Author Topic: Md 68k and hu6280 comparison  (Read 10381 times)

ProfessorProfessorson

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Re: Md 68k and hu6280 comparison
« Reply #180 on: June 02, 2013, 10:33:47 PM »
The answer to the thread is the HU6280 is faster and can move more sprites than the MD68k.  


You want something to be flat out better then something else when its not. You want people to believe what you believe concerning this. You made multiple statements confusing the task the cpu handled with what the VDP was actually handling until it was pointed out to you by myself and others. Most of your statements were biased and unfounded and flip flopped between the supposed power you bestowed upon the 68k lurking inside the Genesis (sinceyou had no idea what the VDP was and what it did) and the general trashing of the other system's cpu and its hardware, both audio and visuals, in general.

I have no doubt you believe everything you said, but in that respect I also have no doubt Jim Jones believed everything he said as he helped pour the kool aid. No matter how hard you believe in something, it doesn't make it right, and no amount of emulating Alien Soldier or Ranger X or ResQ on your computer will make it so. You seriously have issues with understanding things being equal in some ways, but differing in others and both being able to trade blows, due to that difference in design and approach. Imagine if you had been around back when the Jaguar was still being marketed. You could have been the go to guy for false advertising and overhype.

I cant believe I am having to play this out for you in such vivid detail, but f*ck it, here goes:
system cpus:
Genesis-M68k= really fast cpu
PCE-Hu6280= really fast cpu

system gpu
:
Genesis-Yamaha YM7101
Pixel resolution: 320 x 224
64 simultaneous colors of 512 color pallete
64 KBytes of dedicated VRAM
(the nitty gritty=able to display 3 Planes: 2 scrolling playfields, 1 sprite plane
Fast VDP with great background scrolling ability and decent sprite size and pretty good sprite count, but terrible color support on par with Sega Master System)

PCE- 16-bit HuC6260 + 16-bit HuC6270A
Pixel resolution: variable
482 simultaneous colors of 512 color pallete
64 KBytes of dedicated VRAM
HuC6270A able to display one 1 sprite layer.
(the nitty gritty=capable of displaying one sprite layer and one background layer
Fast VDC/VDE combo with great sprite count, capable of displaying very large colorful sprites at great speed at variable screen resolutions with a very vibrant color pallet available to be presented on screen all at once)

What does this equal? Trade offs:



(klik link for larger version of image)
http://i9.photobucket.com/albums/a66/Amakusa666/customs/RastanSagaIIcompare_zps8199b7e6.png




(klik link for larger version of image)
http://i9.photobucket.com/albums/a66/Amakusa666/customs/artoffightingcompare_zps5108579a.png

Per the above, this was the going trend between the two systems. You may not like it, but that is simply how it is. So how do you rate total absolute system power exactly? Video processor wise do you just think the Genesis/MD was more powerful simply due to being able to do capable background scrolling and having about Sound Blaster quality music on its best day? Do you consider that alone as having more power? See, I don't. I look at the over all picture. For me, being able to display larger sprites at a capable speed in more colors at different resolutions with less sacrifices to over all image quality, means more power visually, while also still providing a strong soundtrack and good sound fx. It represents to me a more powerful video processor and a more complete experience as a whole both audio and video wise. I don't care if you count the cd tech in or not, but if you do it just makes the PCE that much stronger in the audio department. Video wise the core components have been there since day one.

You have stated that the Pc-Engine feels borderline 8-bit, and yet, it proved time and time again that it handled ports of 16-BIT arcade titles including NEO-GEO, far better then the Mega Drive/Genesis ever did, let alone the Snes in many cases. This is both in play style and visually, along with audio in many cases due to the clearer voices compared to Genesis/MD (and in some cases Snes voices due to muffled tin can Snes crap). So, systems as a whole, with the Pc-Engine having so many better arcade ports in it's stable of top tier titles, in general, are you implying that most every arcade game from these systems generation feels borderline 8-BIT compared to the Genesis/MD?

By implying this, are you realizing you stated that the all powerful Genesis was not even up to snuff when it came to handling said borderline 8-BIT arcade games (your words, not mine, this is what happens when you state the system with the best arcade ports of the three 16-bit home systems feels borderline 8-BIT, it attaches the source material by proxy)? By proxy you are also stating that Neo-Geo cab you own also feels gasp! borderline 8-BIT. I mean, after all, the Pc-Engine did the best ports of Fatal Fury 2, Special, World Heroes 2, and Art of Fighting. Surely if it feels only borderline 8-BIT at best, then these games must feel like barely 16-bit on the NeoGeo then, and less then 8-Bit on the Genesis and Snes ports, possibly even Atari 2600 like to you. Its pretty funny how the things you say and imply come back to haunt you, no?

