Quantcast

Page 1 of 2 12 LastLast
Results 1 to 15 of 27

Thread: Sega CD / Mega CD FMV Resolution thread

  1. #1
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default Sega CD / Mega CD FMV game video resolution thread

    Hi folks,
    I'm doing a lot of FMV based stuff at the moment and I'd like to try and document FMV game video resolutions so I can test them out myself and see what they would offer frame wise on a 32MEG Megadrive cart

    Released in 1992

    Sherlock Holmes: Consulting Detective - ICOM Simulations
    Video-player: 128 x 96 (16 x 12) - 192 tiles per frame

    Sherlock Holmes: Consulting Detective Vol. II - ICOM Simulations
    Video-player: 128 x 96 (16 x 12) - 192 tiles per frame


    Road Avenger - Wolf Team

    Cobra Command - Wolf Team - 4 Palettes - 1 Plane
    Intro: 192 x 160 (24 x 20) - 480 tiles per frame
    Gameplay: 192 x 160 (24 x 20) - 480 tiles per frame

    INXS: Make My Video - Digital Pictures
    Intro/Cutscenes: 176 x 104 (22 x 13) - 286 tiles per frame

    Kriss Kross: Make My Video - Digital Pictures
    Intro/Cutscenes: 176 x 104 (22 x 13) - 286 tiles per frame

    Marky Mark and the Funky Bunch: Make My Video - Digital Pictures
    Intro/Cutscenes: 176 x 104 (22 x 13) - 286 tiles per frame

    Night Trap - Digital Pictures
    Intro/Cutscenes: 168 x 104 (21 x 13) - 273 tiles per frame
    Gameplay: 168 x 104 (21 x 13) - 273 tiles per frame

    Power Factory featuring C + C Music Factory: Make My Video - Digital Pictures
    Intro/Cutscenes: 176 x 104 (22 x 13) - 286 tiles per frame

    Sewer Shark
    Intro: 168 x 104 (21 x 13) - 273 tiles per frame
    Communication Scenes: 144 x 104 (18 x 13) - 234 tiles per frame
    Gameplay: 128 x 224 (16 x 28) - 448 tiles per frame

    Released in 1993

    Time Gal - Wolf Team
    Intro: 192 x 160 (24 x 20) - 480 tiles per frame
    Gameplay: 192 x 160 (24 x 20) - 480 tiles per frame

    Revenge of the Ninja - Wolf Team

    Double Switch - Digital Pictures
    Intro: 208 x 144 (26 x 18) - 468 tiles per frame - 3 Palettes - 1 Plane
    Gameplay: 192 x 136 (24 x 17) - 408 tiles per frame - 3 Palettes - 1 Plane

    Mad Dog McCree - American Laser Games
    Intro: 240 x 200 (30 x 25) - 750 tiles per frame
    Gameplay: 240 x 200 (30 x 25) - 750 tiles per frame

    Dracula Unleashed (1993) - ICOM Simulations
    Intro: ? - ? tiles per frame
    Gameplay: 256 x 152 (32 x 19) - 608 tiles per frame

    Ground Zero Texas (1993) - Digital Pictures
    Intro: 200 x 144 (25 x 18) - 450 tiles per frame
    Gameplay: 192 x 128 (24 x 16) - 384 tiles per frame

    NFL's Greatest: San Francisco vs. Dallas 1978-1993 - Park Place Productions

    Who Shot Johnny Rock? - American Laser Games

    Space Ace - Epicenter Interactive

    NHL '94 - Electronic Arts
    Intro: 256 x 224 (32 x 28) - 896 tiles per frame

    Released in 1994

    Tomcat Alley - The Code Monkeys

    Corpse Killer - Digital Pictures - 4 Palettes - 1 Plane
    Intro: 192 x 136 (24 x 17) - 408 tiles per frame
    Gameplay: ?

