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Favorite 16-bit Generation Console? |
Cloud121 - Oct 30, 2004 |
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Cloud121 | Oct 31, 2004 | |||||||
Hm... From Gamers Graveyard...:
List of Games:
Stars Fuwa Fuwa Panic completely owns. I love that game. Gundam! |
Des-ROW | Oct 31, 2004 | ||||
That is completely right ^^! |
CrazyGoon | Oct 31, 2004 | |||
I'm sorry? What are you trying to say? |
Cloud121 | Oct 31, 2004 | |||
She's basically pointing out the techincal superority of the SFC to the MegaDrive. How about a 32x vs SFC comparison? |
SkankinMonkey | Oct 31, 2004 | ||||
hehe, 32x may have better stats, but it didn't keep the games from looking like crap. |
CrazyGoon | Oct 31, 2004 | ||||
Oh, I see - for some bizzare reason I thought it may have had some slight relevance to the text she quoted me on... |
ExCyber | Nov 1, 2004 | |||||||||||||
That's okay, the SNES CPU is 8-bit also.
I think this may be the single most important difference between SNES and Genesis. It is possible to do good art with 9-bit color, but apparently it's not easy.
That's a pretty trivial difference in the grand scheme of things. For this kind of hardware the really important thing is sprite pixels per scanline...
This is mostly a convenience issue. Nothing (except sprite pixels per scanline...) stops a programmer from assembling 4 32x32 sprites to create a 64x64 sprite. |
lordofduct | Nov 1, 2004 | ||||
Well the amount of sprites does come into play when you have smaller sprite limits... you now need to construct large sprites out of many small sprites causing you to use up you limit on sprites! |
axelblazeadam | Nov 1, 2004 | |||
Who cares about the difference in graphics in games. Surely the best reason to like one console over another is due to the games avaliable only on that console. For me the MD has Streets of Rage and Golden Axe, and I prefer Sonic to Mario. Hence the Mega Drive wins for me. |
CrazyGoon | Nov 1, 2004 | ||||
Haha |
ExCyber | Nov 1, 2004 | |||
Really, processors like the 8088, 65816, and 68000 just illustrate the futility of trying to categorize a CPU's overall "width", because they mix and match a bunch of stuff. 65816 is "16-bit" in the sense that it has a 16-bit ALU (i.e. it can do 16-bit math), but if you want to go by ALU and register width then the Genesis and Neo-Geo are 32-bit. |
Alexvrb | Nov 1, 2004 | |||
Yes, the SH4 has a very divided architecture too. 128-bit? Or 16-bit? Anyway, Des is only going to point out the raw numbers that weigh in her favor, obviously. We wouldn't want to compare the 65c816 to the Motorola 68000. Of course it was technically superior overall, but it is built with much newer hardware. It's sad enough that it has the problems that it does, and indeed that many of the more graphically impressive games use extra chips to help them along. Not to mention that the Genesis, much like the PS2, takes more work to produce good looking and especially good sounding games. But I guess developer talent (or lack thereof) shouldn't be factored into a console's potential, now should it? Or should it? |
Cloud121 | Nov 1, 2004 | ||||
Wait... I thought the SFC CPU was just a 16-bit version of the GameBoy CPU... :huh |
Des-ROW | Nov 1, 2004 | ||||
I am not comparing processors, I am only talking about overall performance. I personally love the 68k/Z80 combo (Neo-Geo), but the amount of on-screen colors and sound quality on the Superfami are a lot superior than what the MegaDrive has to offer. |
RedAngel | Nov 1, 2004 | |||
According to what I have read 512x448 produces a lot of flicker so it was a bit useless for games (I have not seen any game with this resolution). The typical resolution was 256x224 which is quite low. Most SNES games use 2 graphics fields for background, 1 field for life meter, time etc and it is not very different from two planes for backgrounds and a window for life meter, time etc. I don“t care if the VDP can handle a lot of big sprites if the machine can only move half of that number. SNES has good features such as transparencies (for water, fog, clouds etc) and digitised sounds with higher sample rate (they were compressed sounds because space in cartridges was very limited). Also the main Japanese companies (Konami, Capcom, Square etc) made much more games for SNES than for Genesis. |
it290 | Nov 1, 2004 | |||
I dunno, Konami and Capcom both made a lot of games for the Genesis, many of them exclusive and awesome. I personally prefer the Genesis version of Contra to the SNES game, and the SNES doesn't have games like Strider, Mercs, or Forgotten Worlds. If you like awesome ports of arcade games, the Genesis is definitely a much better console to own. |
CrazyGoon | Nov 2, 2004 | ||||
Yeah, ever since I learnt that the DreamCast and GameCube (and Xbox?) were 64-bit (cpu) in another thread (perhaps it was you to told me EDIT: forgot that question mark |
ExCyber | Nov 2, 2004 | ||||
Unless you're the guy designing the PCB, you should have little reason to care. The width of the memory interface is a relatively minor consideration in graphics performance; look at PC graphics cards, where "budget" versions of major engines often have their VRAM bus cut in half and still outperform last year's super-high-end cards by a comfortable margin). |
CrazyGoon | Nov 2, 2004 | |||
Well, I care because I think it's inaccurate to compare most games across consoles which don't have the same graphics capability (graphics being one of the main things people seem to care about in games). Like I said, I used to use the cpu 'bit' figure, but after realising that it's bit is not important in regards to the graphics, I have changed towards using what I call graphics 'bit' |
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