Search found 142 matches

by sheath
Wed Feb 16, 2011 4:19 pm
Forum: Demos
Topic: Champion Edition proto ROM?
Replies: 0
Views: 1342

Champion Edition proto ROM?

Hello all. I apologize if this is the wrong section to ask this question but somebody asked me about this again and so I thought I would check. Back in 1993 Gamepro magazine ran a preview for a Genesis version of SFII: Champion Edition . It looks like either an early build of Special Champion Editio...
by sheath
Sat Jul 10, 2010 2:50 pm
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 19443

Heh, playing through it I've missed countless jumps because I hit the wrong button for jump. I agree with adding C as an additional jump button.
by sheath
Tue Jul 06, 2010 12:55 pm
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 19443

I've noticed reports of the game not letting Mario slide. With my 3-in-1 adapter and a Saturn gamepad he slides just fine.
by sheath
Fri Jul 02, 2010 10:43 pm
Forum: Demos
Topic: Super Mario Bros on the Genesis
Replies: 58
Views: 19443

I was just wondering why all of the previous SMB adaptations to the MD obviously weren't the same game. I wonder how long it will be now before we see a full "All Stars" style adaptation. While it probably wouldn't be a fair comparison it would be interesting to see.
by sheath
Sat Jun 26, 2010 1:45 pm
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

That is what I needed to know for certain. It makes sense that they did this. Since a good chunk of the games were designed as carts first and then adapted to the Sega CD there was plenty of space on the disk to spare and they wouldn't want long load times. I wanted to see more about the games, beca...
by sheath
Sat Jun 26, 2010 12:59 am
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

Thank you sir. I think that pretty much negates the idea of comparing CD-ROM data file totals to cartridge ROM sizes, or even sizes between CD based systems. I'll stick to the "format" idea, and only post distinctions if it is applicable to each individual system. Meaning that the Turbo/PCE CD games...
by sheath
Fri Jun 25, 2010 3:52 pm
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

Thanks again. I'll have to figure out first if I can measure all disk based games in this way. If PCE is the only one that shows up blank I can easily just list it as what system card the game used. Then there's Dreamcast GDs to contend with. I don't like collecting data that doesn't mean anything a...
by sheath
Thu Jun 24, 2010 10:47 pm
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

Thanks for the confirmation, That works from Sega CD games, but not for PCE/Turbo CD games. I haven't checked 3DO, Saturn or PS1 games yet but I think they might all work differently in a PC's optical drive.
by sheath
Thu Jun 24, 2010 4:10 am
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

Right, and in Windows those are all expressed in KiloBytes. Looking at a TurboGrafx CD produces a totally different kind of list that made it seem to me that the comparison would not be accurate. Also, if I right click, in Windows again, the CD Drive with a disk in the tray the properties will tell ...
by sheath
Wed Jun 23, 2010 1:07 pm
Forum: Mega/SegaCD
Topic: Sega CD technical introduction
Replies: 15
Views: 10119

It's been, um, a few years but I thought I'd use this thread for some further questions. I ended up only using the above writeup as research notes as I read through the magazines and record the games chronologically. I have found some interesting contrary facts to what is commonly believed today alr...
by sheath
Fri Jun 18, 2010 3:17 pm
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 25426

I am presently massively updating the pages for dozens of 16-bit games from '89-'91. I have decided to primarily stick to the attract modes for each game and to only post screenshots for now. The screenshots are PNG format from the MPEG-2 capture video and the color counts are taken to represent the...
by sheath
Sun May 23, 2010 6:50 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 61
Views: 15816

I probably should have done this by now, but I have been updating the original post on the first page of this thread with all of the games that I have analyzed. I am very happy to accept the input of anybody and everybody on these games or any other game that supplies similar effects. I'd also reall...
by sheath
Sat May 22, 2010 7:13 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 61
Views: 15816

Rings of Power: 9 cloud layers forced scrolled, 1 far forest, play ground
No testing on A/B layers yet.
by sheath
Thu May 20, 2010 5:47 am
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 8850

Piecemealing the list won't cause this thread to end soon if it is going to remain on the topic of polygons. But I'll toss two in: Abrams M1 Battletank LHX Attack Chopper As has been mentioned in this thread, these games very notably run in the 5-10 frames per second range, but also manage to play v...
by sheath
Mon May 17, 2010 11:46 pm
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 8850

There are a few obvious differences between the F1/Kawasaki engine and the SVP VR engine. In favor of VR, we have on the fly view changes, accurate race replays from numerous angles, and fully 3D car models in all modes. In favor of F1/Kawasaki, we have consistently higher framerates, and a "turbo m...