Soul Star, Galaxy Force, Scaling & Rotation, PCE,SNES &a

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BrianC
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Post by BrianC »

AWJ wrote:A genuine NTSC (i.e. North American) SNES should be 100% compatible with SFC games.
I'm wondering about that. According to this one ebay seller, Jaki Crush, a game that doesn't even have a special chip, doesn't work on the US SNES with the tabs removed. However, a review of the game at gamefaqs suggests that the game should work on US SNESs with the tabs removed and no other modifications. I also heard multiple sources that said that the Japanese Super Mario RPG doesn't work on US systems.

Also, the list of DSP chip games at the wiki is missing F1 Roc II and actually lists some games more than once.
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Marc
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Post by Marc »

BrianC wrote:
AWJ wrote:A genuine NTSC (i.e. North American) SNES should be 100% compatible with SFC games.
I'm wondering about that. According to this one ebay seller, Jaki Crush, a game that doesn't even have a special chip, doesn't work on the US SNES with the tabs removed. However, a review of the game at gamefaqs suggests that the game should work on US SNESs with the tabs removed and no other modifications. I also heard multiple sources that said that the Japanese Super Mario RPG doesn't work on US systems.

Also, the list of DSP chip games at the wiki is missing F1 Roc II and actually lists some games more than once.
Well the eBay seller is 100% wrong, Jaki Crush also worked fine on my US machine.
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BrianC
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Post by BrianC »

Marc wrote:
BrianC wrote:
AWJ wrote:A genuine NTSC (i.e. North American) SNES should be 100% compatible with SFC games.
I'm wondering about that. According to this one ebay seller, Jaki Crush, a game that doesn't even have a special chip, doesn't work on the US SNES with the tabs removed. However, a review of the game at gamefaqs suggests that the game should work on US SNESs with the tabs removed and no other modifications. I also heard multiple sources that said that the Japanese Super Mario RPG doesn't work on US systems.

Also, the list of DSP chip games at the wiki is missing F1 Roc II and actually lists some games more than once.
Well the eBay seller is 100% wrong, Jaki Crush also worked fine on my US machine.
cool. Thanks for clearing that up. The contradicting info confused me. Date released seems to make no difference either. I have a cartridge from 1993 (Pop 'n Twinbee), 1995 (Ganbare Goemon 4), and 1996 (Super Puyo Puyo Tsuu Remix) and they all work great on my US SNES.

Actually, I'm not 100% sure on SMRPG either. I remember reading that it doesn't work from more than one place, but this one site I read, if I read it correctly, said that modding the console for EU games and bypassing the CIC chip keeps it from working.
AWJ
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Post by AWJ »

Yeah, that sounds about right. SA-1 games won't play on a region-modded (NTSC/PAL) SNES even if the console's original region matches the game's.
AirRaidX
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Post by AirRaidX »

AWJ wrote:
AirRaidX wrote:thankyou AWJ, for that information comparing Sega's X Board to the Y Board. I've always wanted to know the differences. btw, do you have any idea if the more powerful Y Board that runs GFII G-LOC and PD, if it can do more than 256 sprites, or is it the same amount as the X Board?
The Y-Board's sprite hardware is entirely fillrate-bound--there isn't really a "maximum number of sprites". There's enough RAM to store the coordinates of thousands of sprites (unlike the X-Board, where the limit of 256 is a RAM limit), but the hardware could never draw them all in one frame.

Note that the X-Board is also fillrate-bound--it can't draw 256 maximum-sized sprites, some of them will be dropped. You can bet that any hardware that has both a large maximum number of sprites and a large maximum sprite size can't reach both of those limits at the same time. The Y-board fillrate is significantly higher than the X-Board (possibly several times higher--I don't know the exact specs), and the hardware is smart enough not to waste time drawing pixels that will be offscreen after rotation, so you can place a large sprite halfway off the screen and the offscreen portion won't count against the fillrate limit (this is not the case with the X-Board)

whoa, you are really knowledgable about the
'After Burner Hardware' ~ 'X Board'
and ' Galaxy Force Hardware' ~ 'Y Board'

would you say that the 32-bit System32 board that powered
Rad Mobile / Gale Racer , Golden Axe: Revenge of Death Adder,
Air Rescue, Alien 3 The Gun, F1 Exhaust Note, F1 Super Lap, etc, was a huge leap beyond the 'Y Board' that powered Galaxy Force II ?
System32 was meant to be capable of around 8,000 sprites (memory limits again?) and display 16,384 colors on screen.

And the Saturn was another leap beyond System32. I wonder why it was so hard to get arcade-quality ports of System Y and System32 games on Saturn ? the arcade-based Saturn, STV ~ Titan, saw ports to the Saturn without much trouble.
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Post by AirRaidX »

AWJ
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Post by AWJ »

AirRaidX wrote:would you say that the 32-bit System32 board that powered
Rad Mobile / Gale Racer , Golden Axe: Revenge of Death Adder,
Air Rescue, Alien 3 The Gun, F1 Exhaust Note, F1 Super Lap, etc, was a huge leap beyond the 'Y Board' that powered Galaxy Force II ?
You can't directly compare them. The Y-Board is very specialized for flight/driving simulators, whereas System32 is a general-purpose chipset (although half of the games on it did end up being driving simulators) You can think of System32 as an uber-MegaDrive with SNES-like color blending (though much more advanced) and with hardware sprite scaling.

