Posted: Mon Feb 09, 2009 5:39 pm
tomaitheous,
I appreciate your taking the time to write all of that out, it was very informative. So, while storing more palettes takes up more ROM, the amount of ROM is relatively tiny, and calling/displaying more palettes doesn't affect system resources at_all. That is very interesting on its own, but so is your description of how backgrounds can be broken up on any system.
I find it hard to believe that each system was equally capable of line scrolling techniques when no software demonstrates this as such. There must be some disconnect here between theory and reality. For example, it can be said that the Genesis was capable of software scaling and rotation, but software does not demonstrate this to be superior to the effect generated by the SNES' Mode 7 effect. The lack of multiple scrolling backgrounds in Sonic clones on the SNES (i.e. Speedy Gonzales, Road Runner, etc) just doesn't seem like something the developer would have chosen to do arbitrarily. With that said, the only facts are that no PCE/SNES game demonstrates parallax at the level of top tier Genesis software, even though they were technically capable of doing so. It is worth noting that line scrolling background effects like those found in Super Aleste are just as technically impressive as any of the parallax effects in Genesis titles.
Are you adverse to my using your SF2 and Final Fight pics in a future comparison article? I will post the article here, and as always make any corrections the group deems necessary. Of course, I would never be able to cover everything we've discussed in a single article, but I would want to clear up any common misconceptions if possible.
I appreciate your taking the time to write all of that out, it was very informative. So, while storing more palettes takes up more ROM, the amount of ROM is relatively tiny, and calling/displaying more palettes doesn't affect system resources at_all. That is very interesting on its own, but so is your description of how backgrounds can be broken up on any system.
I find it hard to believe that each system was equally capable of line scrolling techniques when no software demonstrates this as such. There must be some disconnect here between theory and reality. For example, it can be said that the Genesis was capable of software scaling and rotation, but software does not demonstrate this to be superior to the effect generated by the SNES' Mode 7 effect. The lack of multiple scrolling backgrounds in Sonic clones on the SNES (i.e. Speedy Gonzales, Road Runner, etc) just doesn't seem like something the developer would have chosen to do arbitrarily. With that said, the only facts are that no PCE/SNES game demonstrates parallax at the level of top tier Genesis software, even though they were technically capable of doing so. It is worth noting that line scrolling background effects like those found in Super Aleste are just as technically impressive as any of the parallax effects in Genesis titles.
Are you adverse to my using your SF2 and Final Fight pics in a future comparison article? I will post the article here, and as always make any corrections the group deems necessary. Of course, I would never be able to cover everything we've discussed in a single article, but I would want to clear up any common misconceptions if possible.