Red Zone pic related is one of the very first things that welcomes you when you start the game, although the full motion vido is very limited and only used for two short animations, which together would be ~15 seconds of video. On non graphical notes music was composed by Jesper Kyd, and just like everything else its magnificient.
Trying to think of some other uro-games, since they tend to be rather pretty. Mr. Nutz comes to mind and it's visually very pleasing, but this version doesn't seem to feature as much parallax or sprite scaling and rotating as the SNES. Still a pretty game. Mega Turrican! Mega Turrican looks good.
It doesn't have any Sega of America Marketing Chip, but VR on Genesis does have an extra chip inside the cart, the SVP (Sega Virtua Processors), that helps the Genesis render polygons, similar to the SNES FX chip.
Alien soldier. Backgrounds and sprites are absolutely amazing. And treasure used some voodoo magic to make those massive bosses out of multiple sprites and somehow simulate effects like scaling/rotation that the genny can't actually do
Shame we never got it in the US. Fucking bullshit. But hey, that's what flashcarts and repros are for
>>2916569 The genesis could already do that. The sega CD adds another 68k and some dedicated vcd and audio hardware. Sonic CD did not utilize the co-processor however. Most games didn't or they used one of the processors for the HUD or a background layer. It was very difficult to keep them synced. Also mode 7 is not anything special. It's just a nice on the snes that allows for a single layer that can rotate. It's extremely limited. Neither the genesis or sega cd didn't have dedicated scaling hardware and did it all in software. The snes had a huge advantage because of add on chips though, which couldn't be utilized in the same way on the genesis.
>Mr. Nutz on the SNES has scaling and rotation without chip
I need to look into this more, but this could just be another Gutstank type deal. The background layer could be used for the scaling and rotating portions and then they just draw a sprite object over it of the same size after it's all done. Notice that the sprite doesn't have any type of animation while it's scaling or rotating.
>Not the vastly larger disk allowed more individual sprites, which could easily make games better looking.
>>2916573 >It had no dedicated hardware specifically for scaling or rotation. It was all done through software.
Not correct. It had graphics co-processor specifically for scaling - it was the biggest chip on the entire board. As I recall it worked by reading memory pattern and writing it out according to a rotation delta and a scaling %, and then you copy the rotated patterns from Sega CD memory into Genesis VDP. This was its major bottleneck since you could only upload a low amount of tiles to the VDP every frame; so scaling games either did not scale much stuff, or they ran at a low framerate or lower screen size (or both).
The advantage of it, compared to the SNES, is that you can freely scale whatever you want as long as you have bandwidth to spare. You are not limited to a background, you can do multiple sprites, multiple backgrounds, whatever. As long as you can transfer the scaled tiles fast enough to the VDP, you were golden. It could also do mode 7 grounds by hardware without HDMA, since it could scale and rotate simultaneously.
One game even did very basic polygons with it, the main menu in Battlecorps.
>>2916649 Horse shit. Sonic CD used the scaler chip for the sound test mode and for the mode 7 ground in the special stages.
>>2916758 It's an Amiga port, it could be even software scaling too; Amiga coders were wizards. But my guess is also on loading the scaled graphic as a background.
>>2916690 >It can. I remember seeing tech demos achieving the same thing.
There is a tech demo made in the last year or two that did a mode 7 scaled ground from Mario Kart, on the Genesis.
It did the scaling/rotation the same way the Sega CD did, but in software. Take a set of data from memory, read it out diagonally and at every x step only.
The problem with this is that you need loads of RAM to preprocess the graphics. Sega CD scaler had dedicated memory exactly so it can do its job smoothly. The Genesis-only tech demo instead used 64kbyte of on-cart RAM (think of the battery backed memory, just without the memory) to load the graphics into.
Basically it loaded the entire ground into the cart SRAM and then read it out diagonally and converted it into VDP tiles.
A pretty smart trick and proves just how much stronger the Genesis was in the CPU department. With crazy enough coding, it could approximate just about anything the SNES could.
I honestly didn't find Alien Solder too graphically impressive other than the vector bosses and that BEAUTIFUL Moth with a faux-3D wing. EWJ isn't really that impressive regarding hardware limitations, it just had really well hand-drawn sprites and animation.
Treasure games in general had nice tricks. I'd like to bring up Thunder Force IV too in a similar vein to Alien Soldier, many bosses were several sprites acting together instead of a single one. It made them more fluid. Monster World IV made good use of that in its bosses, too.
>>2916813 I already told you how it works. Or at least the theory behind it, as I understand it: - put your un-rotated background in external memory - read out 1 pixel of data, then when you move to the next pixel, instead of directly going to the next address, multiply the next address by your given scale factor and your given degree of rotation. I don't know the exact math formula from the top of my head for the rotation part, but if you've learned Cartesian coordinate systems in grade school, and basic trig in high school, then you can figure it out for yourself.
The Sega CD scaler does the same thing, but it is a dedicated chip for doing this and only this.
The Mode 7 demo goes a bit further to speed up things, it uses a 8-bit graphic and converts the pixel colour to Megadrive format as well. I think it is because it is faster to read out from the memory 8-bits at a time.
>>2916734 dude, you don't know the old SNES trick for rotating bosses ? Boss is the mode7 plane, and background elements are made of sprites. Axelay boss 2 does the same, shoot and you'll see background elements flicker. Ever wondered why mode7 bosses have very simple backgounds ?
>>2916784 an interesting approach was mega turrican and turrican 3. Both have rotating and scaling sprites. Mega turrican was made entirely in software, but it couldn't be done this way for Amiga Turrican 3, so they went prerendered with some clever animation preloading
>>2917702 That unofficial Sonic racing game reminds me of an unreleased Wacky Races game that was meant to come out on the Genesis which had mode 7 scaling and rotation. You can look it up on YouTube, I'm too lazy to link it.
>>2915875 Goddamn, i always forget how gorgeous EWJ2 is. I owned an SNES and a Genesis, but EWJ just felt more like a "Genesis" game to me. The sound fonts of the system fit the music better than the SNES version, too, in my opinion.
>>2917463 Where do people get this idea that SNES is bad with lots of sprites? The SNES PPU can handle 128 sprites up to 64x64 pixels with at most 32 8x8 pixel characters per scanline, compared to the Genesis VDP which could display 80 sprites with at most 20 (8x8 pixel character?) sprites per scanline. Seems from a graphics hardware perspective SNES is doing better.
Granted the 68k multiply instructinos would be useful for calculating transforms on the fly, but if you used fast ROM and clever programming you could pull off effects like this on the SNES no prob.
>>2927280 Common sense. Most publishers saved money by affording slow roms instead of fast ones, that severely impacted performance on most games. Static sprites sitting on screen don't mean anything, it's the object count that matters and the fact is that the Genny could push more shit at once.
>>2927280 >Seems from a graphics hardware perspective SNES is doing better Yes, it is. But Genesis had a faster CPU for everything, so it could make such effects or even process flat-polygon environments a lot easier.
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