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You can't do this on Sega.
>>
>3.58 mhz
that was the best case scenario which the majority of games didn't use
>maximum of 128 sprites
and they all had to be the same size
>512 x 448
lol
>>
Imagine holding up Pilotwings as a killer app. Sorry bud. Genesis doesn't need that crap.
>>
https://youtu.be/_aJmjOVfQhA
There isn't a single instance of the SNES doing something that the Mega Drive couldn't do better. Not a single one.
>>
File: sugoi power.webm (3 MB, 1280x720)
3 MB
3 MB WEBM
Behold, the power of Snezz
>>
>>12614015
and yet it can't run any actual action games at full speed, like mega man x
>>
File: 1714080150427375.jpg (430 KB, 1056x2260)
430 KB JPG
>>
>>12614015
I had a SNES but Genesis ads mogged the fuck out of nintendo
>>
>>12614243
Mode 7 has aged like dog shit but is still cool in that it gives SNES games a unique characteristic. But any game or level built entirely around it is sadly just trash.
>inb4 some nostalgia fag fails to make a case that Mario Kart is still actually good in 2026
>>
>>12614543
By about 1994 Nintendo just started flat out copying Sega's marketing style. If anyone remembers the buttcrack ad for example.
>>
>>12614260
vid unrelated
>>
>>12614714
Vid completely related.
>two separate planes with different textures
>background skybox behind the clouds
>cloud shadows cast onto the ground
You can't do this on Nintendo.
>>
File: 960.png (630 KB, 960x715)
630 KB PNG
>>12614260
>There isn't a single instance of the SNES doing something that the Mega Drive couldn't do better. Not a single one.
Name a Mega Drive game that was as graphically impressive as Donkey Kong Country.
>>
*ahem*
>>
>>12614757
>look at our prerendered sprites!! look at our 32000 shades of puke and shit!!!!
That's not even an impressive game. They jingled the keys in front of you and you, being retarded, fell for it.
>>
>>12614757
this is genuinely one of the ugliest AAA Games of all time
>>
File: dkc sega.png (466 KB, 549x480)
466 KB PNG
>>12614757
the genesis port looks better
>>
>>12614740
>looks and runs worse
>can't be used in any game (or else it will look and run even shittier)
it's total ass
>>
>>12614795
you mean this?
https://youtube.com/watch?v=SUCDnfvC99A
>>
>>12614819
Ponorama cotton

kill yourself
>>
>>12614015
>includes overscan area as screen resolution
>musical tracks up to 8 layers
>layers
>mode7 now scales sprites instead of a background layer
>You can't do this on Sega.
Can't do what exactly, Schizo lolcow? Completely fuck up the specs of the SNES and have no idea how the SNES works and the same time? Only you are capable of such embarrassing feats on this website

>>12614819
>raging fucking moron
Looks good to me
>>
>>12614861
>Ponorama cotton
Runs like utter balls even with the basic scaling.
>>
I won't stop until people stop fucking liking the super nintendo
>>
>>12614819
>looks worse
The multiple layers and shadows look objectively better, sorry.
>whining about not running as well
It's OK, if the Mega Drive can't handle it, then they could always add an expansion chip to help it run better. It's only fair since the SNES couldn't run Pilotwings either, it needed an expansion chip.
>>
>>12614260
>There isn't a single instance of the SNES doing something that the Mega Drive couldn't do better
The SPC700 allowed for sample-based music, so music producers could make their music directly for the SNES hardware while sounding similar to the studio demos. There's plenty of outstanding music for the Mega Drive too, but its FM synthesis was way more limited (there's no _convincing_ orchestral or metal soundtracks on the Mega Drive, for instance. And you can forget about pads entirely).
>>
>>12615060
>if the Mega Drive can't handle it
So much for doing something better than the SNES.
>>
>>12614260
Transparency
Scaling and rotation
Gradients
Pastel colours
Muted colours
PCM audio
>>
>>12614260
>That is so fucking low res and the resolution is small
>>12614740
>>two separate planes with different textures
>>can't do this on Nintendo.
Brother you can absolutely have two seperate planes via scanline interrupts, otherwise 2-player Mario Kart would have been impossible.
>>
>>12615082
>So much for doing something better than the SNES.
It's still doing something better. Two different planes with different textures and casted shadows. SNES can't do that at any speed. You're the one bitching about it being "too slow", so I'm offering a fair solution, since the SNES couldn't even run Pilotwings without an expansion chip in the first place.
>>12615095
>Brother you can absolutely have two seperate planes via scanline interrupts
That's not two different planes with different textures, retard. That's the same plane reused twice.
>>
>>12614015
who is the faggot who ruins this pictures with AI?
>>
>>12614795
>AI sloop
>>
>>12615132
>That's not two different planes with different textures, retard.
Your Mega Drive example clearly has a scanline interrupt in the middle of the screen between the sky and the land.
>>
>>12614015
Genesis likely couldn't play Super Metroid. Maybe with horrendous compromises and worse controls.
>>
>>12615165
lol unreal delusion
>>
>>12615165
Are you fucking serious? They could have done it they just didn't want to.
>>
>>12615180
Not an argument.
>>12615183
>They could have done it
No? Sega doesn't even own Metroid.
>>
>>12615132
Retarded failures on this website actually believe that a 6502 made in the 1970s with 16-bit extensions is as fast as a 16/32bit 68k cpu

