Best 8/16 bit console hardware

No, there was a Genesis version as well.
i-1.JPG


i-2.JPG
 
Hah... the Genesis version looks pretty bad. :p

And from what I read, the Saturn version looks worse than the 32X one...


Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...
 
Tagrineth said:
Hah... the Genesis version looks pretty bad. :p

And from what I read, the Saturn version looks worse than the 32X one...


Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...

wrong again. i remember the cartridge for Street fighter 2-something for genesis was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much :LOL:
 
no darling. i had the genesis version of the game. there was a genesis version (major cuts in graphics), a 32X version (bit better looking) and a Saturn version (apparently same as arcade)...

The Genesis version used an extra chip(it's even mentioned on the box).

Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...

wrong again. i remember the cartridge for Street fighter 2-something was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much


That's megaBITs ;) Divide the number by 8. And SF2 on Genesis was 40Mbits(5MB).
 
Reznor007 said:
no darling. i had the genesis version of the game. there was a genesis version (major cuts in graphics), a 32X version (bit better looking) and a Saturn version (apparently same as arcade)...

The Genesis version used an extra chip(it's even mentioned on the box).

Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...

wrong again. i remember the cartridge for Street fighter 2-something was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much


That's megaBITs ;) Divide the number by 8. And SF2 on Genesis was 40Mbits(5MB).


ooooohh :oops:
 
london-boy said:
Tagrineth said:
Hah... the Genesis version looks pretty bad. :p

And from what I read, the Saturn version looks worse than the 32X one...


Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...

wrong again. i remember the cartridge for Street fighter 2-something for genesis was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much :LOL:

Counted bits or bytes ? During Super Famicom days, the games are usually counted in bits than bytes, I think Tagrineth is using bytes (MB).
 
The 16MB stands for 16 Mega-BIT, not Byte, I believe. Genesis had a couple of games that, if I recall went up to and maybe even beyond 40 Mega-Bits, or 5 megs, although I can't recall any titles off the top of my head.
 
Reznor007 said:
no darling. i had the genesis version of the game. there was a genesis version (major cuts in graphics), a 32X version (bit better looking) and a Saturn version (apparently same as arcade)...

The Genesis version used an extra chip(it's even mentioned on the box).

Aside: Wow. 16MB? That's one bloody huge ROM size for a 16-bit console... damn. SNES's max ROM address space is about 8MB, with the max used by games being 6MB...

wrong again. i remember the cartridge for Street fighter 2-something was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much


That's megaBITs ;) Divide the number by 8. And SF2 on Genesis was 40Mbits(5MB).

Damn, that was quick.
 
Tagrineth said:
london-boy said:
by the way, with all this talk about 16bit consoles, why is it that SNES games with 3d graphics are seen as outstanding for the time (even though the 3d graphics was pretty lame) while games like Virtua Racing on Genesis never get mentioned? i mean i agree it doesn't hold a candle to the arcade version, but still it was quite an achievement at the time.

Perhaps because the SNES's 3D games were better? Or the hype over Argonaut's SuperFX chips? Or... I dunno. TBH, though, even without the SuperFX, SNES can do full-speed, high quality rotation and scaling ("mode 7") of a background plane (Super Mario Kart was the first game to showcase this).

Star Fox still looks pretty good, despite the Arwing model (for example) having ~22 polygons (I counted them myself!)...

The 3d games on SNES were better :) I personally don't like Virtua Racing anyway, and I work at an arcade that has an old Virtua Racing Twin arcade.

And to be fair Mario Kart is not Mode 7. It uses DSP-1.
 
see... it WAS 40Mb though.... i'm such a genious, i had completely removed the memory of that game for more than 10 years... and swooosh it all comes back.... 40!!! 40!!! 40!!!

sorry... too much coffee... :LOL:
 
london-boy said:
wrong again. i remember the cartridge for Street fighter 2-something for genesis was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much

How was I wrong?! Jeeze...

And the biggest SNES games are 48Mbit / 6MByte. :)

Reznor007 said:
The 3d games on SNES were better :) I personally don't like Virtua Racing anyway, and I work at an arcade that has an old Virtua Racing Twin arcade.

And to be fair Mario Kart is not Mode 7. It uses DSP-1.

Yes, SNES's 3D games were better ^_^ And Mario Kart uses Mode 7 for its single plane; the DSP-1 is for 3D audio processing IIRC.
 
