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> okay - for those of you that have some knowledge of Sega's SYSTEM 16 A/B boards > from ~1986 (just the basic single-cpu ones) and Capcom's CPS board from 1988, > how do the two architectures compare? > > we can look at the paper-specs and can see that on paper, the CPS is newer, and > in some respects, more powerful. > > SEGA SYSTEM 16 A/B > Main CPU: MC68000 10 MHz > Secondary CPU: Z80 > Video Resolution: 320 x 224 > Colors: 4096 on-screen out of 32,768 (?) > Sprites: 128 sprites (16x16 or 8x8 ?) > Background Layers: 2 > Effects: hardware sprite zooming/scaling, translucent shadows > > CAPCOM CPS > Main CPU: MC68000 - 10 MHz > Secondary CPU: Z80 - 4 MHz > Video Resolution: 384 x 224 > Colors: 2048 on-screen out of 65,536 > Sprites: 256 sprites (16x16 or 8x8?) > Background Layers: 3 > Effects: ???? no zooming/scaling? > > but how do these architectures compare in practice? I know that paper specs > don't always reveal the realworld in-game capabilities. although some things > are obvious. > > the newer CPS board has higher resolution, a larger color pallete (although both > are large enough) seemingly more sprites on screen, and one more background > layer than System 16. > > the older System 16 board seems to have a few advantages over the CPS - more > colors on screen at once, dispite a smaller pallete, and hardware > zooming/scaling. > > I'm sure that the differences in the color capabilities between the two are > actually very small if non existant. the CPS could probably use upto 4096 colors > if programmed to, like System 16 has. and System 16's color pallete of 32768 > probably isnt really much worse than CPS's 65536 color pallete. > > where things get interesting is in sprites (128 vs 256) parallax background > layers ( 2 vs 3) and effects like scaling (some vs none?) > > > also, I wanted to throw this out there. what if CPS games like Forgotten Worlds, > Ghouls N Ghosts, Strider, Final Fight, Street Fighter 2, etc were > converted/ported "down" to the System 16 board?
Ported *down*? System16 can do scaling, end of argument! My board is better than your board :-P ;-)
> we've seen how CPS conversions > turned out on the Megadrive/Genesis, which is conciderably less powerful than > System 16, not to mention the much smaller rom sizes. now if we 'upgrade' from > the newer Megadrive/Genesis (1988) to the older System16 (~1986) in hardware > and give System16 conversions/ports of CPS games the same rom size as the CPS > versions, how would things turn out? I'd imagine pretty close to the CPS > versions in most cases. they'd be slightly lower resolution. but I am sure the > System 16 could be programmed to do an additional parallex background layer > (like Genesis/MD often was) for games like Street Fighter 2 that seems to use > CPS's 3 layers quiet well. > > overall there is probably a larger difference between MD/Genesis and CPS or > System16, than there is between System16 and CPS, agree? >
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