>>12615145
Auster spammer the local lolcow. He's been flooding the board with AI spam and nintendo cancer and schizo Sega threads for weeks because people keep laughing at him and exposing him as a samefagging loser and embarrassing failure that knows nothing about consoles or computer hardware.
>>
>>12614015
Both of them sucked compared to what was coming out in arcades by the 90s. We were begging for affordable 32-bit for years before the Playstation finally came out.
>>
>>12615180
>>12615183
How would you get a game like Super Metroid playing comfortably without 2 shoulder buttons?
>>
>>12615272
Super Metroid only uses two buttons for actions so you can just mimic the shoulder buttons aiming by pressing c and a direction instead.
>>
>>12614795
>the genesis port looks better
Doesn't exist, but homebrew developers could make something like that happen, but ONLY if it they either developers it for the 32X addon OR required some additional mapping chip on the cart to pull it off somehow.

There actually was some Chinese bootleg knockoff of DKC that was made in '99. This anon linked a video of it:

>>12614838

It looks and plays like crap though. Nowhere near as clear and crisp as that image you posted which is how I know your image is fake. If I'm wrong then link to the game in question (you can't), but if it somehow is real then it requires additional chips like I said.

I don't think any post-lifespan unofficial game which requires additional chips counts in any serious argument on what a given console is capable of. If you're going down that rabbithole then the NES and SNES are likewise massively more powerful than they ever were during their life as we see from some homebrew devs pushing them far beyond their original abilities with mapping chips.

I think the cut-off point for fair discussion needs to be whatever chips were officially supported within a console's actual lifespan. The 32X is a somewhat grey area as by some arguments you can say its a separate console. Still, I do believe the 32X would be up to the task of pulling that game off, if harnessed properly.
>>
>>12615292
>Super Metroid only uses two buttons for actions so you can just mimic the shoulder buttons aiming by pressing c and a direction instead.
Having to press a combination of 2 buttons to achieve the same effect as one isn't a seamless drop-in solution. This also means that while you're in the midst of switching your weapon you are NOT able to move and you're a sitting duck during that period of time. SEGA fans talk about how fast their games are, but when you have to take a break from the action to do something as trivial as switch your weapons then that definitely interrupts the action.

Also, this inability to seamlessly switch weapons on the fly is one of the reasons why Metroid: Other M on the Wii gets shitted on so much, where you could either move Samus or you could fire missiles but NOT both at the same time. So you're saying that's what the Genesis experience of Super Metroid would have been like?
>>
>>12615292
>Super Metroid only uses two buttons for actions
Play the game.
>>
>>12615016
runs better than starfox
>>
>>12615081
sega cd exists
and you can put a sound chip in the cart
>>
>>12615087
scaling and rotation are shit on snes.

snes also uses dithering constantly

snes does not do "pastel colors" or "muted colors" better, you're a retard.

