed at all since last time I was here.

  4. #304
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,710
    Rep Power
    62

    Default

    We've given you a list of Nintendo Published titles for the SNES after the N64 came out that is just as big if not bigger than your list of Sega Published Genesis games
    You have given my one In-House game and then some others on here had made and searched the hell of wiki (no doubt) to produced a list that is hardly any better than SEGA, if at all. So not only the myth that SEGA killed the MD in 95 (just a myth and untrue) You lot are being unfair too. You keep on going about the likes of RARE titles in 94,95,96 Ect- Those games were only made some 4 years into the SNES life cycle (since the system didn't launch until 1991 in the west) SEGA was doing far more some 4 years into the Mega Drive life cycle in the West,even longer in you go by the MD 1988 Japan date

    But none of you factor that in and the fact that the Snes came 2 years after the MD in all the major markets and so was always going to seem like it was supported longer when in most cases it wasn't

    JVC kept producing VHS devices up to 2008. I figure that, using your own metrics about what supporting a format is
    Yep that they did which is far better than SONY and its Betamax or Toshiba and it's support for the HD DVD . Good luck trying to buy the latest films on HD DVD or a Bextamax blank tape
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  5. #305
    Wildside Expert RedAngel's Avatar
    Join Date
    May 2006
    Location
    Spain
    Age
    39
    Posts
    120
    Rep Power
    19

    Default

    Some more games published or developed by Nintendo after Nintendo 64 introduction:

    Heisei Shin Oni Ga Shima Zenpen
    Heisei Shin Oni Ga Shima Kouhen
    Itoi Shigesato No Bass Tsuri No. 1
    kirby No Kirakira Kids
    Famicom Tantei Club Part II: Ushiro Ni Tatsu Shoujo
    Super Famicom Wars
    Dr. Mario
    Zootto Mahjong!
    Power Lode Runner
    Power Soukoban
    Famicom Bunko-Hajimari No Mori
    Picross NP (8 games)
    Metal Slader Glory - Director´s Cut

    Last Nintendo games were released in 2000 and we also should include the Satellaview games.

  6. #306
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,710
    Rep Power
    62

    Default

    Last Nintendo games were released in 2000 and we also should include the Satellaview games
    That list is hardly any better than SEGA's so at the end of the day its about 10 years of support . Given that the Mega Drive came out in 88 and SEGA were still publishing games at 97 for the MD that more or less 10 years too and if one inlucdes add-ons like the Mega CD and 32X SEGA didn't at kill off the MD in 95.

    10 years of support just like Nintendo at the end of the day
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  7. #307
    Hero of Algol TrekkiesUnite118's Avatar
    Join Date
    May 2010
    Age
    32
    Posts
    8,199
    Rep Power
    128

    Default

    Quote Originally Posted by Team Andromeda View Post
    You have given my one In-House game and then some others on here had made and searched the hell of wiki (no doubt) to produced a list that is hardly any better than SEGA, if at all. So not only the myth that SEGA killed the MD in 95 (just a myth and untrue) You lot are being unfair too. You keep on going about the likes of RARE titles in 94,95,96 Ect- Those games were only made some 4 years into the SNES life cycle (since the system didn't launch until 1991 in the west) SEGA was doing far more some 4 years into the Mega Drive life cycle in the West,even longer in you go by the MD 1988 Japan date
    Maybe because you keep moving the goal posts when you've been proven wrong. First it was in-house titles made after the N64 released. Then after some were brought up and it was pointed out that the majority of the titles you were listing for the Genesis weren't in-house developed either, you changed it to published titles. Now that you've been proven wrong on that, you're changing to length of support from Japanese release to last released game.

    Quote Originally Posted by Team Andromeda View Post
    But none of you factor that in and the fact that the Snes came 2 years after the MD in all the major markets and so was always going to seem like it was supported longer when in most cases it wasn't
    Because this was never the subject of debate. The discussion was whether or not Nintendo dropped all SNES support after the N64 came out or not. This is simply you once again moving the goal posts after you've been proven wrong.

