Author Topic: Greatest HuCard of all time - Poll  (Read 3408 times)

Arkhan

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Re: Greatest HuCard of all time - Poll
« Reply #60 on: May 07, 2011, 11:50:34 AM »
Listen dont mention MvC2 or im going to find a way to ban your account.

That game should not be mentioned, ever.
[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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Black Tiger

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Re: Greatest HuCard of all time - Poll
« Reply #61 on: May 07, 2011, 02:04:54 PM »

I think that the sounds could be done with adpcm. They wouldn't be as clear as the HuCard SFII though. But I'm sure that the ACD fighters would've just stuck wih adpcm.

You can only play one sound at a time with ADPCM.  That would immediately suck as soon as one person throws a hadoken and the other throws a sonic boom

HADOSONICBOHADOSONIHADO


...it would be retarded


You mean like the "retarded" arcade original? :wink: The highlighted section of your quote is exactly how the HuCard and arcade versions are. The HuCard version only uses a single channel for voice and a separate single channel for sfx. Sfx and voices cancel each other out in different variations between various versions of the game.

The voices for an Arcade Card port could be done with adpcm like the ACD fighters, using PSG for sfx. But it would be cool to hear a sample heavy game that mixes adpcm and regular pcm samples. :)

Maybe multiple channels of samples could run out of the adpcm channel at a reduced quality if programmed the right way, like how the Genesis versions do? The Genesis version also seems to use only 2 channels for samples, but allows voices to overlap and cancel out sfx at times.
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Arkhan

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Re: Greatest HuCard of all time - Poll
« Reply #62 on: May 07, 2011, 02:38:02 PM »
I dunno if the PCEs adpcm thing can work like that.  At least not with what I've messed with.  You load the samples into the chip, and fire off where / how long of a sample you want to play and playing another one retriggers everything.   MAYBE would some hardcore fiddling, it would be possible... but Im not sure.

I dont recall the PCE SF having that problem, or the arcade one.  I know each character cancels their own voices out if you launch a new attack quick enough (hadoken to shoryuken).. but I don't recall each player cancelling each others effects out.
   OK,  That one has it kind of I guess, when the elephants and shit cut off the shoryuken.

But, I think the problem would be far more prominent on the PCE... assuming ADPCM was used

The best way to do it would be to play samples on the PSG channels itself and not use ADPCM (like the PCE one does already, since its the best version! mWhahahha).  Use the PCM as extra storage!! :) lol

I fired up my new copy of SF2 from BlueBMW (my copy from Falling Junk broke).

I forgot how good the chiptunes sound lol
[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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nat

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Re: Greatest HuCard of all time - Poll
« Reply #63 on: May 07, 2011, 02:59:39 PM »
Agreed. Lots of people get down on how the music in the Duo's port of SFII' is inferior to all the others, but I actually prefer it over every other port. The best reasoning I can come up with is other people are loyal to the sound of whatever port they grew up with and anything that sounds different just isn't as "good."

Arkhan

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Re: Greatest HuCard of all time - Poll
« Reply #64 on: May 07, 2011, 03:56:59 PM »
The PCE's sound is my favorite sound, so hearing Guile's tune all PCE chirpy is f*cking awesome.

anyone who says its inferior is a tool.
[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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TheOldMan

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Re: Greatest HuCard of all time - Poll
« Reply #65 on: May 07, 2011, 05:39:06 PM »
A very wierd though hit me when I was reading this....

Quote
I dunno if the PCEs adpcm thing can work like that.

What if the adpcm sound (which is stereo, i think) had different voices on each channel? Think you could mute the left side if the player wasn't in an attack? Sort of just toggle the channels to get the right sounds?

You would have to load the adpcm channels seperately, and you -might- (okay, probably) would have to track where you left off when you needed to change sounds. Think it would works?

Arkhan

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Re: Greatest HuCard of all time - Poll
« Reply #66 on: May 07, 2011, 07:03:34 PM »
A very wierd though hit me when I was reading this....

Quote
I dunno if the PCEs adpcm thing can work like that.


What if the adpcm sound (which is stereo, i think) had different voices on each channel? Think you could mute the left side if the player wasn't in an attack? Sort of just toggle the channels to get the right sounds?

You would have to load the adpcm channels seperately, and you -might- (okay, probably) would have to track where you left off when you needed to change sounds. Think it would works?



No, the ADPCM chip isn't like that.  You load up raw samples and set the playback rate, offset and length to play, and fire it off.  There aren't independent channels.