And I'm not even done yet. When you say "feels borderline 8-bit", do you also mean gameplay? The core gameplay has not changed much between Nes all the way to the Snes and Genesis. In the end you use mostly the directional pad, start button, and 2-3 buttons for actions in the gameplay. On the actual game play, the core dynamics, there is not much difference between Mega Man in his heyday on Nes and the gameplay of Alien Soldier. This is something I would have thought you'd have realized being such a supposed hard core gamer who haz all the romz owns all the games, but sadly the only thing that seems to differentiate 8-BIT and 16-BIT gameplay for you is a few scrolling backgrounds and a couple of semi large sprites (pays no mind the the obvious slowdown/flicker in said games and shitty voices).


Back to audio to address this in full detail. Even audio wise, the Genesis was capable in the audio department for the most part, but when it came to voices it sounded like a busted Pro Audio Spectrum on its best day and music wise like a Sound Blaster Pro on its best, and a normal Sound Blaster on its worst. However, while musically it usually brought it's best stuff to the table often, more often then not it failed terribly at digitized speech. This was the going trend with the Genesis/MD. And this is if you were lucky. Depending on what model of the system you got you may have gotten stuck with some really shitty sound quality.

The PC-Engine on the other hand usually always brought its best stuff to the table concerning voice quality, other then a few rare exceptions like Space Harrier (which is worlds better on PCE then Space Harrier II on MD). Music wise the system at times tended to sound like a suped up Nes to lower end arcade games hardware. Many great examples include games like Raiden, Aero Blasters, Soldier Blade, Ninja Spirit, Bonks Revenge, Bloody Wolf, Street Fighter II, Outrun, Gradius and Salamander. It also didnt suffer the "some models have terrible sound hardware" issue that plagued the Genesis (let alone the random video quality for Composite video that the Genesis had).

Each systems music capability really went off in different directions. There is not many times however where I came away feeling unsatisfied with the Pc-Engines audio quality (only on the absolute worst titles on the system did this happen), and this is coming from an arcade game fans perspective, not a home console fan. I have always been a arcade game fan and hardware enthusiast first and foremost. To put this in a little objectionable arcade fans perspective per system, concerning music quality:

Listen to the music during the following videos,

Life Force Nes:

Salamander PCE:

Salamander/Life Force arcade version music:

(You can easily tell that the Pc-Engine surpasses the Nes in music quality. And I mean, Lifeforce on Nes was no slouch in the music department for that system.)

---------------------------------------------------------------

Raiden Genesis:

Raiden Pc-Engine:

Raiden arcade:

(both home system versions sound quite capable music wise)

---------------------------------------------------------------

Air Buster Genesis:

Aero Blaster Pc Engine:

Air Buster arcade:

(Of special audio note, it would be best to only focus on stage 1's music, as the musical score for stage 2 for the arcade is rather dingy and weak in most parts and the Genesis takes that aspect and makes it worse on that song as a whole. The song seems to have been ditched all together and a new one was created for the TG-16/PCE version on stage 2 that has a far stronger and more consistent sound throughout.)

(Of special visual note, the Pc-Engine version of Aero Blasters/Air Buster has reworked visuals for stage 1, which contains a new island city in the background and sort of different scrolling city in the foreground then what the arcade version presents. The Genesis version is missing the foreground scrolling for its city all together compared to the arcade, which means it couldn't keep up with its borderline 8-bit arcade brethren.)



Basically goes to show you that the Pc-Engine was capable at presenting a fairly nice composition compared to the arcade in many cases. It really depended on what the composer was going for as a whole. You can get shit sounding music out of both the PCE and MD hardware, and great sounding music also, even compared to the arcade. It's all about playing the strengths of the hardware. So, does all this music sound borderline 8-BIT to you?


In the end, if you want to go about presenting the merits of one game system over the other, especially on a thread that originally was meant to focus specifically on the cpus ability, then you damn well better bring a decent argument to the table to represent your side of things, like what I just did above. As of now, you have done no such thing. All you did was spout a bunch of nonsensical bullshit like how your pops was a programmer so you should know. Your dads experience means nothing. Did he program for game companies developing for the Genesis and Pc-Engine/TG-16? No, he did not (if you state he did, you damn well better be able to provide valid proof/multiple work references for him). Its what you bring to the table that matters, and you have no programming experience as of now, unlike many who have posted here that you chose to ignore.