  8. #308
    Wildside Expert RedAngel's Avatar
    Join Date
    May 2006
    Location
    Spain
    Age
    39
    Posts
    120
    Rep Power
    19

    Default

    That list is hardly any better than SEGA's so at the end of the day its about 10 years of support
    The Nintendo list is better:

    BS Fire Emblem: Akaneia Senki
    BS F-Zero Grand Prix
    BS F-Zero Grand Prix 2
    BS Marvelous: Camp Arnold
    BS Marvelous: Time Athletics
    BS Zelda No Densetsu: Inishie No Se Kiban
    Excitebike: Bunbun Mario Battle Stadium
    Kirby No Omocha Hako
    Satellawalker 1 and 2
    Special Tee Shot
    Sutte Hakkun BS Version 2
    Wario No Mori: Futatabi
    Yoshi No Panepon BS Ban
    Heisei Shin Oni Ga Shima Zenpen
    Heisei Shin Oni Ga Shima Kouhen
    Itoi Shigesato No Bass Tsuri No. 1
    kirby No Kirakira Kids
    Famicom Tantei Club Part II: Ushiro Ni Tatsu Shoujo
    Super Famicom Wars
    Dr. Mario
    Zootto Mahjong!
    Power Lode Runner
    Power Soukoban
    Famicom Bunko-Hajimari No Mori
    Picross NP (8 games)
    Metal Slader Glory - Director´s Cut
    Derby Stallion 98
    Dr. Mario
    Wrecking Crew 98
    Kirby's Dreamland 3
    Mini-Yonku Let's & Go!! Power WGP 2
    Sutte Hakkun
    Zoo-tto Mahjong!
    Arkanoid: Doh It Again
    Space Invaders
    Fire Emblem: Thracia 776
    Famicom Bunko: Hajimari no Mori
    Marvelous
    Super Donkey Kong Country 3
    Tetris Attack
    Kirby super Star
    Maui Mallard
    Winter Gold
    Street Fighter Alpha 2
    Terranigma
    Kirby´s fun Pack
    Harvest moon

    10 years of support just like Nintendo at the end of the day
    Exactly 7 years of support in Japan and Europe and 8 in USA in the case of Genesis / Mega Drive.
    Last edited by RedAngel; 11-23-2015 at 04:59 AM.

  9. #309
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,710
    Rep Power
    62

    Default

    Maybe because you keep moving the goal posts when you've been proven wrong
    I haven't not at all . SEGA support the MD with software for 10 years (give or take a year) Just like Nintendo with the Snes.

    Because this was never the subject of debate
    Well it should be since in all the major markets SEGA Mega Drive came out 2 years before the Snes . So it was always going to seem that the Snes lasted longer when in fact it really didn't .

    The Nintendo list is better
    Really since we're now including add-on's .So I'll have to add in SEGA's Mega Drive add ons like the 32X and Sega CD that shipped after the Saturn hit Japan

    Here's SEGA Mega Drive updates list

    Ristar
    Comix Zone
    The OozeVirtual Fighter 2
    Miracle Nine
    Sonic 3D Blast
    Jusrassic Park:The lost World
    Premier Manager
    Premier Manager 97
    Vectorman II
    WSB 96
    Alien Solder
    Ecco Jr
    Light Crusader
    Marsupilami
    Garfield
    Bugs Bunny
    Prime Time NFL
    Batman and Robin
    Alien Solder
    Astrix
    X Men
    Pro Strike Final
    World Series 98
    Scholastic's The Magic School Bus
    NFL 98
    Virtual Fighter,
    Virtual Fighter 2
    After Burner
    Space Harrier
    Metal Head
    Fahrenheit
    Darxide
    Motocross Championship
    Shadow Squadron
    Slam City with Scottie Pippen
    Supreme Warrior
    Tempo
    Zaxxon's Motherbase 2000
    Kolibri
    Knuckles' Chaotix
    Spider-Man: Web of Fire
    Lords of Thunder
    Prize Fighter
    Surgical Strike
    Wild Woody
    Wirehead
    Space Adventure Cobra

