As for the A/V and RF output quality of both machines, I really don't know anything about that. Didn't the Genesis have some infamously bad chroma encoder or something like that?
Heh, yeah. Genesis has crappy color encoding (no alternating phase shift what-so-ever. Not even every other line). But the PCE's composite video is pretty interesting. It's not like the Genesis, where the encoder is stock/off the shelf and external. The VCE chip on the PCE actually makes the outputs needed for composite: four component outputs mixed and amp'd makes the composite video. But what's really interesting is the look up table ROM in the VCE that converts the RGB to YUV on the fly. The VCE has three 3bit R/G/B DACs, but it also has three 5bit YUV DACs (well Y, R-Y, B-Y). So the color conversion is done in the digital domain. The VCE's composite DACs are capable of outputting 32k colors directly (in YUV space), but since they opted to for the realtime conversion table - you can't access any of those other colors. Ok well, that sounds like useless info... but there's a catch. 32k colors in YUV space isn't enough to do a proper conversion from even something as small as 9bit RGB. You need much more accuracy for that kind of conversion. Technically, IIRC, more like 10bit(30bit) per Y/U/V element for 8bit(24bit) R/G/B element conversion. So, you end up with rounding errors. These errors give the PCE's 9bit RGB palette a biased range in the composite output (dunno about RF output because I never looked where it taps the VCE video; composite or RGB). The bias is
both in color/hue and brightness. Some games color choices look better under composite (some blues and purples blend better, and some darker colors near grey blend better with grey - than they do in raw 9bit RGB). I mean, it's not a huge difference but it's noticeable once you know what you're looking for. Strider for instance, looks better with the composite altered palette vs raw RGB. Startling Odyssey 2 as well. A few other that I don't recall off the top of my head.
Check 'em out:
http://www.pcedev.net/pics/composite_rgb/pce/PCE_composite_rgb_scale.pnghttp://www.pcedev.net/pics/composite_rgb/pce/RGB_cc.png Anyway, I figured you being an artist guy and all would get a kick out of that
On a side note, i think NEC foresaw the need for a lot of palettes in doing arcade conversions with only one background layer on the PCE. If you simply paste one parallax layer on top of another and have them scroll as one single layer, you'll need at least one palette for both layers, plus several palettes for where the two layers meet up. Makes sense to me, as an artist anyway.
I remember working on SF2 backgrounds with you. Those modifications sure did tear through that BG subpalette amount. Probably would have saved a good amount with two bg layer capability instead.