Crazyace said:
You could get more than 256 colours on the SNES via several different methods ( raster line effects, or even combining the transparency options with different playfiled )
Transparencies would only give different shades of the same color tho - sort of like the halfbrite videomode of the Amiga. And raster jiggling to change color registers on SNES sound like it would be both a hog on the CPU and slow at the same time.
256 real colors seem to be more than adequate for the SNES.
Although I like the Amiga, it's actual H/W sprites were pretty crap.. ( in some ways a step down from the C64 )
What about them were worse than the C64 then? All I can think of was the v/h doubling that could be toggled on the VIC, but that just created a horrible blocky mess on-screen. Sprites were already low-res horizontally if you wanted multicolor anyway, "hi-res" sprites (320*200 screen-sized pixels) were only monochromatic...
It's saving grace was the high res screen and larger ram
And the blitter, I'd say. Quite powerful for its time, and certainly unique compared to most pieces of hardware at the time. The Mega ST/STe blitter came years later and was reportedly slower than using the CPU to copy the data (though that could be BS, I dunno), and as the ST lacked "fastram" the CPU would stall when the blitter worked.
VNZ said:
Yep, there's a bit that switches between 224 and 239 lines.
You know any game that used it? Or demo for that matter; I hear the ZSNES emu had a new release just days ago!
I've never got my hands dirty with the NES (I've seen some real nice work done on it in more recent years though), but it would seem the NES had a standard vertical resolution of 240 lines.
Yup, that it certainly did. At least in PAL incarnation - I dunno bout NTSC. I don't think you can fit that many lines in one NTSC field... Anyway, what nice work have you seen?
I'm always interested in cool stuffs for that old breadbox.
Reznor007 said:
SuperNES video features werebetter in many ways than NeoGeo's. The main thing Neo had was hardware sprite scaling(no hardware rotation). SNES had hardware scaling/rotation for backgrounds, and could using SuperFX it could do sprite scaling/rotation.
Not better in many ways. Better in a few ways, yes (background and sprite transparency and hires modes is pretty much all, but hardly any titles used hires). Neo-Geo DOES have sprite rotation, and as its sprites are MUCH better (never saw any flicker in a N-G game) one can make a rotating playfield with sprites, though I believe it does feature that too.
And SuperFX was slow as hell, it's no replacement for true hardware sprites...