The only thing I would point out is that the differences in some objects or background elements would appear to be a mere palette choice difference if you looked at these shots through the actual composite outs.
First off, what does composite have to do with anything? Are you making some sort of handicap for the Genesis via its unique (crappy) composite video? I hope not. I've seen this quite a bit of this amongst Genesis only fans (and pretty
absent from EU Megadrive fans as they ran RGB) and trying to make the exception by saying one needs to run via composite out to really compare the pics. The only thing the care about is making the Genesis out in a better light, and not an objective comparison. That's biased crap. Funny, I remember recently having this conversation with a Sega-16 user. He only wanted to do comparisons of Genesis games to SNES games in composite form - nothing else. The reasons were obvious, the composite hid a lot of real output limitations of the Genesis. He tried to say that it also helped the SNES, and that was justification. But it didn't really help the SNES at all. Looking at the SNES in RGB vs Composite, it either looks the same or better. The composite output of the Genesis only helped in the Genesis because of its really low color/detail count. If you ran a SNES through the same 'Genesis' version composite output, it looks awful. Totally kills the detail and colors of the SNES shots. Funny how, when he posted some emulation screen shots with the NTSC filters on and saying that's what he's going to use because that's what he grew up looking at, that EU gamers chimed and said they never grew up with their games looking like that. It's one thing to make a 'note' about how BITD the crappy composite output of the Genesis (which they refused to fix through out all of their 8-9 board revisions, some even major ones) and totally another thing to make an exception or even rule to only show them in every comparison shot. That isn't being objective by any stretch of the imagination. Unless focus is about composite vs RGB and not game graphic comparisons between systems.
Noting the color and subpalette capabilities of both systems, and you looked at a PCE game and saw that it had a specific type of color choice, palette, or missing color detail - then it would be obvious that it was an artistic choice (assuming all other things available). You
can't say the same about a game on the Genesis. In those shots, it's obvious that form derives from limitation. Dimmer colors blend easier.
On that note, I'd be careful of using some emulator screen shots. For PCE, if you're using Magic Engine then make sure *everything* is set to default. It allows you to totally change the attributes of the color output. That might fine if you like that look, but that's not a valid option for screen shot comparison. Mednafen will always output native colors and pics for emulation shots. I recommend that over mednafen. Fusion seems to scale G at different steps than R and B (is this a left over scaling routine from 16bit color 6/5/5 for Windows BITD?) . You can correct this by running "posterize" on a graphic editor and use a step/level setting of 8. Also be careful that some older emulators output shots in steps of 6 (and one of the newer ports of Gens outputs in some funky but incorrect scale as well. Still better than the old format though).
Also, the 16x16 16-color phraseology was for the purpose pointing out that 16 palettes were dedicated to the single background tiles and the other 16 were dedicated to sprites. Certainly less limiting than 4 palettes total, but let's not exaggerate the advantage.
Exaggerate? Using 32x16color notation is exaggerating? Saying that it has 32 subpalettes is exaggerating? Explain.
On the RAM, I thought my parenthetical comment made it clear that I know the two can't be mixed. My purpose was, again, different than yours in the analysis. You seem to be hooked on weighing palettes versus strengths of other systems, I am trying to explain how the engineering/marketing perspective makes more sense.
.... then why did you??? You added vram to work ram on both systems, then divided the total between the systems. If you knew they couldn't be mixed, then why did you? I'm confused.
We have to look at the big picture before pronouncing it "inexcusable". At a bare minimum as you said, the Genesis has a stronger sprite system and two backgrounds over the TG16. But it also has a more advanced sound system and backward compatibility with the SMS. You and I know that there were a billion engineering choices made before each system was released.
This thread is about graphic output and detail/color. I didn't bring up sound or BC because it's not relative to this thread and would no nothing than to really derail the focus of it. Megadrive subpalette is inexcusable. Just as only having a single BG layer on the PCE/TG16 is also inexcusable. Both systems have tricks for getting around their weaknesses, but it's not enough to cancel out the weaknesses. Bring in BC and audio only clouds the discussion. But I'm gonna touch on BC since you brought it up. This also came up at Sega-16.
Backwards compatibility was once of the most worthless features of the Genesis. It's a 16bit console from a 16bit generation. The fact that you were one of the very few that had an SMS, doesn't make it the exception to prove the rule, it just makes
you the exception
to the rule.
