Sega CD

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jdr...@mercury.ncat.edu

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Dec 3, 1992, 6:45:15 PM12/3/92
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Has anyone heard about Sega improving the number of colors displayed at
once? I know that they are working on the total number of colors
avalible, but so far, games like Prince of Persia look better on the
SNES (or TG-16 for that matter).

-Johnathan
-jdr...@garfield.ncat.edu

Daniel Carleton

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Dec 3, 1992, 11:31:19 PM12/3/92
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jdr...@mercury.ncat.edu writes:

Sometimes color selection has more to do with image quality. For example,
the Lynx has only 16 colors, but Zarlor Mercenary looks as nice as many
Genesis games. A good example of color selection for good effects is
Faxanadu for NES. Unlike most NES games, the backgrounds in Faxanadu
didn't have lots of bright colors; There were only two or three different
colors in each scene. Because of this, they could have more shades of each
color, thereby creating nice looking shaded backgrounds with the same palette
that supported the much flatter but more colorful "Super Mario Bros."
Unfortunately, the Genesis has only 512 colors to choose from. I have not
heard of upgrades, but Sega could increase quality without ruining compatability
or adding much cost by increasing the palette size, but this is only my
opinion.
kj

Nathan W Stehle

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Dec 5, 1992, 10:34:16 AM12/5/92
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In article <1992Dec3.2...@mercury.ncat.edu> jdr...@mercury.ncat.edu writes:
>Has anyone heard about Sega improving the number of colors displayed at
>once? I know that they are working on the total number of colors
>avalible, but so far, games like Prince of Persia look better on the
>SNES (or TG-16 for that matter).
>
I know that there are rumors (official stories in EGM) that Sega is working
on "tricking" the Genesis to display more colors. How they can do this, I
would like to know...

Nathan


Mark Phaedrus

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Dec 5, 1992, 11:38:12 AM12/5/92
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I'm looking for Shapeshifter and Shadow of the Beast for the TurboDuo.
If you have these for sale, or can recommend a good mail-order source for
them, please let me know. Thanks in advance!

--
\o\ Internet: phae...@halcyon.com (Seattle, WA Public Access Unix) \o\
\o\ "How'd you like to move a few steps down the food chain, pal?" \o\
\o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
\o\ for a copy of the Transformation Stories List. \o\

David R McClintock

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Dec 5, 1992, 1:46:59 PM12/5/92
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I don't care how they do it, JUST DO IT!! I woun't believe it till I see it though.
I would really like to see it happen.

Dave


Daniel Carleton

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Dec 7, 1992, 1:38:25 PM12/7/92
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>Dave
The Atari 2600 could change the color palette while the screen was being
raster-scanned. This way, It could have a different color palette on each
scan line. Activision games took advantage of this to create some graphicly
impressive games such as pitfall II. Imagic used this technique to create
the rainbow colored demons in 'Demon Attack'. As I recall, each sprite was
monochromatic on the 2600, but this scan line trick solved this problem in
a limited way. I'm not sure if the Genesis hardware could pull off this trick.
The SNES couldn't because it only updates its video memory between each TV
refresh, but it has enough colors.

Jason Austin

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Dec 7, 1992, 12:22:41 PM12/7/92
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In article <1992Dec5.1...@news.stolaf.edu> nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:
-> In article <1992Dec3.2...@mercury.ncat.edu> jdr...@mercury.ncat.edu writes:
-> >Has anyone heard about Sega improving the number of colors displayed at
-> >once? I know that they are working on the total number of colors
-> >avalible, but so far, games like Prince of Persia look better on the
-> >SNES (or TG-16 for that matter).
-> >
-> I know that there are rumors (official stories in EGM) that Sega is working
-> on "tricking" the Genesis to display more colors. How they can do this, I
-> would like to know...
->
-> Nathan

I don't know if this is how they want to do it, but I remember
getting the Atari 1200 to display more colors using a raster interrupt.
Essentially it changed the color map as the electron beam was snapping
from the end of one raster line to the beginning of the next. This
only allowed you to have screen wide regions of different colors.
--
Jason C. Austin
j.c.a...@larc.nasa.gov

Clarence Din

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Dec 7, 1992, 5:13:36 PM12/7/92
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In article <16...@tecsun1.tec.army.mil> carl...@tecsun1.tec.army.mil (Daniel Carleton) writes:
>drmc...@uncc.edu (David R McClintock) writes:
>
>>In article 11...@news.stolaf.edu, nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:
>>>In article <1992Dec3.2...@mercury.ncat.edu> jdr...@mercury.ncat.edu writes:
>>>>Has anyone heard about Sega improving the number of colors displayed at
>>>>once? I know that they are working on the total number of colors
>>>>avalible, but so far, games like Prince of Persia look better on the
>>>>SNES (or TG-16 for that matter).

