WeaponLord
SystemSuper Nintendo
PublisherNamco
RegionNorth America
Release Date9/1995
In LibraryBoxed

Emulation Shot - 2004


WeaponLord
SystemSega Genesis
PublisherNamco
RegionNorth America
Release Date9/1995
In Library Complete

Emulation Shot - 2004

Turbo DUO

1 2
Lifespan: 1992-1993
CPU: 7.16 MHz 8-bit HuC6280 3
Audio: 6 Channels (Uses CPU) 4
1 ADPCM Channel
CD Audio
Co-Processors: 3.58 Mhz PSG 5
Video Processor: 16-bit HuC6270 6
Color Processor: HuC6260 7
Resolutions: 256x256 || 320x256 8
RAM 8 KB
Video RAM: 64 KB
CD RAM: 256 KB (Super System Card 3.0)
2048 KB (2 MB Arcade Card) 9
Colors On Screen: 480
(60-90 Average, ~128 Max in games) 10
Color Palette: 512  ( 32 Palettes of 16 colors each) 11
Sprite Max & Size: 64 at 16x16, 16x32, 16x64, 32x16, 32x32, and 32x64 pixels 12
Sprites per Scanline: 16 13
Background Planes: 1 Layer 
(Dynamic Tiles and Sprites were used to create up to four scrolling layers)

 

  1. 1. Jonathan J. Burtenshaw, ClassicGaming.com's Museum NEC TurboGrafx-16 (TG16) - 1989-1993 (archive.org February 1, 2008)
  2. 2. TurboGrafx-16/Duo FAQ - By John Yu, Last revised: 05/25/95 (archive.org May 14, 2007)
  3. 3. GAMESX.com Forums, Console Mods, RobIvy64 (e-mail) "TG-16/PCE overclocking success!" (archive.org May 1, 2008)
  4. 4. 6 Waveforms, 1 Frequency Modulated Channel leaves 4 Waveforms, 1 Waveform Channel can become White Noise, all channels can be programmed for sound samples. Paul Clifford (e-mail), PC Engine Programmable Sound Generator (psg.txt) (accessed February 18, 2010) available from http://www.plasma.demon.co.uk/pcengine/; internet.
  5. 5. Clifford, psg.txt $0802 - Fine frequency adjust
  6. 6. Emanuel Schleussinger, PC-Engine Video Display Controller Documentation (vdcdox.txt), (February 1998, accessed March 19, 2010) available from http://www.zophar.net/documents/pce.html; internet.
  7. 7. Paul Clifford (e-mail), PC Engine Video Colour Encoder (vce.txt)(accessed February 18, 2010) available from http://www.plasma.demon.co.uk/pcengine/; internet.
  8. 8. Typically only 216 horizontal lines are visible and are either 256 or 320 pixels wide, Schleussinger, (vdcdox.txt) 5. The Sprites in the VRAM.
  9. 9. Japan Only
  10. 10. Sixteen 15 Color palettes for the background, sixteen 15 Color Palettes for Sprites, Clifford, (vce.txt).
  11. 11. Clifford, (vce.txt).
  12. 12. Nimai Malle (e-mail), pce_doc Video Sprites (accessed March 20, 2010) available from http://emudocs.org/?page=PC%20Engine
  13. 13. Actual limit may be 8 due to 16 pixel wide sprites being aligned as 32 pixel sprites, Malle, pce_doc Video Sprites

Sega Genesis vs Super Nintendo

1 2 3 4

 