    Crime Patrol - American Laser Games - 3 Palettes - 1 Plane
    Intro: 288 x 200 (36 x 25) - 900 tiles per frame
    Gameplay: 288 x 200 (36 x 25) - 900 tiles per frame

    Dragon's Lair - Don Bluth Studios - 4 Palettes - 2 Planes
    Intro: 288 x 192 (36 x 24) - 864 tiles per frame
    Gameplay: 288 x 192 (36 x 24) - 864 tiles per frame

    Kids on Site - Digital Pictures
    Intro: 160 x 144 (20 x 18) - 360 tiles per frame
    Gameplay: 256 x 144 (32 x 18) - 576 tiles per frame
    Cutscene: 160 x 144 (20 x 18) - 360 tiles per frame

    Loadstar: The Legend of Tully Bodine - Rocket Science Games
    Intro: 240 x 208 (30 x 26) - 780 tiles per frame
    Gameplay: 240 x 208 (30 x 26) - 780 tiles per frame

    Masked Rider - Toei Animation

    Midnight Raiders - Stargate Productions
    Intro/Cutscene: 256 x 224 (32 x 28) - 896 tiles per frame
    Gameplay: 256 x 224 (32 x 28) - 896 tiles per frame

    Mighty Morphin Power Rangers - Orion Technologies
    Intro: 248 x 208 (31 x 26) - 806 tiles per frame
    - 4 Palettes - 1 Plane
    Gameplay: 248 x 206 (31 x 26) - 806 tiles per frame

    Mad Dog II: The Lost Gold - American Laser Games
    Intro: 288 x 200 (36 x 25) - 900 tiles per frame - 3 Palettes - 1 Plane (2 Planes in some sections)
    Gameplay: 288 x 200 (36 x 25) - 900 tiles per frame - 3 Palettes - 1 Plane (2 Planes in some sections)e

    FIFA International Soccer - Electronic Arts
    Intro: 256 x 224 (32 x 28) - 896 tiles per frame - 4 Palettes - 1 Plane

    Supreme Warrior - Digital Pictures

    Slam City with Scottie Pippen - Digital Pictures

    Star Strike????

    Released in 1995

    Fahrenheit - Infogrames

    Prize Fighter - Digital Pictures
    Intro: 240 x 144 (30 x 18) - 540 tiles per frame
    Gameplay: 112 x 112 (14 x 14) - 196 tiles per frame

    Wirehead - The Code Monkeys / MGM Interactive
    Intro/Cutscene: 256 x 224 (32 x 28) - 896 tiles per frame
    Gameplay: 256 x 224 (32 x 28) - 896 tiles per frame - 3 Palettes - 1 Plane

    Surgical Strike - The Code Monkeys
    Intro/Cutscene: 256 x 224 (32 x 28) - 896 tiles per frame
    Gameplay: 256 x 224 (32 x 28) - 896 tiles per frame

    Adventures of Batman & Robin, The
    Cutscene: 256 x 192 (32 x 24) - 768 tiles per frame - 4 Palettes - 1 Plane
    Last edited by matteus; 10-22-2017 at 02:42 PM.


  2. #2
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Starting to make some headway with this! I'm planning to examine everything I can about each of these games and the way they display fmv such as number of palettes and background planes used.

    I'm very well aware that the tile totals aren't representative. For instance Mad Dog 2's 900 tiles per frame would require a ridiculous amount of DMA and is probably not representative of what's really going in the codec.

    I'll gather as much as I can from observations. I'm not up to ROM hacking yet.... May be one day


  3. #3
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,702
    Rep Power
    61

    Default

    Is that True for Tim Gal, There is a noticeable difference from the intro to In-Game . I thought the FMV used in Dracula Unleashed, Cadillac and Dinosaurs and Adv Of Batman 8 Robin to be up there with the best on the Mega CD. EA also did some wonderful full-screen intros to Fifa and NHL Hockey 94 on the Mega CD



    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  4. #4
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    I think Prize Fighters layout and 112 x 112 FMV resolution could be a good fit to make something a tad more playable on a 32MEG cart. One frame of animation fits into a single DMA effectively allowing for 50 / 60 FPS on PAL/NTSC. I wonder if that's Prize Fighters frame rate o.O Surely not?


  5. #5
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Quote Originally Posted by Team Andromeda View Post
    Is that True for Tim Gal, There is a noticeable difference from the intro to In-Game.
    Time Gal is deceptive as the second scroll plane with the interface covers some of the view. The video size and resolution is identical...