Tag:

I seem to recall the 32X had *two* SH1 CPUs, just like Saturn had two SH2 processors. It didn't have any dedicated 3D hardware, just those CPUs, some RAM and a high-color framebuffer. DOOM sure looked like total ass if it was supposed to run in any kind of 3D acceleration, ha ha. :)

Didn't Saturn have a SH1 shoehorned in somewhere too, like controlling the CDROM drive or something? It had a buttload of CPUs, that's for sure. SH2 x 2, 16MHz 68k + DSP for audio, and I think, that backup SH1 thing, but I might be imagining that one. :)

That was one weird mother of a console, that's for sure!


*G*
 
Yes, Saturn has 2 SH-2's at 28MHz, an SH-1 at 20.8MHz, and a Motorola 68k at ~16MHz, plus two video processors and an APU somewhere in there.

I'm pretty sure 32X only has one SH-1 though... a friend of mine who's really big on Saturn said she thought the SH-1 may have been in Saturn for some kind of planned backwards compatibility (cartridge slot, anyone?).
 
Tag:

I saw a 32X with the lid taken off once, it definitely had twp CPUs in there, besides, that's what I remember reading in mags and such too. It was still pathetically weak though.

Saturn was just a MESS of processors (though a pretty cool mess if someone had ever learned to push the darned thing to the limit), I very much doubt the SH1 was there for 32X compatibility. As I remember it, the 32X was the mutant bastard child of US SEGA, not the Japanese branch of the company.

It was probably the equivalent of the IOP in the PS2, handling controllers, the serial port and CDROM and such... What was the bus speed of that thing anyway, same as internal clock (28MHz)?

The DSP was a Yamaha thingy if I remember, not sure what its specs was. Apparantly, some coders used it to actually do transparent polys in some games (as you recall, Saturn lacked that feature in hardware which made explosions look rather underwhelming). Such things can be done in a system with FIVE goddamned CPUs in it if you learn it, hehe! Saturn was one COOL mess of a console, that's for sure. I didn't care much for it then, but I wouldn't mind owning one now. Esp. one with the big-ass memory expansion cartridge installed. SEGA released two as I recall, one small and one big (2 and 8 megs each? I can't remember).

Dammit, the Japanese got a transparent smoke-colored Saturn limited edition version. Those lucky bastards...


*G*
 
The RAM expansions were 1MB and 4MB, and were really just for some 2D games that needed to store a hell of a lot of frames. :)

I already listed all of Saturn's processors ;)


::hugs her Saturn::
 
Sega 32X had two SH2 32-bit processors clocked at 23 MHz, a video processor, 4 Mbit of additional RAM (2 RAM, 2 VRAM), a stereo PCM chip with two additional channels and used the Genesis 68000 and Z80 as co-processors.

It could display 32,768 colours simultaneously on screen, had hardware rotation and scaling support and was suppossed to be able to push around 50,000 textured polys/sec (which I seriously doubt).

Virtua Racing Deluxe is the best VR conversion available on any console BTW.

PS: I remember the MD version of Virtua Racing being more impressive than any Super FX game as well, but maybe my memory is playing tricks on me.
 
You sure it just didn't do scaling/rotation in software on one of the SH1 processors? They'd be fast enough for that.

I thought VR looked darned grainy on the Megadrive (Genesis in the US). Framerate was pretty OK I suppose (sure beat Stunt FX on SNES; damn that was a chuggy game!), but overall SNES Doom probably had the best 3D on any 16-bit console (barring the 32X conversion which I'd call 32-bit really :) Otoh, Ninty said FX chip was 32-bit too, so... Hmmmm... :) ).

*G*
 
Yes, I think it supported them.

I'm actually more impressed by the fact that they included 2 SH2 processors in it.


SNES Doom looked very good, but it used the Super FX 2 chip, which was more advanced than the original.
 
Tagrineth said:
london-boy said:
wrong again. i remember the cartridge for Street fighter 2-something for genesis was a huge amount like 24Meg or a 2 digit number with a 4 in it... maybe 40... no thats too much

How was I wrong?! Jeeze...

And the biggest SNES games are 48Mbit / 6MByte. :)

Reznor007 said:
The 3d games on SNES were better :) I personally don't like Virtua Racing anyway, and I work at an arcade that has an old Virtua Racing Twin arcade.

And to be fair Mario Kart is not Mode 7. It uses DSP-1.

Yes, SNES's 3D games were better ^_^ And Mario Kart uses Mode 7 for its single plane; the DSP-1 is for 3D audio processing IIRC.

Mario Kart uses 2 3d planes. Unless somehow mode 7 can render the same plane from 2 angles at the same time. Pilotwings also used DSP1, it was originally supposed to use the extra hardware that was removed from SNES(which became DSP1).

And I didn't notice any 3d audio in Mario Kart...
 
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