Other nonsense you presented was things like your supposed "facts" like "ResQ cant be done on PCE because Stone Cold said so" and tout the greatness of Alien Soldier. Like anyone even gives a flying f*ck about a game starring what apparently would be the character you would get if Mega Man, Robocop, and Toucan Sam raped a robin and it bore a bastard cyberbird, that also happens to be riddled with slowdown and rendered in basically the colors red, brown, and grey and lame ass bosses that more often then not rip off Cosmic Carnage/Cyber Brawl. And last but not least you defined power as being able to render 6 polygons on screen at what seems to be less then 15fps, and the ability to scroll a couple backgrounds. In other words, you are easily influenced by razzle dazzle. Hey, no problem, so were my kids, back when they were like 8 or 9 or something.

In the end, you provided no solid evidence to back up your claims, just empty words, false statements/hyperbole, and totally merit-less examples, and you often confused the work/end results of the VDP of the Genesis with the M68000 which made it even more laughable. You wholly expect everyone to just eat up your fictitious hyperbole claims, and yet you wonder why these said claims keep getting curb stomped no matter what forum you present them to. I am all but surprised that you didn't claim Blast Processing was real at this point. At this time, I would politely ask you to just shut the f*ck up concerning this thread. Go back to doing unboxing videos and blowing in av cables din plugs or something. YOU are not needed here.


Also, though I don't exactly think this was your goal (god I'd hope not), please don't cite old ass magazines from 1990 for specs by example for anything other then pure joking. They posted a lot of totally inaccurate system info half the time, or left out system capabilities completely, like in the pages you posted, EGM leaving out of the Turbografx 16 resolution capabilities or them neglecting to state the Genesis only did 64 colors out of that 512, let alone them stating the TG16 cpu was the exact same in the Nes. Fact checking was not the rule of the day at EGM, let alone at GameFan or elsewhere.



(PS: Vestcoat warned you. And also, I'd never go by a guy who blows into av cables and sez he haz all teh gamez/rom master totally on his word alone concerning any kind of tech post without some real valid proof. Now....... blow.)



















« Last Edit: June 02, 2013, 11:41:28 PM by ProfessorProfessorson »

touko

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Re: Md 68k and hu6280 comparison
« Reply #181 on: June 02, 2013, 11:34:59 PM »
The MD68k moves more sprites and larger sprites faster.

only lol,lol,and lol  ..

A little demo, with only about 5% of CPU load :



Tatsujin

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Re: Md 68k and hu6280 comparison
« Reply #182 on: June 02, 2013, 11:50:47 PM »
Lol touko  :clap:

And were are the sprite flickers? :)
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touko

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Re: Md 68k and hu6280 comparison
« Reply #183 on: June 03, 2013, 12:50:23 AM »
The Md sprites/line limit is better in H40 (320 pix), and it can push more sprites/line if sprites are 8 pixels wide ..

But the PCE limitation is not the fact of CPU, 6280 is capable of handling more sprites, an exemple, SGX version of 1941 ..
There are lot of sprites on screen, and background tiles animations, and all without a good DMA .

My demo is not incredible at all, all PCE devs can do that easily,and to be serious, 5% is pessimistic ..

@EVO: It's not our fault if SEGA put a big 16 bit on the front to convince consumers that their console was not an improved SMS.
Yes i know, on screen is very difficult to see the difference  :wink:
« Last Edit: June 03, 2013, 01:06:49 AM by touko »

EvilEvoIX

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Re: Md 68k and hu6280 comparison
« Reply #184 on: June 03, 2013, 02:51:52 AM »
Well come on now....  The Genesis was 16-Bit, that's like, 8 more bits.

Quote from: ProfessorProfessorson



You want something to be flat out better then something else when its not. You want people to believe what you believe concerning this.


You see that’s just it, you can’t see the forest for the trees.  In the West it was better.  Everybody and their mother pointed out the “8-bittedness” of a lot of the games.  Now of course that means nothing technically but here in the West a LOT of the games just stunk.  Here in the states the MD eventually unseated Nintendo and was number one, it was number one in the UK by a larger margin.  Almost nothing took advantage of the HU6280 here in the states and the best games were mail order.  I have them now, I play them now, they didn’t compare to what was available in the West at the time, the majority I am speaking of.  