  6. #6
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,702
    Rep Power
    61

    Default

    Quote Originally Posted by matteus View Post
    Time Gal is deceptive as the second scroll plane with the interface covers some of the view. The video size and resolution is identical...
    Its just the intro seems far smoother and grainy compared to the In-Game Gfx which is much cleaner, more colourful but looks less smooth. I thought it was steaming in the gfx and displaying them almost like its real-time kind of like the that used in Lunar II, Son Of Chuck II
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  7. #7
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Quote Originally Posted by Team Andromeda View Post
    Its just the intro seems far smoother and grainy compared to the In-Game Gfx which is much cleaner, more colourful but looks less smooth. I thought it was steaming in the gfx and displaying them almost like its real-time kind of like the that used in Lunar II, Son Of Chuck II
    Differing quality is because the intro is straight up source video, while the in game animation is redrawn source video.


  8. #8
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,702
    Rep Power
    61

    Default

    Quote Originally Posted by matteus View Post
    Differing quality is because the intro is straight up source video, while the in game animation is redrawn source video.
    I get that part, but Time Gal In-Game seems to suffer none of the FMV grain found in all other Wolfteam FMV games
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  9. #9
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Quote Originally Posted by Team Andromeda View Post
    I get that part, but Time Gal In-Game seems to suffer none of the FMV grain found in all other Wolfteam FMV games
    As I said it wouldn't because its all redrawn. No artefacts meant they could use lossless compression and achieve very good results!


  10. #10
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,702
    Rep Power
    61

    Default

    Quote Originally Posted by matteus View Post
    As I said it wouldn't because its all redrawn. No artefacts meant they could use lossless compression and achieve very good results!
    True, but I#m sure Cobra Command was redawn too. I wonder why Wolfteam didn't use it for later titles like Revenge of the Nina (which is one of the best FMV games going)
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  11. #11
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Quote Originally Posted by Team Andromeda View Post
    True, but I#m sure Cobra Command was redawn too. I wonder why Wolfteam didn't use it for later titles like Revenge of the Nina (which is one of the best FMV games going)
    No idea probably a rushed job! I'd imagine it's a costly process to redraw animation too! It looks like they only redrew parts then dithered the rest from the original footage.


  12. #12
    ESWAT Veteran Team Andromeda's Avatar
    Join Date
    Jul 2010
    Location
    Wales, UK
    Posts
    5,702
    Rep Power
    61

    Default

    Quote Originally Posted by matteus View Post
    No idea probably a rushed job! I'd imagine it's a costly process to redraw animation too! It looks like they only redrew parts then dithered the rest from the original footage.
    There are parts that are look redrawn. Its funny Wolfteam get so much credit for FMV on the Mega CD, when they weren't the best for quality Mega CD FMV. I know many people list Cobra as the 1st Mega CD game to use FMV, but it was the Masters that are GameArts that did with Tenka Fubu
    Panzer Dragoon Zwei is
    one of the best 3D shooting games available
    Presented for your pleasure

  13. #13
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    Quote Originally Posted by Team Andromeda View Post
    There are parts that are look redrawn. Its funny Wolfteam get so much credit for FMV on the Mega CD, when they weren't the best for quality Mega CD FMV. I know many people list Cobra as the 1st Mega CD game to use FMV, but it was the Masters that are GameArts that did with Tenka Fubu


    Wolf team tended to opt for colour reduction rather than dithering


  14. #14
    Master of Shinobi Mega Drive Bowlsey's Avatar
    Join Date
    May 2014
    Location
    UK
    Posts
    2,212
    Rep Power
    55

    Default

    Man I love that intro to FIFA International Soccer on the Mega CD! It really gets me in the mood for the World Cup.

  15. #15
    16-bits is all he needs Master of Shinobi matteus's Avatar
    Join Date
    Apr 2006
    Location
    UK
    Age
    37
    Posts
    2,337
    Rep Power
    62

    Default

    It's interesting when you start examining how each video is done It's as many people have told me previously a single scroll plane with multiple palettes! Basically no 8x8 tile exceeds 15 colours


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
  •