Author Topic: American hype for SuperGrafx Strider started here in EGM!  (Read 981 times)

Bonknuts

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American hype for SuperGrafx Strider started here in EGM!
« Reply #30 on: April 09, 2006, 08:20:51 PM »


Hehe, just a test conversion for Cody sprite in Riot Zone. I used the Sega CD sprite.

Akamichi, did you find that test rom for FF project yet?

Edit: a litte better coloring on the sprite - still Sega CD sprite.


handygrafx

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American hype for SuperGrafx Strider started here in EGM!
« Reply #31 on: April 11, 2006, 02:35:16 PM »
Bonknuts  - neat test of the Cody sprite.  I notice the extra color immediately in the second picture.


it is SAD that Sega only gave the MegaDrive ~ Genesis the ability to put 64 colors on screen, when the arcade hardware it was sort of derived from (not directly based on), can put 4096 colors on screen.


PC-Engine was TOTALL ahead of MD-Gen in the amount of colors on-screen, and PCE is 1 year older.

nodtveidt

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American hype for SuperGrafx Strider started here in EGM!
« Reply #32 on: April 11, 2006, 02:46:58 PM »
There's a nice convenient little detail when it comes to the MD/Genesis in relation to the PCE/TG...both machines use the same 9-bit palette base, with palette blocks split up in slots of 16 colours. In that respect, sprite graphics are easily portable between the two machines and they will look the same colour-wise. Of course, since the PCE has 16 said palette slots for sprites and the MD only has 2...well...that's another headache altogether.

Bonknuts

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American hype for SuperGrafx Strider started here in EGM!
« Reply #33 on: April 11, 2006, 04:03:50 PM »
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the PCE has 16 said palette slots for sprites and the MD only has 2...well...that's another headache altogether.


Nodtveidt you hit the nail on the head - right there! Atleast for me anyway. Working with 4 palettes of 16 colors is one thing, but only 2 16color palettes accessible for sprites - that really sucks.

 The MegaDrive has few nicities that help make up for it though - 2 background layers (only 64k vram though), sprites as small as 8x8 (good for shooters) and as large as 32x32 with 80 on screen, wider sprites per scanline limit (20), mid scanline palette changes(wish PCE had this), mid frame sprite table changing, mid scanline BG position changing, and 64k system ram.

 MegaDrive original games look good and hide the limitations of the system, but certain ports tend not to be as forgiving.

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it is SAD that Sega only gave the MegaDrive ~ Genesis the ability to put 64 colors on screen, when the arcade hardware it was sort of derived from (not directly based on), can put 4096 colors on screen.


 Considering the competition at the time and the current capabilities of the system, the Megadrive and PCE both were pretty advanced.  I don't think they planned on either system lasting as long as they did - well atleast in NEC's case.

nodtveidt

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American hype for SuperGrafx Strider started here in EGM!
« Reply #34 on: April 11, 2006, 06:29:06 PM »
The wider sprites-per-scanline limit coincides with the larger x-resolution, 320 pixels.

akamichi

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American hype for SuperGrafx Strider started here in EGM!
« Reply #35 on: April 12, 2006, 04:55:15 AM »
Quote from: "Bonknuts"
Akamichi, did you find that test rom for FF project yet?


Actually, yes and no.  Found the screen shots of cody but not the source code.  However, I found another piece of code with a different sprite. :P

Let me clean it up a bit... actually, I just need to figure out how to change the background color.  The sprite I have has a lot of black in it so it doesn't look right against a black background.

I'll play with it this weekend.

MottZilla

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American hype for SuperGrafx Strider started here in EGM!
« Reply #36 on: June 18, 2006, 03:47:04 PM »
I'd have loved to of seen a Super DUO (SuperGrafx + CD) and SGX games utilizing CDs. That Strider sprite test had the colors for Hiryu looking very close to the arcade.