Sadly true the Genesis was really bad at making SFX especially for lightning booms and voices. (Though it's attachment the 32X could produce sound on par with the Snes)DK4Ever wrote:
- The Genesis' sound-card was vastly inferior to the Snes', (Playing a Power Rangers game on the Snes right next to one on the Genesis makes for an easy comparison)
FrankMorris wrote:I prefer the Genesis/MD too. 320x224 screen naturally looks better than 256x224.
Genesis does what Nintendon't. I hope I don't get slaughtered by saying that
Jomingo wrote:SNES was superior graphically and in audio quality.
aperson98 wrote:Nice to know I'm not the only one.
aperson98 wrote:@Aaendi Well to be fair some Snes fanboys are kinda the same. Some people just are more biased then others on game consoles in reality both the Snes and Genesis are not up to par with the mighty Amiga 1200, that system in technical terms beats the both of them to a plup
aperson98 wrote:Quote Removed by Moderator
Well I tested what DKC2 would have looked like on the MD and 32x. *NOTE: may not be exact.
First the original Snes game.
What it would pretty much look like on Genesis.
And last but not least what it may look like on 32X.
Colors are kinda ugly but hey it still looks better then the MK2 port on MD.
aperson98 wrote:Check this out today I found what the Genesis sound system can do when pushed to it's fullest. http://www.youtube.com/watch?v=zG1H_88V ... re=related
Wow just wow I didn't think the Genesis had the capabilty to do this!
FrankMorris wrote:Too bad Sega didn't have Rare at the time..
Aaendi wrote:It scares me how some SNES games lag with only 4 enemies onscreen
Mr.Diddy wrote:FrankMorris wrote:Too bad Sega didn't have Rare at the time..
What are you talking about? Then DKC wouldn't exist!
I like Snes better though and agree with Jomingo because at the time, I didn't even know they made widescreen TV's.
Aaendi wrote:It scares me how some SNES games lag with only 4 enemies onscreen
What are you talking about? that has never happened to me.
[Genesis]
Lifespan: 1989-1995
CPU: 7.67 MHz 16/32-bit 680005
Co-Processors: 3.58 MHz Z80 (Audio/Master System)
Texas Instruments 76489 (PSG Audio):
4 Channels
Yamaha 2612 (FM Audio):
6 Channels:
One 8-bit Stereo Digital Audio Channel (DAC) replaces one FM channel
10 Audio Channels total
Audio RAM: 8KB
VIDEO: VDP
Master System Compatibility
Hardware Shadow and Lighting
Direct Memory Access (DMA):
Transfer Rate: 7.2 KB per 1/60th second
Resolutions: 256x224, 320x224, 320x448
RAM: 64 KB
Video RAM: 64 KB
Color RAM: 72 Bytes
VSRAM: 40 Bytes
Colors On Screen: 61 (30-75 in game, average 50)
Color Palette: 512
Sprite Max & Sizes: 80 sprites at 320x224
64 sprites at 256x224
Sprite Sizes:
8x8, 8x16, 8x24, 8x32
16x8, 16x16, 16x24, 16x32
24x8, 24x16, 24x24, 24x32
32x8, 32x16, 32x24, 32x32
Sprites per Scanline: 20 at 320x224, 16 at 256x224
Background Planes: 2 layers with 16 colors per 8x8 pixel tile
VDP handles scrolling as single planes, independently scrolling 8 line rows, and independently scrolling lines.
Each 8 line row can can be displayed over or under others.
Storage: Cart 32 Megabit (4 MegaByte)
40Mbit Super Street Fighter 2
Avg: 4 Mbit ('89-'91), 8-24 Mbit ('92-'95)
[SNES]
Lifespan: 1991-1997
CPU: 3.58 MHz 16-bit 65c816
6502 Compatibility (unused)
Co-Processors: SPC700 (Sound CPU)
S-DSP (Sound Generator)
8 Digital Audio Channels
Filters for audio smoothing and echo
Compressed audio decoding
Audio RAM: 64 KB
VIDEO: PPU 1
PPU 2 (On the same chip)
Mozaic/Pixelation
DMA
Transfer Rate: 5.72 KB per 1/60th second shared by 8 Channels
HDMA
Used for per line updates
Resolution: 256x224, 256x448, 512x224, 512x448
RAM: 128 KB
Video RAM: 64 KB
Sprite RAM: 512 + 32 bytes
Color RAM: 512 Bytes
Colors On Screen: 240-256
(90-150 average in game)
Color Palette: 32,768
Sprite Max & Size: 128 sprites at:
8x8 & 16x16, 8x8 & 32x32, 8x8 & 64x64, 16x16 & 32x32, 16x16 & 64x64, 32x32 & 64x64, 16x32 & 32x64, 16x32 & 32x32
Sprites per Scanline: 32, 34 8x8 tiles, 256 sprite pixels per line
Background Planes: Eight Modes Numbered 0 - 7
4 (96-colors, 24 per background, 3/tile)
3 (two 120-colors, one 24-colors)
2 (120-colors)
2 (240-colors, 120-colors)
2 (240-colors, 24-colors)
2 (120-colors, 24-colors, interlaced)
1 (120-colors, interlaced)
1 (255-color, scaled, rotated, etc)
Storage: Cart 32 Mbit (4 MegaByte)
48 Mbit Star Ocean and Tales of Phantasia
Average: 8 Mbit ('91), 16-32 Mbit ('92-'97)
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