Author Topic: Street Fighter II CE: Why on a Hu-Card instead of a CD?  (Read 1048 times)

Tatsujin

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #30 on: April 14, 2009, 05:38:41 PM »
I have my doubts that a Super CD could have been done as well as the HuCard because of memory restrictions.

 I did some hacking around with SF2. It wouldn't fit into the SCD memory without cutting frames of sprites. The BG is all in VRAM so it's no problem, but each 'player' sprite on average takes up about 150k. Then there's the game code and the sprite animation tables. SCD just wasn't up to the task.

ACD would have been the way to go. but also the way of reaching the fewest users.
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Joe Redifer

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #31 on: April 14, 2009, 07:07:56 PM »
Maybe SuperGrafx Arcade CD would have been best since that would be the best way to reach the fewest users. 

Tatsujin

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #32 on: April 14, 2009, 07:22:05 PM »
if that would have been the intention of NEC AVENUE, then YES!!

the great thing would have been, they really could have used the 2nd layer for the missing foreground objects.
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awack

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #33 on: April 15, 2009, 03:33:06 AM »
Quote
I did some hacking around with SF2. It wouldn't fit into the SCD memory without cutting frames of sprites. The BG is all in VRAM so it's no problem, but each 'player' sprite on average takes up about 150k. Then there's the game code and the sprite animation tables. SCD just wasn't up to the task.

So even with a total of 320 KB it doesn't seem like it would be sufficient, some large playable characters certainly take up allot of memory.

Even though Godzilla and flash hiders are at least as good as their cartridge counter parts, the super cd strengths are in other areas, shooter and action games for example, lords of thunder has more variety in its first two levels than most 16 bit shooters have in the entire game, Dracula X for the snes has missing content (sprites/animations) that could fill a book. One reason for this of course is that you can have two different load time per level, one for the stage level and one for the boss.




SignOfZeta

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #34 on: April 15, 2009, 07:24:33 AM »
Quote
I did some hacking around with SF2. It wouldn't fit into the SCD memory without cutting frames of sprites. The BG is all in VRAM so it's no problem, but each 'player' sprite on average takes up about 150k. Then there's the game code and the sprite animation tables. SCD just wasn't up to the task.

Quote
So even with a total of 320 KB it doesn't seem like it would be sufficient, some large playable characters certainly take up allot of memory.

Even though Godzilla and flash hiders are at least as good as their cartridge counter parts, the super cd strengths are in other areas, shooter and action games for example, lords of thunder has more variety in its first two levels than most 16 bit shooters have in the entire game, Dracula X for the snes has missing content (sprites/animations) that could fill a book. One reason for this of course is that you can have two different load time per level, one for the stage level and one for the boss.

Would it have been worse than 2D fighters on Playstation? KOF95 is almost unplayable its so choppy. Fatal Fury Special had the line change system removed. MSHvsSF lost the tag and became extremely crap.

Askua and Flash Hiders are pretty competent. I'm sure a decent version of SFII could be done. It might be missing something, but most people wouldn't even notice.


« Last Edit: April 15, 2009, 07:50:48 AM by Joe Redifer »

Joe Redifer

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #35 on: April 15, 2009, 07:51:31 AM »
I fixed yer quotes for you because you quoted yer own post.  :P

Anyway, I still want SF2 HuCard with optional SuperGrafx mode (like Darius) as well optional CD-ROM support (for music).  Oh, and I want it at 40 MEGs.

spenoza

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #36 on: April 15, 2009, 09:47:32 AM »
Quote
I did some hacking around with SF2. It wouldn't fit into the SCD memory without cutting frames of sprites. The BG is all in VRAM so it's no problem, but each 'player' sprite on average takes up about 150k. Then there's the game code and the sprite animation tables. SCD just wasn't up to the task.

So even with a total of 320 KB it doesn't seem like it would be sufficient, some large playable characters certainly take up allot of memory.

Even though Godzilla and flash hiders are at least as good as their cartridge counter parts, the super cd strengths are in other areas, shooter and action games for example, lords of thunder has more variety in its first two levels than most 16 bit shooters have in the entire game, Dracula X for the snes has missing content (sprites/animations) that could fill a book. One reason for this of course is that you can have two different load time per level, one for the stage level and one for the boss.






Are you two speaking the same language? Are the character sprites 150 kB or 150 kb.
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awack

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #37 on: April 16, 2009, 03:22:30 AM »
Im talking about KBytes, 320(2560 kbits,i think) 256 + 64 thats used for ADPCM, the sound fx were more than good enough in my opinion.

I do know that large sprites with allot of moves and a good number of frames per move, take up allot of memory of course.

boogiecat

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #38 on: April 17, 2009, 01:01:31 PM »
I prefer playing this one using the Hucard instead..

Arkhan

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Re: Street Fighter II CE: Why on a Hu-Card instead of a CD?
« Reply #39 on: April 20, 2009, 08:12:45 PM »
HuCard gave them an excuse to not dick up the music with corny early 90s poprock soundtracks....

:-D

[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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