Now for the Japanese market the system ruled and towards the end of the systems life it had comparable games and like you said Arcade games.  Those CD ROM games added a lot of frames of animation that could not be fit on a cart and like many people said the CD rom was in the cards for the PCE since day one and it shows.  I am hammering through a lot of these games and ordering more.  Do you want me to post all the vids of the bad games I mean it's a shame they even call them Super CD Rom games when there is nothing super about them.

You could blame 3rd party or 1st party support, economics, the times, the wind, but the system had trouble delivering. Now this site and this site only seems to have a series of cascading excuses a kin to a mother making excuses for her child and for every group of "programmers" on this site that say once thing I can get just as many from another forum that says another.

I will agree that there is no definitive answer and most of the answers we find are really just based in sales and market predictions from the day (as I posted).  

What I still don't like from my gaming experience on the Turbo/PCE?

1. Every time there is a fire ball on screen in street fighter 2, at least in my copy, there is slow down.  
2. I don't like the sound FX on the PCE in comparison. Every video above that you posted to show me great sounf FX has me just confused.  I can't tell if you are joking or not. I mean they are fun and all but those blits and bloobs are hardly next gen.

3.How everybody and their mother cranks it to Sapphire but it is just on par.  Great game to play but not the visual orgy everyone rants and raves about.  I played through it and gave it a thumbs up, what more do you want a standing ovation and me crying?
4.Have you played AOF on the PCE Arcade?  Not exactly a great arcade conversion.  I have the arcade and the game, a lot is missing and a LOT of animation is missing.  The sound FX were bad as well.  Yes, I get it, a CD holds a lot more than a cart, more animation of a CD I get it.

Quote from: ProfessorProfessorson

(PS: Vestcoat warned you. And also, I'd never go by a guy who blows into av cables and sez he haz all teh gamez/rom master totally on his word alone concerning any kind of tech post without some real valid proof. Now....... blow.)



That thing had a giant piece of dust on it.  I guess my Go Prop didn't get it.  A/V cables worked fine but I still need RGB, S-video is not good enough.  Still have all the games.  I suggest you play some more MD games and really see what the system can do.


You guys keep asking about my father so I'll let you know.

He did programing for the defense dept (mostly the army) in development of weapons and defense technology.  Back in the 80's it was a switch activated by the eye for helicopter pilots as their hand and feet were busy at most times.  But more recently stuff like an RPG grenade that when fired over a wall at the enemy it communicates with a satellite in real time so when the enemy is ducking behind a wall and can't be reached directly, the grenade is fired over and when the satellite sees it's directly over head the enemy it explodes.

Today it is a lot of IOS stuff, meaning language translation in real time.  Holding up an I-Phone to a foreign sign and it re arranges it into English.  Also working on a device that has long distance facial recognition in the field.  Lots a stuff far more important then shit we are babbling about.
« Last Edit: June 03, 2013, 03:45:13 AM by EvilEvoIX »


Quote from: ProfessorProfessorson
I already dropped him a message on there and he did not reply back, so f*ck him, and his cunt wife.

Opethian

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Re: Md 68k and hu6280 comparison
« Reply #185 on: June 03, 2013, 03:13:36 AM »

[Mon 16:27] <BlueBMW> i wouldnt sell an unmolested duo hehe.  I molest the crap outta of em before they leave me

EvilEvoIX

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Re: Md 68k and hu6280 comparison
« Reply #186 on: June 03, 2013, 03:20:40 AM »
The MD68k moves more sprites and larger sprites faster.

only lol,lol,and lol  ..

A little demo, with only about 5% of CPU load :






Oh yeah I remember playing that game back in 1993, epic.  Just as visually stunning as Vector Man ;)  The animation of that mech walking and shooting brought me to tears, serious guys, serious.




@EVO: It's not our fault if SEGA put a big 16 bit on the front to convince consumers that their console was not an improved SMS.
Yes i know, on screen is very difficult to see the difference  :wink:



Dude.....It's 16 FREAKING BITS!!!!!  PLUS IT HAS HIGH DEFINITION GRAFX!!!


Also that magazine I posted said the PCE was around in 1986?  November of 1986?  If so that is very impressive.

Also does anyone take into the account that most consoles were short sited in that they were made to attack what was available.  Obviously the PCE was aimed at the NES and murdered it.  The MD at the PCE especially with CD technology and then the SNES against the MD.  The Jaguar did the 64 Bit thing and had a technical giant in a 16Bit age far too late and so on.


Or I more of think of this as my theme music.
« Last Edit: June 03, 2013, 03:23:48 AM by EvilEvoIX »


Quote from: ProfessorProfessorson
I already dropped him a message on there and he did not reply back, so f*ck him, and his cunt wife.