The Y-Board's framebuffer rotation is an extremely idiosyncratic feature that has no counterpart on either System32 or the Saturn (or on any other "2D" system I can think of). You can simulate it on the Saturn but you have to individually rotate each single sprite, which is a lot more computationally expensive. Of course you can easily simulate it on a modern 3D system--just render all your "sprites" (i.e. textured rectangles) onto an offscreen buffer, then render that buffer to the screen.
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Post by AirRaidX »

EGM preview of Megadrive-Genesis Galaxy Force II

http://img428.imageshack.us/img428/1153 ... 7623vu.jpg

this time, unlike the Mega Play preview, EGM used actual screenshots of the MD-Gen version instead of the arcade.

they did a huge 4-page spread on Genesis GFII in the December 1991 EGM.
I will see if I have it. edit: I *do* have it, but it will take some time to photograph all of it.
Last edited by AirRaidX on Fri Mar 31, 2006 9:04 pm, edited 2 times in total.
AirRaidX
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Post by AirRaidX »

a small preview of MegaCD's capabilities.

http://img427.imageshack.us/img427/2277 ... 7627am.jpg

interesting, except for the nonsense-speculation that MegaDrive + MegaCD = GigaDrive
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Kiken
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Post by Kiken »

AirRaidX wrote:And the Saturn was another leap beyond System32. I wonder why it was so hard to get arcade-quality ports of System Y and System32 games on Saturn ? the arcade-based Saturn, STV ~ Titan, saw ports to the Saturn without much trouble.
ST-V ~ Titan is to the Saturn what the NAOMI is to the Dreamcast. Ports are normally very accurate due to the fact that the hardware is virtually identical.
PC Engine Fan X!
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The Yu Suzuki"s Gameworks Vol. 1 for DC is cool...

Post by PC Engine Fan X! »

ghibli99 wrote:
Neon wrote:
GF2 and Power Drift on the Saturn were poor ports of the arcade versions.
I wouldn't say poor because of 30 FPS, still very playable and Power Drift has an arranged soundtrack and all that. And they're the best ports till they get ps2 releases.
You're right... poor was probably a little harsh for Power Drift, but I'm standing by it for GF2, just because I felt like the port itself was pretty sloppy. I actually eBayed mine shortly after I got it in the mail.

How was the DC version of Power Drift? I read it was 60fps and was a more faithful port, but unfortunately, I never had a chance to play it. So many fond memories of this game in arcades...
The Yu Suzuki's Gameworks Vol. 1 DC port of Power Drift is 100% arcade perfect right down to the blazing fast 60 frames per second framerate. Sadly, there's no support for any DC steering wheel controller for any of the "racing arcade titles" found on the Gameworks Vol. 1 DC GD-Rom itself (although Sega could've easily implemented that particular controller option as a small thank you gesture to their Sega retro-arcade fans). ^_~

Running the DC Gameworks Vol. 1 port of Power Drift through the official Sega DC VGA Box doesn't present the "true" low-resolution arcade screen look but by using a 21-pin Japanese RGB cable hooked up to the DC and piped through an XRGB-2 setup with the fake scan lines options turned "on", I was suprised by how good it looked with analog Japanese RGB cable setup.

PC Engine Fan X! ^_~
AirRaidX
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Re: The Yu Suzuki"s Gameworks Vol. 1 for DC is cool...

Post by AirRaidX »

PC Engine Fan X! wrote:
ghibli99 wrote:
Neon wrote: I wouldn't say poor because of 30 FPS, still very playable and Power Drift has an arranged soundtrack and all that. And they're the best ports till they get ps2 releases.
You're right... poor was probably a little harsh for Power Drift, but I'm standing by it for GF2, just because I felt like the port itself was pretty sloppy. I actually eBayed mine shortly after I got it in the mail.

How was the DC version of Power Drift? I read it was 60fps and was a more faithful port, but unfortunately, I never had a chance to play it. So many fond memories of this game in arcades...
The Yu Suzuki's Gameworks Vol. 1 DC port of Power Drift is 100% arcade perfect right down to the blazing fast 60 frames per second framerate. Sadly, there's no support for any DC steering wheel controller for any of the "racing arcade titles" found on the Gameworks Vol. 1 DC GD-Rom itself (although Sega could've easily implemented that particular controller option as a small thank you gesture to their Sega retro-arcade fans). ^_~

Running the DC Gameworks Vol. 1 port of Power Drift through the official Sega DC VGA Box doesn't present the "true" low-resolution arcade screen look but by using a 21-pin Japanese RGB cable hooked up to the DC and piped through an XRGB-2 setup with the fake scan lines options turned "on", I was suprised by how good it looked with analog Japanese RGB cable setup.

PC Engine Fan X! ^_~

great post! really exellent ^__^

too bad Galaxy Force II was not a Yu Suzuki game, and wasn't on Gameworks Vol.1

and G-LOC would've been nice, sigh ^_~
AirRaidX
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Post by AirRaidX »

ccovell wrote:There is a 2nd page to each of those console ratings, isn't there? I have the 1991 buyer's guide (released Fall 1990) and it reviews all the major systems over 2 pages.

yes. I have both. I will get some pics of them up ....I don't have a working scanner but you will be able to read it, even if its not super-sharp.

2nd page of system ratings from 1991 buyer's guide (EGM 15, Oct 1990)

2nd page of system ratings from 1992 buyer's guide
(1991 issue, not numbered, not sure what month, might've been a seperate special then)
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