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Genesis limitations for arcade ports |
racketboy - Oct 23, 2003 |
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M3d10n | Oct 24, 2003 | |||
But in a shooter the massive boss doesn't contains dozens of full animation frames, only a few small animated parts. Actually, in many shooters, when the boss if REALLY big, the bulk of the boss that has no animation is done using background tiles. So, I guess the problem with fighting games wasn't that the character sprites were big. It was because they were big AND there are lots of different frames that need to be swapped quickly. In the Genesis/Sega CD version of Samurai Shodown, they decided to take out Earthquake, that would surely hog the system, while in the SNES version all characters became lemmings to allow Earthquake to be in. |
ExCyber | Oct 24, 2003 | ||||
I was talking about the problem of having lots of bullets flying around onscreen going over the VDP sprite limit. You can only have 16 (or 20 I think if it's in 40-cell mode) sprites sharing the same scanline before the VDP stops drawing them (probably memory access reasons). |
racketboy | Oct 24, 2003 | |||||||
well obviously the DC doesn't have that problem -- Mars Matrix -- AGHHHh!!!! |
Mask of Destiny | Oct 24, 2003 | |||||||
It stops because the VDP is only fast enough to render that many sprites per line. Unlike on modern systems where the graphics are rendered to a framebuffer and then displayed, the old 2D consoles rendered everything more or less in real time. When you're running in 40 cell mode the VDP has a higher clock so it can render more sprites. And it doesn't not render the sprite completely, it just doesn't get rendered on that line. The only time a sprite wouldn't be rendered in its entirely is if the overall sprite max (which is 80 in 40 cell mode) is reached or if the per-line limit was reached on every line that the sprite was displayed on. |
Alexvrb | Oct 25, 2003 | ||||
What's wrong with pitting lemmings against each other in a fight to the death?? |
RadSil | Oct 25, 2003 | |||
I would say it was completely cartridge size limitations... they managed to get Big Bear in the Genesis conversion of Fatal Fury 2, and he was pretty big. I doubt that 2 large characters, even if they were composed of 8x8 tiles, would be in excess of the sprites per scanline limit, as this (going by ExCyber's figures) would be 128 pixels wide (per scanline) on a 320x224 screen, and 160 on a 256x224 screen. I am also lead to understand that you can get more sprites per scanline if you update the screen a certain way, but I'm not at all sure about that or the details of it... it was supposedly a trick that Eternal Champions used for more sprites and an expanded color palette. I guess it worked by drawing the screen once and then redrawing it again with a different color palette. That being said the SNES version of Samurai Showdown was a funny joke. I like the Genesis version okay but I do miss the sprite scaling effect. |
Mask of Destiny | Oct 25, 2003 | |||
You can increase the number of sprites per frame with raster effects (You have 2 sprite lists in RAM and you change a VDP register so it switches between the two part way through the raster), but you can't overcome the per line limitation. Eternal Champions changed the color pallete mid-raster to get more colors on the screen. |
Des-ROW | Oct 25, 2003 | ||||
Hmmm... I would not know... especially considering that even the games ported from MVS to Sega Dreamcast have smaller character sprites, take for example, King of Fighters 98/99/00/01/02 or Gekka no Kenshi 2. |
Alexvrb | Oct 25, 2003 | ||||
I know the SCD version of Eternal Champions used HAM to get ~256 colors. |
Mask of Destiny | Oct 26, 2003 | ||||
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