Lifespan: 1989-1996
CPU: 7.67 MHz 16/32-bit 680005
Co-Processors: 3.58 MHz Z80 (Audio/SMS):
Can write to 68000's Work RAM6
Can access cartridge's ROM data7
Texas Instruments 76489 (PSG Audio):
4 Channels 8
Yamaha 2612 (FM Audio):9
6 Channels:
One 8-bit Stereo Digital Audio Channel (DAC) replaces one FM channel 10
10 Audio Channels total
Output Frequency: 52 kHz
Video Processing: VDP
Master System Compatibility 11
Hardware Shadow and Lighting 12
Direct Memory Access (DMA):
Transfer Rate: 7.2 KB per 1/60th second13
 Resolutions: 256x224, 320x224, 320x448 14
Work RAM: 64 KB
Video RAM: 64 KB
Video RAM Bandwidth: H32 Mode: 166.0 bytes per line1516
H40 Mode: 204.0 bytes per line1718
Audio RAM: 8KB
Color RAM: 72 Bytes 19
VSRAM: 40 Bytes 20
Colors On Screen: 61 (30-75 in game, average 50) 21 22
Color Palette: 512
Sprite Max & Sizes: 80 sprites at 320x224
64 sprites at 256x22423
Sprite Sizes:
8x8, 8x16, 8x24, 8x32
16x8, 16x16, 16x24, 16x32
24x8, 24x16, 24x24, 24x32
32x8, 32x16, 32x24, 32x32 24
Sprites per Scanline: 20 at 320x224, 16 at 256x224 25
Background Planes: 2 layers with 16 colors per 8x8 pixel tile26
VDP handles scrolling as single planes, independently scrolling 8 line rows, and independently scrolling lines.27
Each 8 line row can can be displayed over or under others. 28
Storage: Cartridge up to 32 Mbit (4 MByte)
Bankswitch method allows more than 32 Mbit of storage.29

Capacity chronology30:
1988: Osomatsu-kun: Hachamecha Gekijou (2 Mbit), Space Harrier II (4 Mbit).
1989: Daimakaimura (5 Mbit),

Phantasy Star II (6 Mbit).

1990: Columns (1 Mbit), Strider Hiryu (8 Mbit).
1991: Star Control (12 Mbit).
1992: LandStalker (16 Mbit).
1993: Street Fighter II': Special Champion Edition (24 Mbit).
1994: Panorama Cotton (20 Mbit), Saturday Night Slam Masters (32 Mbit), Sonic 3 & Knuckles (32 Mbit) (Lock-On Technology), Super Street Fighter II: The New Challengers (40 Mbit) (Bankswitching Method).
2010: Pier Solar and the Great Architects (64 Mbit).

Revenge of Shinobi - Genesis - 1989

  31 32 33 34 35

 

Lifespan: 1991-1997
CPU: 3.58 MHz 16-bit 65c816 36
6502 Compatibility (unused)
Co-Processors: SPC700 (Sound CPU)
S-DSP (Sound Generator)
8 Digital Audio Channels
Independent Stereo Panning (per channel)37
Filters for audio smoothing and echo 38
Compressed audio decoding 39
Output Frequency: 32 kHz
Video Processing: PPU 1
PPU 2 (On the same chip) 40
Mozaic/Pixelation
DMA
Transfer Rate: 5.72 KB per 1/60th second shared by 8 Channels 41
HDMA
Used for per line updates 42
Resolution: 256x224, 256x448, 512x224, 512x448 43
Work RAM: 128 KB
Video RAM: 64 KB
Video RAM Bandwidth: 170.5 bytes per line44
Audio RAM: 64 KB
Sprite RAM: 512 + 32 bytes 45
Color RAM: 512 Bytes 46
Colors On Screen: 240-256 47 48
(90-150 average in game)
Color Palette: 32,768
Sprite Max & Size: 128 sprites at:
8x8 & 16x16, 8x8 & 32x32, 8x8 & 64x64, 16x16 & 32x32, 16x16 & 64x64, 32x32 & 64x64, 16x32 & 32x64, 16x32 & 32x32 49
Sprites per Scanline: 32, 34 8x8 tiles, 256 sprite pixels per line 50
Background Planes: Eight Modes Numbered 0 - 7
4 (96-colors, 24 per background, 3/tile)
3 (two 120-colors, one 24-colors)
2 (120-colors)
2 (240-colors, 120-colors)
2 (240-colors, 24-colors)
2 (120-colors, 24-colors, interlaced)
1 (120-colors, interlaced)
1 (255-color, scaled, rotated, etc) 51
 