    Keep it coming lads *Rolls Eyes*
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  10. #310
    Wildside Expert RedAngel's Avatar
    Join Date
    May 2006
    Location
    Spain
    Age
    39
    Posts
    120
    Rep Power
    19

    Default

    Add ons? We should include Super Game Boy as well

  11. #311
    Hero of Algol TrekkiesUnite118's Avatar
    Join Date
    May 2010
    Age
    32
    Posts
    8,199
    Rep Power
    128

    Default

    Quote Originally Posted by Team Andromeda View Post
    I haven't not at all . SEGA support the MD with software for 10 years (give or take a year) Just like Nintendo with the Snes.
    Your original argument was that Nintendo dropped support completely when the N64 came out. Now you're going on about who supported it for more years total. Sounds like goal post moving to me.

    Quote Originally Posted by Team Andromeda View Post
    Well it should be since in all the major markets SEGA Mega Drive came out 2 years before the Snes . So it was always going to seem that the Snes lasted longer when in fact it really didn't .
    So you admit that wasn't the original debate, but now that it should be. But this totally isn't moving the goal posts guys.

  12. #312
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,710
    Rep Power
    62

    Default

    Your original argument was that Nintendo dropped support completely when the N64 came out
    Yeah for In-House support and on that score SEGA did far better, Fact .

    So you admit that wasn't the original debate
    Try no and you can even troll the 3 year old debate . I've always made the point that The Saturn wasn't rushed given that the Mega Drive came out in 1988 (6 years between systems , just like with the Snes and N64) , that the Snes came out later and that Nintendo only supported the system longer than SEGA becasue the N64 didn't come out untill 96.
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  13. #313
    Hero of Algol TrekkiesUnite118's Avatar
    Join Date
    May 2010
    Age
    32
    Posts
    8,199
    Rep Power
    128

    Default

    Quote Originally Posted by Team Andromeda View Post
    Yeah for In-House support and on that score SEGA did far better, Fact .
    Let's look at your list if in house titles:

    Ristar - Sega, in house.
    Comix Zone - STI, in house
    The Ooze - STI, in house
    Miracle Nine - Sega, in house.

    Sonic 3D Blast - Traveler's Tales, not in house
    Jurassic Park:The lost World - Novotrade, not in house
    Premier Manager - Gremlin Iteractive, not in house
    Premier Manager 97 - Gremlin Interactive, not in house
    Vectorman II - Blue Sky Software, not in house
    WSB 96 - Blue Sky Software, not in house
    Alien Soldier - Treasure, Not in house
    Ecco Jr - Novotrade, Not in house
    Light Crusader - Treasure, not in house
    Marsupilami - Sega, in house
    Garfield - Sega, In house

    Bugs Bunny - Probe, not in house
    Prime Time NFL - Spectacular Games/FarSight Studios, Not in house
    Batman and Robin -Clockwork Tortoise, not In house
    Astrix - Core, not in house
    X Men - Headgames, not in house
    Pro Striker Final Stage - Bunch of devs including Sega, though Nextech is listed as the develoment supervisor so I'm going to guess it's their game.
    World Series 98 - Blue Sky Software, not in house
    Scholastic's The Magic School Bus - Novotrade, Not in house
    NFL 98 - Spectacular Games/FarSight Studios, Not in house
    Virtual Fighter 2 -GaiBrain, not In House
    The final list is this:

    Ristar
    Comix Zone
    The Ooze
    Miracle Nine
    Marsupilami
    Garfield: Caught in the Act
    Pro Striker Final Stage - Nextech is the supervisor, Sega simply helped with some programming, so not sure how to count this one.

    So we have 6, maybe 7 games. If we go by just Sega of Japan, we have 2-3. That's really not a whole lot of support after the Saturn released. And it gets even smaller if we remove the US developed games that came out before the US Saturn release such as The Ooze, Comix Zone, and Garfield.