Tatsujin

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Re: Md 68k and hu6280 comparison
« Reply #187 on: June 03, 2013, 03:40:50 AM »
You are a real pain in the ass clown troll, ain't you?

Unbelievable!
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PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

EvilEvoIX

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Re: Md 68k and hu6280 comparison
« Reply #188 on: June 03, 2013, 03:46:23 AM »
You are a real pain in the ass clown troll, ain't you?

Unbelievable!




Quote from: ProfessorProfessorson
I already dropped him a message on there and he did not reply back, so f*ck him, and his cunt wife.

Tatsujin

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Re: Md 68k and hu6280 comparison
« Reply #189 on: June 03, 2013, 03:46:59 AM »
You guys keep asking about my father so I'll let you know.

He did programing for the defense dept (mostly the army) in development of weapons and defense technology.  Back in the 80's it was a switch activated by the eye for helicopter pilots as their hand and feet were busy at most times.  But more recently stuff like an RPG grenade that when fired over a wall at the enemy it communicates with a satellite in real time so when the enemy is ducking behind a wall and can be reached, the grenade is fired over and when the satellite sees it's directly over head the enemy it explodes.

Today it is a lot of IOS stuff, meaning language translation in real time.  Holding up an Iphone to a foreign sign and it re arranges it into English.  Also working on a device that has long distance facial recognition in the field.  Lots a stuff far more important then shit we are babbling about.

Yeah, your dad's (if it's even true) evil killer war apps sure are way far more important than our obey talk here. behind what shitty moon do you live?
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
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nodtveidt

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Re: Md 68k and hu6280 comparison
« Reply #190 on: June 03, 2013, 03:52:19 AM »
I don't doubt what EvilEvoIX says about his father. It sounds like pretty standard software engineering. I've coded for the DOD before. What he's saying is more than likely legit. Of course, that doesn't change the fact that he himself knows dick about the subject matter here.

soop

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Re: Md 68k and hu6280 comparison
« Reply #191 on: June 03, 2013, 03:57:40 AM »
Of course, that doesn't change the fact that he himself knows dick about the subject matter here.

Yeah, in the real world.  However in his world, it's proof.

Tatsujin

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Re: Md 68k and hu6280 comparison
« Reply #192 on: June 03, 2013, 04:07:09 AM »
Of course, that doesn't change the fact that he himself knows dick about the subject matter here.

That we do know since he first ever posted into this forum.
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

EvilEvoIX

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Re: Md 68k and hu6280 comparison
« Reply #193 on: June 03, 2013, 04:31:09 AM »
You guys keep asking about my father so I'll let you know.

He did programing for the defense dept (mostly the army) in development of weapons and defense technology.  Back in the 80's it was a switch activated by the eye for helicopter pilots as their hand and feet were busy at most times.  But more recently stuff like an RPG grenade that when fired over a wall at the enemy it communicates with a satellite in real time so when the enemy is ducking behind a wall and can be reached, the grenade is fired over and when the satellite sees it's directly over head the enemy it explodes.

Today it is a lot of IOS stuff, meaning language translation in real time.  Holding up an Iphone to a foreign sign and it re arranges it into English.  Also working on a device that has long distance facial recognition in the field.  Lots a stuff far more important then shit we are babbling about.

Yeah, your dad's (if it's even true) evil killer war apps sure are way far more important than our obey talk here. behind what shitty moon do you live?

It's defense.  The name of the Company is CACI.  Look it up.


Of course, that doesn't change the fact that he himself knows dick about the subject matter here.

That we do know since he first ever posted into this forum.

I now the PCE is 8-Bit, does that count?


Of course, that doesn't change the fact that he himself knows dick about the subject matter here.

Yeah, in the real world.  However in his world, it's proof.

In the real world the Turbo Got trounced by Sega and it's only shot of relevance is on sites like these by fan bois (myself included).  I mean seriously I'm all for revisionist history in the name of fun but even civil war rein-actors eventually take their suits off and go home.  Enjoy your games.
« Last Edit: June 03, 2013, 04:34:35 AM by EvilEvoIX »


Quote from: ProfessorProfessorson
I already dropped him a message on there and he did not reply back, so f*ck him, and his cunt wife.

Arkhan

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Re: Md 68k and hu6280 comparison
« Reply #194 on: June 03, 2013, 04:59:11 AM »
The Sega trounced the Turbo how?   

are we talking strictly USA?  If so, who cares.  The SNES fisted both of them.  Doesn't mean it's better
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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