In the FPGA era, getting it made becomes more and more practical.tokumaru wrote:Sounds cool, but we got what we got. I see no point in dreaming about hardware that doesn't exist unless we can actually get it made.
Are you referring to SF2 arcade to SSF2 arcade, or SF2 for Super NES to SSF2 for Super NES?Espozo wrote:That kind of reminds me how I much prefer the original Street Fighter II games over the Super Street Fighter II games, mainly because of how they changed the musictokumaru wrote:more often than not, PCM/CD music sounds uninteresting, boring or just plain weird compared to "proper" video game music.
Probably before they picked up on the "preemphasis" trick to compensate for the low-pass characteristic of Gaussian interpolation.Espozo wrote:I generally find PCM better, but then you also get the early SNES games that sound like a midi file played with the worst possible sound font, recorded, then played at the lowest sampling rate possible.
ObTopic: But then audio on the Master System or Game Gear is less capable than that on the NES or Game Boy.
But then DKC is 32 megabits, much bigger than the Super Famicom's first year of games. And DKC has a long blank-screen load on each screen transition to send a new sound font subset, unlike Super Mario World which used essentially two SPC executables, one on the world map and one in levels, for faster pipe and door transitions.Espozo wrote:I actually really like the music in the Donkey Kong Country games. Not only is there a clear melody, but the instruments all sound excellent.
But show someone a shitty game made in The Games Factory/Multimedia Fusion, Game Maker, etc., and he doesn't rush to blame the PC platform.Espozo wrote:People really undermine how much of an influence bad programming has on why a game may be performing poorly. Nowadays, it's baffling to me why people automatically assume it's the hardware.
The minimum specs are at least as high as those for the oldest operating system on which it is designed to run. That sounds like the minimum specs to run Windows 7 or 10.Espozo wrote:I remember looking the other day at what the minimum specs were for Microsoft Word, and it was something crazy like a 1+ GHz, dual core CPU with 2GB of ram. Give me a break.
Owning the Master System cart but not the arcade PCB, perhaps? The fair use argument for showing game footage on YouTube is stronger if no ROM infringement occurred; otherwise, the game's publisher can quash a fair use defense on grounds of "unclean hands". And in at least U.S. law, dumping your own lawfully made cartridges for use in an emulator is an "essential step" and thus not infringement (17 USC 117(a)(1)).Espozo wrote:I really don't know why someone would play the SMS version of R-Type on an emulator just to artificially make it look better, when they could just play the original arcade version on MAME...
At least sometimes it leads to insightful justifications as to what they had to cut to fit everything on the die or to fit attributes for one map space or sprite in a given number of bytes. For example, more background palettes on the Super NES would mean giving up sprite flipping, giving up half the unique tiles per layer, or giving up priority. The TurboGrafx-16 chose the first, and the Game Boy Advance chose the last.Espozo wrote:True. Reminds me how one of the first things I did when I went here is ask why the SNES couldn't have more palette entries (much before I even knew what I was talking about.) I'm probably the only person on this website that thinks that.
The palette on the TurboGrafx-16 is in the VCE, while the rest of video logic is in the VDC. The NES PPU also has a mode to use an external VCE, which NESRGB and Hi-Def NES use, though retail consoles are wired in "act as another PPU's VCE" mode for some odd reason.Espozo wrote:I don't think we ever had a 2D system (Neo Geo notwithstanding) with a separate chip for holding color data, instead having it inside the video chip.