    For In house Nintendo develoed SNES games after the N64 released we have the following games:

    Famicom Wars
    Fire Emblem Tharcia 776
    Dr. Mario
    Wrecking Crew 98
    Famicom Tantei Club Part II: Ushiro Ni Tatsu Shoujo
    Picross NP (8 games)
    Zootto Mahjong!

    So that's 7 games at least, 15 if we count each Picross NP volume as a separate game.

    Quote Originally Posted by Team Andromeda View Post
    Try no and you can even troll the 3 year old debate . I've always made the point that The Saturn wasn't rushed given that the Mega Drive came out in 1988 (6 years between systems , just like with the Snes and N64) , that the Snes came out later and that Nintendo only supported the system longer than SEGA becasue the N64 didn't come out untill 96.
    So you're going to double down on trying to change the topic and hope we don't notice?

  14. #314
    Hero of Algol kool kitty89's Avatar
    Join Date
    Mar 2009
    Location
    San Jose, CA
    Age
    30
    Posts
    9,725
    Rep Power
    64

    Default

    I'll sort through the last few pages of post later, but back on the original (general) topic of clean/streamlined hardware design, I had a few new thoughts that I don't think we discussed before:


    1. on the original MD design itself, a couple other ways the memory (RAM and bus sharing/DMA) configuration could have been more streamlined (cheaper AND faster) might have been using only DRAM and achieving the necessary latency and bandwidth by using a CPU clock synchronous with the video clock(s) or some other fractional multiple that would allow easy enough interleaving.

    You coulde use 128 kB of DRAM (nice round figure for typical DRAM configurations, probably 4x 32kB 4-bit DRAM chips and later a single 128 kB x16-bit one -like the MCD Word RAM introduced -128 kB DRAMs became the cheaper option by 1989 and dramatically so by 1990) and another 128 kB for CPU work RAM. You use one bank of RAM on a separate video bus for fetching tile and sprite pixel data while the main CPU bus is shared for tilemap and sprite table fetches in an interleaved manner. (with that same interleaved timing used for DMA fetches, including the limited number of slots available during active display -possibly with a holey DMA option to halt the CPU for double bandwidth) No fiddling with fast page mode accesses to maximize bandwidth, just the same old full random access cycle to random access cycle arrangement the likes of the Amiga and ST (and C64 and BBC Micro and Apple II, among others) interleaved access timing used. That said, you'd only be running the 68000 at 5.37 and 6.71 MHz with this arrangement at simple half speed, though in the latter case the lack of DMA contention would probably make things faster on the whole (and cheaper, plus more RAM to decompress and buffer into, etc). Throwing in a simple DMA sound channel or stereo channels tied to the hsynch timing and slotted into Hblank DMA should have been totally doable at low cost and likely embedded in the VDP or companion DRAM controller/MMU chip (and later integrated into the VDP, depending on the chip sizes used on the 1988 MD).

    However, if my math is correct, an 8.95 MHz 68000 should also provide enough bandwidth with both the 10.74 and 13.42 MHz VDP modes handling DRAM control but you might need an additional 16-bit latch on the VDP end to make that work due to some asynchornisity between tilemap fetches and tile data fetches. (for the slower 10.74 MHz mode to synch up properly, the 8.95 MHz CPU would need a wait state inserted every 5 cycles or to be halted outright for a single cycle to allow effective 4/5 bus access timing, or it would need to be clocked down to 7.16 MHz to similarly synchronize)