You can see more about it here, sort of.  The formatting on the page is all f*cked up and meth-induced.  Whoever put it up didn't proof-read it or something.  It used to not be jacked up, so who knows what happened there.
http://archaicpixels.com/index.php/MSM5205 

[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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Black Tiger

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Re: Greatest HuCard of all time - Poll
« Reply #67 on: May 08, 2011, 04:20:22 AM »
Agreed. Lots of people get down on how the music in the Duo's port of SFII' is inferior to all the others, but I actually prefer it over every other port. The best reasoning I can come up with is other people are loyal to the sound of whatever port they grew up with and anything that sounds different just isn't as "good."

Although the sound is nothing special by PCE PSG standards, the composition is better than everything, including the arcade. I love a lot of the sounds used in the Genesis version, but it's pretty unbalanced and sounds unfinished. The incorrect note at the end of the title screen music is hard to listen to. I prefer the original compositions overall to the SNES WW & Turbo remakes (they are different from each other), but the stereotypical SNES reverb fart sounds are what make it less enjoyable for me today.
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awack

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Re: Greatest HuCard of all time - Poll
« Reply #68 on: May 08, 2011, 04:55:20 AM »
Like has been said, two medium/medium large sized sprites with 77 to 100 frames each, eats up allot of memory, and you cant stop in the middle of a fight to load more data from the CD.

You can how ever do that with other games like Winds of Thunder, Rondo of Blood and Beyond Shadowgate, screenshots below show the variety in each level from WOT, no cartridge shooter on the mainstream consoles came close in terms of sprite frames/variety.  

 

Level one




Level two





Level three





level four




Level five




Level six




Level seven







Infact, the only thing that comes close that Ive found is a cutemup, Parodius 2 (SFC) thats because its twice as large as other shooter at 16 megs, but not only does Winds of  thunder have more frames and variety, just look at the characters below :o...WOT is a monster of a shooter.

WOT



Parodius 2
« Last Edit: May 08, 2011, 09:12:20 AM by awack »

Vecanti

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Re: Greatest HuCard of all time - Poll
« Reply #69 on: May 08, 2011, 06:55:36 AM »
Like has been said, two medium/medium large sized sprites with 77 to 100 frames each, eats up allot of memory, and you cant stop in the middle of a fight to load more data from the CD.


I was trying to get into more of the Ram VS Rom limitation.  The SuperCD card is basically 2meg of RAM.  I'm thinking in a technical terms are there somethings a HuCard rom can can do that RAM can't? 

A much better way to ask my question to clear things up is this, are we saying that if NEC had said we want to send out a SFII demo to stores that consisted of just 1 Level, and just 2 characters and nothing else, no continue screen, no selection screen, simply let's say, Chun Li level and just Chun Li Character and Ryu.  Nothing else.  No nother screens.  That that would not fit in a 2Meg HuCard?

A full 1/8 card size of the entire finished game 1 level, 2 characters, but without all 12 characters, 12 full levels, 2 bonus levels, all the speaking for the continue screens, start screen, settings screen, selection screens, all the unique endings for each individual character, the intro animation, etc?  That was more what I was getting out, is there some thing different when using 2Meg card vs 2Meg ram from the SuperCD card?   

Arkhan

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Re: Greatest HuCard of all time - Poll
« Reply #70 on: May 08, 2011, 08:17:34 AM »


I dunno, the more I look at it, MAYBE they could have done a SCD release of SF2.

Some things would need tweaked (animation frames especially), but these two fighting games are by no means awful games.

I really like both of them actually.

I mean, if they could port it to the Commodore 64, they can port it to the SCD
[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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awack

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Re: Greatest HuCard of all time - Poll
« Reply #71 on: May 08, 2011, 08:23:22 AM »
Yeah,  the two fighters per level is the key, its like combining two levels but only one load time(2megs) where is other type of games can have four loads every two levels(8megs).. which is why the duo can do games like Rondo, WOT, Beyond shadowgate etc, cartridge memory is more versatile in a way since you can use any amount during at any point during a game, if they wanted, they could have put four fighter each round in SFII..there are other limiting factors that would make that unlikely though..

Quote
is there some thing different when using 2Meg card vs 2Meg ram from the SuperCD card?

Bonknuts should be able to confirm or deny this, but i think that 2meg CD memory is if anything better than 2meg card, since it acts as system memory, and helps get around the limited system memory(8KB for pce)
« Last Edit: May 08, 2011, 08:43:51 AM by awack »

Black Tiger

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Re: Greatest HuCard of all time - Poll
« Reply #72 on: May 08, 2011, 08:44:15 AM »



I dunno, the more I look at it, MAYBE they could have done a SCD release of SF2.