Storage: Cartridge up to 32 Mbit (4 MByte)
• Tales of Phantasia (1995) (48 Mbit)
• Star Ocean (1996) (48 Mbit)
Average: 8 Mbit ('91), 16-32 Mbit ('92-'97)

 

 

 

SUPER Castlevania IV - SNES - 1991

  1. 1. Sam Pettus, "SegaBase Volume 3 - Megadrive / Genesis 'Sega MK-1601'," (January 23, 2007, accessed March 31, 2010) available from http://www.eidolons-inn.net/ (archive.org November 7, 2007).
  2. 2. Samuel N. Hart, A Brief History of Home Video Games: Sega Genesis, Geek Comix (archive.org June 16, 2008).
  3. 3. Legacy Sega Consoles: Sega Genesis, Sega of America (archive.org December 8, 2002).
  4. 4. PC Vs Console - Console Specs (4th Generation), (archive.org March 15, 2008).
  5. 5. Up to 32-bit processes internally, 16-bit data bus, Programer's Reference Manual M68000PM/AD Rev.1.
  6. 6. Are we sure MD Z80 can't write to M68K RAM? NCS does it....
  7. 7. Sega Genesis Manual.
  8. 8. 3 tone generators and 1 white noise, "Nemesis," GENESIS Technical Overview 1.00, (accessed April 1, 2010),  119.
  9. 9. Frequency Modulation is synthesized audio like PSG but considerably more complex.
  10. 10. Must be timed correctly  in software to allow 5 FM Channels to play with digital audio (Street Fighter II:CE plays multiple digital audio channels simultaneously), "Nemesis," GENESIS Technical Overview 1.00, 92.
  11. 11. Charles MacDonald,  E-mail || Homepage, Sega Genesis VDP documentation Version 1.5f (genvdp.txt)  $01 - Mode Set Register No. 2, (August 10, 2000, accessed March 11, 2010), available from http://emudocs.org/?page=Genesis; internet.
  12. 12. MacDonald,  genvdp.txt, 16.) Shadow / Hilight mode.
  13. 13. Speed at which data in RAM can be transferred to VRAM,"Nemesis," GENESIS Technical Overview 1.00, 45.
  14. 14. Interlaced double resolution mode, used in Sonic 2 splitscreen 2-player.
  15. 15. Advantages of SNES hardware vs. Genesis hardware
  16. 16. Advantages of SNES hardware vs. Genesis hardware
  17. 17. Advantages of SNES hardware vs. Genesis hardware
  18. 18. Advantages of SNES hardware vs. Genesis hardware
  19. 19. 64x9 bits, MacDonald,  genvdp.txt, 9.) CRAM.
  20. 20. Vertical scroll RAM, 40x10 bits, MacDonald, genvdp.txt, 10.) VSRAM.
  21. 21. four 15-color palettes plus one background color
  22. 22. Direct 9-bit RGB (512 colors) available at half horizontal resolution, 160x224 or 128x224 visible, "Oerg866," "Nemesis" and "Chilly Willy," "Direct Color Demo using DMA," SpritesMind.net, accessed March 1, 2013, http://gendev.spritesmind.net/forum/viewtopic.php?t=1203.
  23. 23. MacDonald, genvdp.txt, 15.) Sprites
  24. 24. "Nemesis," GENESIS Technical Overview 1.00, 13.
  25. 25. MacDonald, genvdp.txt, Sprite Drawing Limitations.
  26. 26. Each tile shares colors from four 15 color palettes between the background and sprite layers, MacDonald, genvdp.txt, $0B - Mode Set Register No. 3.
  27. 27. MacDonald, genvdp.txt, $0B - Mode Set Register No. 3.
  28. 28. Hardware function of the VDP, MacDonald, genvdp.txt,  14.) Priority.
  29. 29.
    "THE BANKSWITCHING MECHANISM",
    SSFII GENESIS TECHNICAL INFORMATION.
  30. 30. game sizes chronology & first 32 meg cart?
  31. 31. Samuel N. Hart, A Brief History of Home Video Games: Super Nintendo Entertainment System, Geek Comix (archive.org February 7, 2008).
  32. 32. Nintendo - Super NES - Detailed Specs, Nintendo of America (archive.org June 27, 2001).
  33. 33. PC Vs Console - Console Specs (4th Generation), (archive.org March 15, 2008).
  34. 34. Usenet, Rec.Games.Video, Ralph Barbagallo, SNES Hardware (January 19, 1992, accessed April 2, 2010) available from http://groups.google.com; internet.
  35. 35. Super NES Programming/SNES Specs, (October 29, 2007, archive.org June 14, 2008) available from http://en.wikibooks.org/wiki/Super_NES_Programming/SNES_Specs.
  36. 36. 1.56 MHz or 2.68 MHz in some software,  Hardware.txt, available from http://www.mit.edu/afs/athena/activity/p/peckers/Programs/snes9x/solaris..., 65c816
  37. 37. SPC-700 Programming Information.
  38. 38. Anomie's S-DSP Doc version WIP (e-mail) (apudsp.txt), (October 13, 2005, accessed April 8, 2010).
  39. 39. "Ledi" and "Peekin", Super Famicomm Sound Manual NOA-SFX-04/15/90 (sfsound.txt), (October 15, 2001, accessed April 9, 2010), available from http://www.emudocs.org/?page=Super%20NES.
  40. 40. PPU is is called a single processor in all other documentation, Kevin Neviksti, SNES memory map and MAD-1 chip information (SNES_MemMap.txt), (accessed April 23, 2010) available from http://gatchan.net/uploads/Consoles/SNES/Flashcard/SNES_MemMap.txt.
  41. 41. 2.68MB divided by 8 (channels) divided by / 60 (frames per second), DMA occurs during VBLANK, Super NES Programming/SNES Specs, Direct memory access unit.
  42. 42. Uses DMA channels, Hardware.txt,  H-DMA
  43. 43. 448 and 478 line modes are interlaced, Qwertie, Combined Registers Document (combined.txt), Screen mode/video select register [SETINI] (accessed on April 8, 2010).
  44. 44. Advantages of SNES hardware vs. Genesis hardware
  45. 45. Super NES Programming/SNES Specs, Video RAM.
  46. 46. Each color uses 2 bytes, David Piepgrass, Qwertie's SNES Documentation Plus DMA Revision 6 (2.1),  Color Palettes, (1998, accessed April 5, 2010) available from http://emudocs.org (archive.org July 12, 2007).
  47. 47. eight 15 color background palettes, eight 15 color sprite palettes in most common graphic modes, Charles MacDonald,  E-mail || Homepage, SNES hardware notes (snestech.txt), CGRAM, (September 17, 2003, accessed March 11, 2010), available from http://www.emudocs.org/?page=Super%20NES
  48. 48. 2048 Colors are technically possible using Direct Color Mode, Hardware.txt, Direct Colour Mode.
  49. 49. snestech.txt, Sprites
  50. 50. Super NES Programming/SNES Specs, Maximum onscreen objects (sprites).
  51. 51. 4 backgrounds limits colors per tile (8x8 pixels) to 3-colors whereas other modes are 15-colors per tile, adapted from Qwertie's SNES Documentation, Register $2105: Screen mode register (1b/W).

Console History

2D Generations - 8-bit to 16-bit:
|| ||


Add-ons, CD-ROMS, FMV and early 3D gaming:

|| || || ||


3D Generations - 32-bit to 128-bit:

|| || || ||

Golden Axe Level 1 Audio Comparison

Click on the three audio files below to compare the Title Screen and Level 1 music from the Genesis and Arcade versions of Golden Axe.  The latest versions of Gens and MAME as of March 2005 were used for these samples.

Feel free to switch back and forth between files at any point, each player will remember its last position.

mp3 audio: 

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Golden Axe Intro and Level 1 - Gens Emulator 2005

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Golden Axe Arcade Intro and Level 1 - MAME 2005

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Golden Axe Arcade Level 3 - Genesis 1

Updates

November 7, 2009

1. Retired this old clunky updates page in favor of Drupal's default front page.  Updates will now be automatically generated based on whatever pages I create or update.

October 27, 2009


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