    You could possibly get away with the tile data RAM bank limited to 8-bits wide and take advantage of bursts of FPM accesses into a 32-bit latch (a tile is 8 4-bit pixels wide, or 32-bits) with 2-2-2-3 timing, but that wouldn't get enough bandwidth for the full 6.71 MHz pixel clock. If they could afford to decouple the DAC speed from the memory controller speed (which that added 32-bit latch could facilitate) it could work but not at 6.71 MHz (320 pixels) wide. You'd be limited to 5.97 MHz (around 300 pixels wide rather than 320) and maximum sprite pixel bandwidth would suffer slightly too, but should be less given you only get a one clock penalty per sprite as long as you didn't extend overscan (you'd probably lose a little bandwidth if you rounded up to 36 tiles, say H36 rather than H40, but it should be close and the other advantage of decoupling would be sprite table fetch bandwidth would be similar so you should have 80 sprites and a maximum of 20 per scanline in all resolution modes, though probably not quite 320 pixels worth of bandwidth, probably 310 pixels max -using all 32 pixel sprites- and 304 pixels if using a full 20 sprites -a number you wouldn't hit at all if a lot of those were 8-pixels wide as you hit the sprite limit before the pixel limit) The lower dot clock should also reduce rainbow banding and dot crawl in composite video and make pixels closer to square in NTSC (though disadvantage for PAL as that 6.7 MHz was a compromise between NTSC and PAL aspect ratios, probably not by design but a nice accident). Another plus would be CRAM and the video DACs not having to be quite so fast/responsive as the 6.7 MHz dot clock mode wouldn't be present.

    A bonus to the 16-bit DRAM use for video (identical DRAM as main memory) could also be allowing the CPU direct access (not through I/O ports) to that RAM during vblank, or even allowing the 2 128 kB DRAM banks to be flipped like the 32x framebuffers or Sega CD word RAM. (plus it'd mean stocking up on just one type of DRAM chip or a few universally compatible types from different vendors -once 128 kB chips were used, probably just tons and tons of those Toshiba DRAMs used for MCD Word RAM and 32x framebuffers and SVP RAM)



    2. Alternate advantages of exploiting PSRAM specific functionality, especially on the Mega CD.

    This is probably the more likely option given Sega's overall engineering direction, their apparent strong sources for PSRAM and time to market engineering drmands. The above arrangement using main RAM for tile/sprite map fetches would be even easier to manage here, the DRAM controller would only have to manage the video DRAM bank (16-bits wide would be the simplest arrangement, 8-bit with page-mode requiring that decoupled V-DAC modes -more complex and less foolproof) maybe with CPU access to DRAM during vblank as well. PSRAM is fast enough that the 8.95 MHz CPU option could much more easily interleave with VDP slots (though the exactly half CPU speed option would still be even easier) and a few years down the road with the MCD (following the idea of an all-in-one new system rather than add-on) you could boost that to a full 13.42 MHz with 70 or 80 ns PSRAM (80 ns would push it slightly out of spec for 13.42 MHz access times, but probably well within reasonable margins -likewise 120 ns PSRAM used for 8.95 MHz would probably work fine)

    Another option would be using ONLY PSRAM with the cheapest configuration probably being two banks of 64 kB (both 16-bits wide) for CPU and VDP, also minimizing distinct components being stocked and allowing video and CPU banks to be flipped freely. (as it's the same type of RAM) Using PSRAM shouldn't screw up timing used for an SMS VDP compatibility mode either. (integrating that compatibility probably isn't a major sacrifice, while plopping the Z80 and its RAM onto the Power Pace Converter seems like a good cost-reducing option)

    In both the above cases, the 1/2 VDP clock (5.37 and 6.71 MHz) CPU clock rates would still be the simplest/easiest/fastest engineering options and also save some short-term cost, so that would be the cheap and simple option if they went the conservative route. (probably better matched to the 2x 128 kB DRAM solution though given the wider tolerances the lower clock speeds allow, lower cost, and advantages of added RAM -plus the bank-flipping arrangement) This would again be using the same sort of bus sharing techniques the likes of the ST and Amiga employed, but with dedicated pixel RAM. (rather than sharing framebuffer RAM, they share character map RAM and have double the bandwidth -per clock- for pixel fetches -probably one of the reasons the MD doesn't have a 7.16 MHz VDP pixel clock mode ... that'd be 14.32 MHz on the VDP and possibly outside of the reasonable yields Sega could manage at the time)