Sega cd > pcm
>>
>>12615165
there's nothing in super Metroid genesis can't handle. Metroid 3 is at a lower resolution, with a drab pallet, and it's slow.
>>
>>12615237
you're the schizo nigger who lives in every thread screeching about Australia all day. that guy doesn't even come here and you talk about him daily. he owns your mind.
>>
>>12615362
you just make one of the extra buttons shoot the fucking missile

other m was shit on for having waghle gimmicks and a gay plot
>>
>>12615362
Just use the six button controller, retardo. Fuck you're stupid.
>>
File: ff6hack_ff6hard-type.png (7 KB, 256x224)
7 KB PNG
>>12615759
>scaling and rotation are shit on snes
And non-existent on MD lol
>snes also uses dithering constantly
That's not what I meant by gradients. Look at pic related: can't do this on MD (nor this colour palette more broadly)
>snes does not do "pastel colors" or "muted colors" better
Yes it does, because those colours don't exist in the Mega Drive's palette. The SNES has a 15-bit colour palette while the MD has a 9-bit colour palette, totalling 32,768 and 512 colours respectively.
>>12615748
Imagine buying a $300 peripheral with long loading screens, its own power adaptor, and a small selection of CD games, just to get better audio than FM synth lol.
>>
File: hqdefault.jpg (40 KB, 480x360)
40 KB JPG
SNES literally can't run this game
>>
>>12615849
>operating 6 buttons with one finger
How is that ergonomic?
>>
>>12616263
Just use an arcade stick
>>
>>12616273
So between a Sega CD, an arcade stick, and Mother Mary's hymen, how many peripherals do I have to purchase before the Mega Drive can play Super Metroid adequately?
Using shoulder buttons will always be more comfortable than a 6-buttoner, by the way.
>>
>>12615292
segroids can't cross the noob bridge
>>
At this point I'll just start harassing people IRL so they stop liking the Super NES. I need people to stop liking this fucking console once and for all
>>
>>12614015
It Nintendo be like that
>>
>>12615753
>>12615849
>just buy this extra accessory at additional cost to catch up to what the stock SNES can do by default
If you have a well paying job that's well and good, but many of us were kids at that time so some $300 accessory (that was more like $1,000 or something by today's money) was beyond our pay grade. The SNES never released any expensive addons, and it was good enough right off the bat that you didn't need them either. The Genesis DID need those addons because it sucked and had to desperately try to catch up with the SNES in performance, but even if it technically did the library of games released for those addons and which utilized them properly is very poor. You can't say you bought those addons back in the day and say you were satisfied with how your investment turned out. Not with a straight face.

Also, in the case of the 6-button controller, it did catch up to the SNES in the number of buttons, sure. But its not the same thing as having shoulder buttons. With the way you hold a controller your fingers are positioned in such a way that shoulder buttons are very optimal. Maybe Nintendo held a patent on the concept of shoulder buttons so SEGA couldn't legally copy that idea, but otherwise there was no good excuse for their 6-button controller not doing the same. It was such a great idea that its become a standard for every game controller since then. The SNES was the most optimum controller design for a D-pad based controller that no one has ever made a better design since then. The only thing it lacks is analog sticks, but other than that it was peak perfection on all levels.

The six button Sega arcade controller? Not so much. No one ever copied that. lol Even SEGA themselves realized it sucked when they came out with their Dreamcast controller, which follows the basic SNES design. SEGA themselves finally admitted that Nintendo was right all along. Anyone who stans for the six-button controller is just coping with a failed design.
>>
>>12615902
They're not nonexistent you dumb nigger. there's multiple examples examples in this thread.
>>
>>12616541
Meanwhile there is no accessory that let's snes catch up to MD. snes is a fucking slow ass console with a low resolution.


The tile size of the Super Nintendo and Genesis/Mega Drive is exactly the same: 4-bit color index per pixel, 32 bytes per tile. However, the Genesis has a huge advantage over the SNES: Nintendo can only copy data from the cartridge to the video memory during vblank while the Genesis VDP allows VRAM updates during active rendering (plus H/VBlank) via DMA or CPU commands to a FIFO queue. This gives Genesis more flexible, continuous updates without VBlank gating.

The snes copied one of the worst flaws of the NES, and its the reason why super FX can't do games faster than 20 FPS or play videos very well; The shared CPU/PPU bus architecture, prioritizing PPU during rendering—fast VRAM DMA only in VBlank (~2.5 ms NTSC), bottlenecking coprocessors.

Super FX (cart DSP for Star Fox) renders to cart RAM, then DMAs to SNES VRAM: 8-bit bus + VBlank limits = ~20 FPS cap (2–3 frames to transfer one 256×112 framebuffer).

Snes got mogged by a console that is much older. it's pathetic.
>>
>>12616541
Using the shoulder buttons for heavy punch and kick in Capcom games is pure fucking garbage.

Saturn controller shits on the snes controller.

companies go with 4 buttons because they want to dumb games down, that's the real answer. multiple devs have said they don't want things to be too complicated for kids and women.

That's why a device like the steam deck goes nuts with buttons, it was made for men.
>>
>>12616553
>Saturn controller shits on the snes controller.
It did finally add in the shoulder buttons, which the SEGA arcade pad should have done from the start.

But how good the Saturn compared with the SNES isn't the topic of this thread. Its a console from a generation ahead so it damn well ought to be better.

But even for that generation the Saturn controller failed and SEGA once again had to catch up by releasing a new pad that added in an analog stick. Sony also had to do that too, but at least Sony added two of them but SEGA only added one.

SEGA has never been great when it comes to controllers. They've always just copied what others did (usually Nintendo) but did so late and often half-assed.
>>
>>12616574
The snes comically underused the shoulder buttons. Even megaman x uses them for weapon toggle by default, which is slower than just opening the menu. 99% of snes games use the shoulder button for JACK SHIT. It's like the right stick on ps1.
>>
lol

2 years back then was like a decade now. Nintendo being behind back then was no different than how they were with the wii and the switch.
>>
>>12614229
>and they all had to be the same size
All sprites are 8x8 on that kind of hardware anyway.
>>
>>12616543
No, not really. Take Street Fighter Alpha 2 for instance. The SNES image on the left looks really nice, while on the right we have the same screenshot converted into 9-bit colour, which is what the Mega Drive uses. As we can see, the majority of the colours used in the background do not have close equivalents in a 9-bit colour space, and thus all the detail is lost.
>>
>>12617096
I'll post more examples of 9-bit RGB's limitations.
>>
>>
>>
>>12616547
You could say the Super Nintendo is THREE TIMES worser than anything else.
We must make people stop liking it at once
>>
>>
File: Hagane 9-bit RGB.png (57 KB, 512x224)
57 KB PNG
>>
File: Hagane 9-bit RGB 2.png (42 KB, 512x224)
42 KB PNG
>>
>>
>>
File: Axelay 9-bit RGB.png (61 KB, 512x224)
61 KB PNG
>>
>>
>>
File: Alien 3 9-bit RGB.png (38 KB, 512x224)
38 KB PNG
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>>12617096
You can't just convert an image and act like that's what would happen you fucking retard. They would just use a slightly different palette you brainrot fuck.
>>
>>12617626
>They would just use a slightly different palette
Anon...you say slightly, but these are MATHEMATICALLY the closest shades in a 9-bit palette. These are as slightly different as is mathematically possible! I'll walk you through the numbers.

Consider these two shades on the left: #202020 and #282828.
In 15-bit RGB, you have 5 bits each for the red, green, and blue channels. 2^5 = 32, though since we define null as 0, we actually go on a range of 0 to 31.
Anyway, these colours are 4,4,4 and 5,5,5 respectively in 15-bit RGB.

Finding the closest equivalent colours in 9-bit RGB is simple enough: divide each channel by 31, and then times them by 8.
>4/31*8=1.032258065
>5/31*8=1.290322581
...You can see a problem here: neither of these are whole numbers. Rounding both of them to the nearest whole gives us what are mathematically the closest possible hues to the original, within a 9-bit colour space: 1,1,1 and 1,1,1. Unfortunately, both of these are the same colour, leading to a loss of detail.



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