Looking at SMS BC in context. The end of 1988 when the MD was released in Japan. SMS was doing pretty poorly in the US, very-very poorly in Japan. EU didn't get into its SMS crazy yet. Looking back now, SMS was a very poor choice. But if you look at who Sega was back when they were designing the MD, they weren't very popular relatively speaking. They were known as an arcade developer (among MANY). They also had a small user/consumer base for the failed SMS/Mark III. They needed all the support they could get, and every bit of cross over appeal from the SMS library - they thought could help. This is Sega, going up against two giants in Japan. NEC (albeit a new giant in the game world, but still a huge giant as a company. They even had their own IC fabrication plants) and Nintendo. But in reality, they didn't need it. The huge majority of Gen/MD fans didn't own or know about an SMS. The consoles success was never tied the SMS user base. Hell- we were a multi console family, never had an SMS or cared about it, already had an NES and TG16 and home computers, and we still jumped onto the Genesis very-very early on.
Lets look at the cost of the SMS compatibility. You have the cost of the z80 processor, the dedicated RAM (not SRAM, but still not in expensive DRAM). You also have the dedicated SMS compatibility modes in the new VDP. SMS modes are nothing like the MD modes. While I'm sure some logic was reused, you still have dedicated/legacy logic on the chip. That isn't free. The MD modes are just some extension in logic and functionality on a gate level to the SMS modes.
If you removed the cost of the z80, the z80 ram, and the SMS video modes - I'm sure you'd recover cost at a
minimum for the addition palette memory on the VDP IC. Though I'm willing to bet that they could have also used the spare cost to go with a 12bit RGB output DAC instead of a 9bit one. That would have been an incredible upgrade. 8 subpalettes and 12bit DAC, that would have made the difference between the PCE's 32 subpalettes very small. And the 12bit DAC having an advantage over it just by itself being 12bit.
Now, If you're thinking the z80 is required to audio and such. Wrong. For one, FM audio is extremely light on system resource. Offsetting FM updates to the z80 might save you something like less than 1% cpu resource. What about DAC updates? The YM2612 has two timers and trigger lines for interrupt control. These were never attached to the 68k (or z80), but they could have easily attached them. Even by wire if the board design just happened to have missed it. That would give you all the sample playback you need. That's the simple approach. The could have added a smaller FIFO buffer system as very low cost to keep the interrupt overhead down. But even without it, cpu at 7.67mhz easily had the resource to handle the relatively small overhead.
Both systems were designed to be an arcade system in the home (i.e. inexpensive). Both systems were also designed to be compatible with the previous generation, in the TG16's case for the purpose of porting code, in the Genesis case for the purpose of actually playing the SMS library. Whether or not backward compatibility actually hindered the system's overall graphic performance isn't the point, neither is more palettes versus scrolls/sprites.
Having coded for all three systems (and having written NES emulation), I'd have to say no on the PCE side. I would say the choice of the processor arch, even though it's very custom in design, was a matter of of a few factors. And the same factors Sega decided on for the CPU of the Genesis. You are right, portability of code is one factor. It's easy to speculate *one* of the reasons why Sega went with the 68k is because porting code from 68k arcade systems would be facilitated by using the same processor (that doesn't mean you can run direct 1:1 code on the some, even parts of it as 1:1. Arcade development doesn't take into account tight rom space. Arcades are known to waste memory on large 2D and 3D indirect sprite animation sheets. Arcades also have a totally different graphics system. That has to be completely rewritten). But I'm sure clock speed was a big factor as well. Of off the shelf parts, Motorola provided the best range of clocked processors. The z80 came in a few higher clock speeds, but the z80 is an inefficient processor for opcode to clock speed coupled with being 8bit, makes it a poor choice IMO. You have 65C02, but stock they weren't running past 4mhz at the time. 65816 wasn't available IIRC. But even if it was, the damn thing requires twice the RAM/ROM speed of the core processor all because of that stupid multiplexing of the upper address lines onto the data bus, making what would normally be 1 memory cycle to access ram - now 1/2 memory cycle (because 1/2 is needed to latch the data pins to form the correct address). Some of the factors for choosing a custom 65c02 for Hudson portability of code (obviously getting companies/programmers already familiar with the famicom processor to be setup in a familiar environment), but also 65x very fast opcode arch married with a high clock speed (higher than stock) and also with custom instructions, memory management, and DMA like instructions to fit the rest of the system - all on a cost effective custom core, I'm sure made it an attractive choice. Given the higher clock speed (very high for its time), the 65x arch+ high speed was just as much or higher priority than getting FC programmers comfortable in a small amount of time (small down time for learning the system). But the video and sound of the PCE? Couldn't *be* more different than the FC in design and interface. The only thing they have in common, is that they are tile/sprite based systems. Just like the Genesis is.
We can bet that the Genesis has a more expensive CPU, VPU, and Sound system, because it has more chips. In the process of cost cutting, and knowing full well that RAM was *very* expensive in the 80s, we can look at the CRAM choice in the Megadrive in context.
In which context? From 1987-88 or mid 1990s? Looking at it context of itself, relative to cost, still doesn't change it relative to other consoles. And like I said previously on the matter of BC, it's even more of a poor choice if you're strictly looking at cost.
Now you might say that Sega should have cut chips and added RAM, who needs that silly Z80 and YM 2612 when PSG is good enough? Maybe they could dump the VDP and use the Z80 instead. Hey look, that PCE only has 8KB of work RAM, let's do that too and increase the palettes while crippling our significantly more advanced CPU. Now do you see what I'm saying? Take off the hypercritical eye for a second and look at what you're opinion implies about the overall MD/Genesis configuration.
Wait, what? The z80 and VDP are two different things. They are not even remotely related. The PCE has a simple solution; any additional ram needed can added to the cart. RAM prices had an overall trend of going down since RAM became available in IC form in the '70s. It's a reasonable expectation that the price of ram is going to go down. And since it can easily be added to the cart (it doesn't appear any different to the system or the programmer), it's a perfectly reason way to cut cost. Hell - Nintendo did just this on the Famicom. ALL tile/sprite VRAM was on the cart, not the system. That lowers the price of the system during it's original release period. You can't simply do that with the palette ram issue on the Megadrive. They never made the palette ram external, nor did they make it accessible via an upgrade through the cart port. You
yourself need to take a step back and look at the analogy you're trying to make. You're comparing the act of cutting system ram to that of internal palette ram. One is easily rectifiable via cart or backplane, the other is fixed in stone. I would say the two aren't comparable decisions. If anything, it makes the choice on Sega's part even more inexcusable.
This isn't even considering the likelihood that PCE engineering process occurred under an entirely different economy than the Megadrive process did (1986-87 versus 1987-8 )
That a bit of a stretch, don't you think???
In searching for a screenshot of the Genesis and TG16 color palettes I found this 9bits palette:
That's nothing more than a HSL map of the RGB values. It's not the whole palette map of either system. Different maps are used as aids for a graphic artist. I have made a few different maps myself. And most of them don't show all 512 colors. Look the second image you posted. It's not easily picking colors from that 512 color map because.... (tada) the perception of color is relative to adjacent colors. Color 101.
SMS compatibility in the Megadrive/Genesis is a huge deal, even in the US.
SMS compatibility was not a huge. Maybe it was to you, but you were a small representation of the Genesis consumer base. A new consumer to Genesis isn't going to care about playing 8bit games (a tiny library at that, and it lacked the block busters NES. A lot of the SMS games were simple and cheesy, sorry). They are going to want to play the newest/latest and greatest games. The difference between SMS 8bit games and even early Genesis release games, was HUGE. You'd have to be retarded at the time to spend your hard earned money on SMS titles if you own a Genesis at the time. Nowadays? It's a different story/mentality. These are retro systems. We (well, most of us) enjoy 8bit as well as 16bit games. Though, I did notice large of disconnect between the Genesis and Sega Master System over at Sega-16 (which, AFAIK, has the biggest single Genesis community on the NET). I think that's because the majority of Sega Genesis fans never grew up with the SMS and dismiss it to this day. A lot of them put down or dismiss the SMS. Which is sad because that's part of Sega's roots/heritage
I say all of that to point out that your opinion on SMS compatibility is just that.
So is yours. At least his (and my) opinions were that of the vast majority. I.e. more representative. Popular opinion is still popular opinion, is it not? You yourself have used it in this thread when it suits you/aligned with yours.
I'm glad at least one of you has come around about the cost issue now. I'm working on a comparison page today for Legend of Xanadu II and probably Lunar Eternal Blue. So far the overhead scenes are in the 40-50 color range in Xanadu II. I'm having to use an FAQ to figure out where to go next. I'm also noticing a great deal of rather bland two tone tiles in the overhead scenes, they may have more than two colors, but they don't look like they do even in emulation.
And what do you think your conclusions will mean? It still does nothing to alleviate the fact that the one system games are is bound by color/subpalette restriction and the other is systems games are bound by artist choice. For the record, Lunar are very bland and/or dithery games. I never understood why people used them as graphic examples on the SegaCD. If anything, they show off the limitations more so.
Ah, that was my point again. Are you playing Genesis titles via emulators or on a standard def television?
Again, read my above response to such nonsense. If you're going to insist on comparing in composite as a real measure, then you might as well state the Genesis has roughly have the horizontal color resolution. 256 pixel mode has ~128 pixel res for color and 320/160. And then totally validate the "256 color mode" of EC games and such. Sigh....
One of possible reasons for this is pattern name format - there are no free bits for more subpalette select bits, they would have to cut something to make room for this. Of course they could've make this implicit - scroll and palette planes could have used different palettes, for example.
For BG yes, not so for sprites. Which is what the original discussion was about (not this thread).
When using default settings Kega Fusion produces screenshots well over the actual Genesis color counts.
There's an option in Kega to capture unfiltered "raw" shots. If you can't find it, you can always turn off all scanline, NTSC correction, and other filters to get a raw shot (minus nearest neighbor scaling horizontally, but that doesn't effect colors).
At any rate, I noticed several times during this process the importance of the shadow and lighting effect. Even Xanadu 1&2 use something similar when popping up messages and trying to darken the background. Mortal Kombat uses for fatalities. Smart developers could actually use it for object shadows rather than using a whole new palette. The applications are numerous, but the actual usage is limited. to certain types of screens and rarely used in action scenes.
My response to the part in bold, yes you can. But how does having a transparent (brightness only) shadow increase detail via color? In fact, it doesn't. You get a high color count without direct correlation to detail for the higher color count. Artificial inflation. It's like taking a SNES screen shot of with (
real) transparency math and saying, "look hundreds and hundreds of colors". Look back to my Bonk on Amiga example. And using it as sprites, like I said previously, kills your sprite per scanline bandwidth (not to mention double your VDMA requirements for frame updates). S/H has minimal benefit. If the Genesis has double the sprite bandwidth, you could have used it on player sprites of MK. Although you'd probably have less frames of animation overall (it kills your vram space for sprites by half, doubles your VDMA for updating sprites). Second, the PCE has no S/H mode! Do you not understand what S/H is doing on the Genesis? PCE has no such hardware, so how could it be doing the same!? Just because you happen to see light/dim transitions, doesn't mean that's "shadow/highlight". That dim part of the display box on the PCE, is not limited to brightness. It could hue based as well. The only reason it's brightness based is to you can read the text easier, without having some solid color behind the text. It's nothing more than changing the tiles on that part of the map to use a different subpalette and such. Xanadu hardly pushes the PCE graphics or color wise. Just playing the game is evident. It's fun and I like the art style, but it's hardly impressive. Xanadu 2 has nice pixel art, but some of the color choices are too drab for me tastes in some areas for the overworld. The boss battles look beautiful though.
Here are some pics of Secret of Mana (2 I think? It's one of the 'Mana games) for SNES and converted to PCE palette:









(PCE left, SNES right)
These pics are machine translated. That means the color depth is snipped on the lower bits of the R/G/B elements to make them PCE compatible. Hand conversion results are almost always better. But the above shows enough to make the point. Keep in mind, the PCE still has subpalettes left over since the SNES is only has 8+8 sbupalette capability
Here's a shot that I did just a little hand massaging to the original converted pic:


I only changed colors for the brick wall, nothing else. The picture could go many different ways depending on the tone I chose.
Again, some more shots:
From top to bottom: Arcade, Arcade with PCE palette, Arcade with PCE palette and rescaled for PCE low res then rescaled back up for correct PAR (needs some clipping though. only ~290 pixels of 314 wide image is needed/usable), SegaCD version. Obviously the PCE one is going to lack multilayerd BGs. Ignoring the second player Cody and the second thug onscreen, just compare the last two shots. The SegaCD one, the thug, looks straight out of an NES game. I'm not exaggerating.
The SegaCD original pic is only 35 colors. I clipped out the two guys from the arcade shot, used the 9bit palette that PCE/Genesis use, and reduced the colors to 36 (I liked the TIMER counter with purple in it

). But just look at the difference. 35 colors of one vs 36 colors of the other. This clearly show the limitations of the subpalette system on the Genesis. And more importantly shows counting colors isn't a direct measure of detail (one being a bitmap pic, one being a subpalette pic). And if I say anymore on this, I'll just start repeating myself again
Another note about hand palette optimization reduction and automated reduction. That 9bit palette reduction of the arcade original yielded 1 less color than the arcade. Through direct reduction by hand, I was able to reclaim the missing color in the flesh tone:

(arcade,9bit,9bit modified)
My Strider hand conversions yielded better results like this too. Which brings up another point. The ACD version of Strider is sooo shitty looking. It also isn't a limitation of function. Though that game is a combination of a series of mistakes. Some of the stuff is from an old project, some of the stuff is newer (like the sprites). Except, the totally fucked up the palette associated to pixels in that game. A lot of the sprites are just the arcade version rescaled to fit low res. They still have the all of the arcade pixels there. But whoever did the palette conversion just made duplicates palette entries. In other words, there's hidden details in many of the sprites. This wasn't a side effect of memory to anything but sheer stupidity. I went in and did a palette hack to recover the missing pixels/detail. They looked great. Of course the rest of the game is still a pile of crap (AI, gameplay mechanics, sprite management, BG tiles ,etc).