    Using all PSRAM like that gives even more options for engineering enhancements into the Sega CD. (and less need for VRAM-specific optimization) Though using that 512 kB DRAM for program memory as the existing MCD does is probably a wise option. (the same 80 ns DRAM would probably be OK to stretch to 13.4 MHz timing too -the Atari Jaguar worked fine with 13.3 MHz RAS and RAC timing using nearly identical RAM)

    And just a note on other possibilities this could afford the alternate MCD:
    If embedding added features into the VDP ASIC itself rather than a separate chip (like the Sega CD Gate Array did), re-using a lot of existing hardware and DMA timing could be very possible. Following the line for scaled/rotated/3D type stuff but being a bit more general purpose, the fast CPU + a simple programmable DSP + blitter could be employed to manipulate a 256 color framebuffer sanned out from video DRAM/PSRAM in place of the 2 tilemaps. (in the PSRAM case you'd probably want at least 2x 128 kB to be reasonable). In the PSRAM case you'd also have enough speed (using 70 or 80 ns PSRAMs) to allow additional sprite data fetches or (more likely) interleaved DSP/blitter accesses. (with similar fast PSRAM used for both banks, that would also mean double the bandwidth for video, so potential access during active display at considerable bandwidth or the potential for dual framebuffers or adding the two tilemap layers back in -but those latter options all require a VDP with 2x the DMA timing and pixel shifting rates of the 1988 MD, which might be pushing things a bit, so using those added access slots for other bus masters -DSP/blitter, etc- would be a lot more reasonable).

    Using DRAM wouldn't allow that level of interleaving but it would allow potential to switch to using page-mode accesses for even higher peak bandwidth but higher latency and need to halt the CPU at times to make use of that bandwidth. (or no CPU halts, but wait states for accessing the framebuffer ... a 16-bit latch or FIFO could help with that -sort of like the 32x uses- ) Using DRAM and a 13.42 MHz 68k would also not work for the interleaved tilemap fetches, and hblank DMA would require wait states or down-clocking the CPU to allow interleaving. Though with a linear 8-bit chunky pixel framebuffer, the aformentioned blitter might be a bit superfluous unless it could perform fast-page block fills and such.




    Edit: using 100 ns PSRAM or DRAM along with a 10 MHz rated 68000 could allow running H32 (10.74 MHz VDP) with a 10.74 MHz CPU and no wait states aside from refresh, though 13.42 Mhz would be too fast (a 7% CPU overclock and 7 ns timing difference is fairly reasonable for factory settings, but 13.4 MHz is not, so the 8.95 MHz or 6.71 MHz options would need to be employed there). Much beyond 10 MHz and you start running into trouble using the interleaved random access technique of the ST/Amiga and various 8-bits. (also why a 10.74 MHz Amiga chipset update would have been a neat idea, but much beyond that would require more dramatic detail changes)
    Last edited by kool kitty89; 11-28-2015 at 02:59 AM.
    6 days older than SEGA Genesis
    -------------
    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  15. #315
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,710
    Rep Power
    62

    Default

    Pro Striker Final Stage - Nextech is the supervisor, Sega simply helped with some programming, so not sure how to count this one
    I thought it was the other way around like how Nextech helped Capcom with Code Veronica coding duties.

    Ristar
    Comix Zone
    The Ooze
    Miracle Nine
    Marsupilami
    Garfield: Caught in the Act
    Try no and since we now want to include an add-on for the Super Nintendo (and one that was never released world wide, but never mind) . Lets include SEGA's Add Mega Drive add on's and we see a list like this of Mega Drive games that came out after the Saturn and were developed In-House are as follows

    Virtual Racing Delux
    Star Wars Arcade
    Virtual Fighter
    Knuckles' Chaotix
    Metal Head
    Zaxxon's Motherbase 2000
    Ristar
    Wild Woody
    The Ooze
    Comix Zone
    Garfield
    Eternal Champions: Challenge from the Dark Side
    Marsupilami


    I think that's better than Nintendo oh btw the likes of Picross NP wasn't In-House, but never mind
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •