megadrive0088 said:In retrospect, to put it simply, my vision/desire for Genesis and SegaCD was quite simple. I wanted Genesis to be based on the standard single 68000 System16B board used in Shinobi, Altered Beast, Golden Axe, etc. like the NeoGeo console was based on MVS arcade. that means Genesis would've had 128 sprites, 4096 colors, (pallete or display, i forget) and simple zooming/scaling.
then a few years later, the SegaCD comes along and boosts the Genesis to Galaxy Force II/PowerDrift/G-Loc class hardware with additional 68000s, sprites and full-on scaling & rotation.
Adding the System32 hardware would have been better. A perfect console port of Golden Axe 2 would have been a big seller.
And just my opinion on something...the Genesis+SegaCD+32x together looks a monsterous piece of frankenhardware...
Grall said:Arcade boards from the past usually consists of MANY chips, and they're unsuited to being folded down to an (open, in some cases) pocketbook-sized PCB for inclusion in a console. System32, or any other kind of arcade hardware, would most likely have been totally unreasonable from a cost POV.
*G*
megadrive0088 said:Adding the System32 hardware would have been better. A perfect console port of Golden Axe 2 would have been a big seller.
Not possible in 1990 (MegaCD's release) as System32 did not exist until 1991 in arcades, in Rad Mobile. besides, that's what GigaDrive was in development for, to be a home console version of System32.
System32 had 8000+ sprites, 256 colors per sprite. I was talking about only 512 to 1024 sprites for MegaCD to boost the 128 sprites of Genesis / System16 (which in this fictional senereo, Genesis is based 100% on System16, unlike the real Genesis which does only 80 sprites, has no hardware zooming and is weaker than System16 )
And just my opinion on something...the Genesis+SegaCD+32x together looks a monsterous piece of frankenhardware...
I know, and I agree here. that is why in my fictional senareo, there is NO 32x, but simply a 32-Bit GigaDrive / Saturn, that is based souped up
System32 + Model 1 boards, combined, released in 1994, to replace Genesis+SegaCD.
Reznor007 said:And hey, NeoGeo was the exact same board as the arcade MVS counterpart.
I know System32 wasn't available yet, but they should have waited. It would have been a better upgrade.
I never heard about the Gigadrive, but Model 1 was way too complex to put in a console. I own 3 Virtua Racing arcade board sets, and they are quite massive.
Tagrineth said:Reznor007 said:And hey, NeoGeo was the exact same board as the arcade MVS counterpart.
It also cost $500 retail.
megadrive0088 said:of course, when I say that, in my fictional senareo, MD/Genesis is 100% equal to System16, it is in performance, but the MD/Genesis chips are newer, less costly. there are less of them too, because many chips of the older arcade board (1985-86) would be replaced by fewer chips with the same functions combined (1988-1989)
Then the addon MegaCD/SegaCD would have had the same performance as PowerDrift/GalaxyForce II. two additional 68000s for three in total. a triple 68000 System16 equivalant. actually somewhat better. 512-1024 sprites for SegaCD compared to 256-512 sprites for GFII hardware.
although in no way would SegaCD have been a System32.
The relationship between System16 and MD/Genesis would have not been quite the same as SNK MVS and NEOGEO AES, in that the gfx and audio chips are different in Genesis compared to System16. but Genesis has (should have had) the same ability. Where as SNK MVS and NEOGEO AES share the EXACT same chipset. (AFAIK) - in the end though, the RESULT would have been the same. MD/Genesis does 100% exact reproductions of single 68000 System16 games (Shinobi, AB, GA) in gameplay, audio and graphics, much like NEOGEO MVS
(more powerful than System16 IRL) does exact copies of MVS games.
Same for the MegaCD/SegaCD, having the same capability as the multi- 68000 GalaxyForceII /PowerDrift hardware. not the same chips, but the same or better functionality/performance.
kinda like in the real world, how the Saturn's VDPs have very similar functions to Sega's 32-bit arcade sprite hardware, even though Saturn chips are different. as many processors / chips as Saturn has, it is still FEWER chip than the System32 board, or similar arcade hardware. but the performance is the same or better. (talking sprite hardware, NOT polys)
Of course, this is a fictional senareo, not what happened IRL. obviously I'm not an engineer or programmer (just a huge fan of Sega consoles and Sega arcades) and there are things that make is difficult, things that I am not thinking of. that said however, look at the Sharp X68000 as an example. it was released in 1986 and had more power than most arcade machines at the time. only the highend arcades from Sega outpowered it. The X68000 of 1986 was as powerful as Capcom's CPS1 of 1988 or Sega's single 68000 System16 of 1985-86.