Some things would need tweaked (animation frames especially), but these two fighting games are by no means awful games.

I really like both of them actually.

I mean, if they could port it to the Commodore 64, they can port it to the SCD


If they simplified the backgrounds of SFII so that they were more like those games, then they might have been able to have pulled it off. But the stages might've ended up looking closer to this-



It wouldn't have been that bad, but a SFII game with noticeably repeating tiles would break the game's mystique.





I never noticed the different art between similar enemies in Lords of Thunder. I think that I always assumed that they were simply palette swaps. :P
« Last Edit: May 08, 2011, 08:48:06 AM by Black Tiger »
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awack

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Re: Greatest HuCard of all time - Poll
« Reply #73 on: May 08, 2011, 08:52:24 AM »
Quote
I never noticed the different art between similar enemies in Lords of Thunder. I think that I always assumed that they were simply palette swaps.

Haha, same here, i guess thats another benefit of a CD game.

Bonknuts

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Re: Greatest HuCard of all time - Poll
« Reply #74 on: May 08, 2011, 08:52:51 AM »
I was trying to get into more of the Ram VS Rom limitation.  The SuperCD card is basically 2meg of RAM.  I'm thinking in a technical terms are there somethings a HuCard rom can can do that RAM can't? 
First, instant access to a wider range of memory. And the second is reusable data. A level or area can be build of assets reused from other areas, partially or completely - and not look the same. Those are the two strengths of hucard vs CD (specially format/design).

Quote
A much better way to ask my question to clear things up is this, are we saying that if NEC had said we want to send out a SFII demo to stores that consisted of just 1 Level, and just 2 characters and nothing else, no continue screen, no selection screen, simply let's say, Chun Li level and just Chun Li Character and Ryu.  Nothing else.  No nother screens.  That that would not fit in a 2Meg HuCard?

 Not bit for bit of the hucard version. Ignoring sprite frames for just for a sec, you still need game logic/code. You still need sprites sheets. You need animation tables. Etc. These are lookup tables with timings per frame, sequences of frame animation, meta-sprite object to low level object (real sprites). That can take up a nice chuck, especially for a fighting game with a lot of animation - not just the literal pixel frames themselves. Then add the actual pixel frames in. Samples take up space, so put them in ADPCM ram (whether you use ADPCM to play them or not. ADPCM access for read/write is slow, but fast enough for PSG PCM driver to read out and play). 2megs is 256k. Code+lookup tables are probably going to be 64k+ at minimum, but probably more. And BG data could remain all in vram (i.e. it's a separate read and load from CD). And assuming no chiptune music driver (CDDA instead). You have roughly 192k best case scenario and probably 128k worst case, left over for sprite frames. Split the difference and say it's 160k free for sprite frames. Dhalsim's fighting sprite frames (and projectiles) as 130k in the PCE hucard. That's more than half of the available sprite reserved CDRAM right there. Some characters have a little less and some have more space requirement. So could you do it? Yes, but it wouldn't be exactly like the hucard. There would be missing frames of animation. And that's assuming all areas load from CD (map/stage/character select, continue/loose screen, etc). If this were SGX SCD, you could probably just get away with it. With its additional 24k of ram, plus having two VDC's you could have more room in each VDC. I.e. preload a few sprite frames stay in vram memory. But back to the PCE, so if the scenario you chose had two chars that required less than a total of 160k (or whatever is really available) of sprite frame ram - then sure. But what good is that, if you have to cripple other characters to conform to that?

Quote
A full 1/8 card size of the entire finished game 1 level, 2 characters, but without all 12 characters, 12 full levels, 2 bonus levels, all the speaking for the continue screens, start screen, settings screen, selection screens, all the unique endings for each individual character, the intro animation, etc?  That was more what I was getting out, is there some thing different when using 2Meg card vs 2Meg ram from the SuperCD card?   
Between a 2meg hucard(rom) vs 2meg CDRAM (ram)? No, no difference. But what you're missing is that the the SF2 game itself doesn't neatly divide each stage area into evenly divided parts. If you forced it into such, something would have to give. And like I said previously, rom has the direct ability to reuse any asset of the entire rom for whatever purpose. It's a form of compression. And it's makes design mechanism that still gave advantages to hucards over CDRAM. And it's not like that 20meg hucard has lots of wasted space, because it doesn't. It's packed. Even the BG tiles are compressed (which, with a rom that size you'd figure there wouldn't be a need to for such relatively small screens).