I saw the box for the Sega CD version of Prince of Persia and was
wondering why they omitted the scene with the man and woman which
appears on both the SNES and TG-16 display boxes. Does the same
screen on the Sega CD game look plain by comparison?

>>>I know that there are rumors (official stories in EGM) that Sega is working
>>>on "tricking" the Genesis to display more colors. How they can do this, I
>>>would like to know...

The Amiga had this thing called HAM, or Half-Brite mode, which
basically shows lighter versions of the standard 32 colors to
give you 64 colors. Or, Sega game designers could just color
every other pixel for such "half-bright" colors (HA HA HA HA!!!).

Superior Sega hardware... foo!
---------------------------------------------------------------------------
Clarence K. Din
Information Systems Specialist III, Dept of Chemistry, Univ of Pennsylvania
d...@gradient.cis.upenn.edu
---------------------------------------------------------------------------
I have my toys (D-50+M-EX, SR-16, TurboDuo, SNES, HP48SX) and you don't! Nyah!

etx...@garbo.ericsson.se

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Dec 9, 1992, 6:05:20 AM12/9/92
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ja...@ab20.larc.nasa.gov (Jason Austin) writes:

>-> [stuff deleted]


>->
>-> I know that there are rumors (official stories in EGM) that Sega is working
>-> on "tricking" the Genesis to display more colors. How they can do this, I
>-> would like to know...
>->

> I don't know if this is how they want to do it, but I remember
>getting the Atari 1200 to display more colors using a raster interrupt.
>Essentially it changed the color map as the electron beam was snapping
>from the end of one raster line to the beginning of the next. This
>only allowed you to have screen wide regions of different colors.

This only increases the number of on-screen colours, not the total number
of colours in the hardware palette. I think the Genesis/Megadrive needs an
improvement of both to display digitized pictures with reasonable quality.

It has been argued that the SNES is a lot better than the Genesis (at
displaying many colours), but the games I've seen for the SNES aren't so
impressive. I'm referring to SF2, Mickey Mouse, and Contra III. OK, the
graphics look very good, the sound is awesome etc, but I don't think
there are 256 colours on screen.

Anders Skelander

Dave - Silon

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Dec 12, 1992, 2:25:01 PM12/12/92
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On the SNES, the colors may look good, but the (*&(#@$(*$#& slow downs
drive me nuts - I am so sick of them - especially in games like
Super R-Type. Now you're playing with power.

- Dave

Tim Meekins

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Dec 13, 1992, 6:45:45 AM12/13/92
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Blame the programmer before you blame the machine. Look at Super Aleste/Space
Megaforce. It has much more action than R-Type and has no slowdown at all.

Also, look at Desert Strike for the SNES and Genesis...the SNES has
-fewer- slow downs than the Genesis version....

The Genesis has been out longer, thus it has more experienced programmers.
As the SNES is out longer, the programmers will be more adept and
producing better games.

TIM MEEKINS Ask me about GNO/ME! - MultiTasking on a IIGS!
mee...@cis.ohio-state.edu Procyon, Inc., 11738 Aqueduct Drive
AOL: GNO Tim2 (@aol.com) Littleton, CO 80127 (303) 933-4649

"Computers aren't intelligent, they just think they are."

Nathan W Stehle

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Dec 13, 1992, 11:43:10 AM12/13/92
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In article <1992Dec13....@cis.ohio-state.edu> mee...@tortoise.cis.ohio-state.edu (Tim Meekins) writes:
>
>Blame the programmer before you blame the machine. Look at Super Aleste/Space
>Megaforce. It has much more action than R-Type and has no slowdown at all.
>
>Also, look at Desert Strike for the SNES and Genesis...the SNES has
>-fewer- slow downs than the Genesis version....
>
>The Genesis has been out longer, thus it has more experienced programmers.
>As the SNES is out longer, the programmers will be more adept and
>producing better games.
>
Yes, but that's what they were saying over a year agao too. I'll admit the
quality is a great deal better, but why is JMF better for the Genesis??

Nathan


Dave Litchman

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Dec 13, 1992, 4:30:00 PM12/13/92
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In article <71...@cup.portal.com> Gle...@cup.portal.com (Dave - Silon) writes:

Super R-Type was an early game for the SNES, and wasn't programmed to take
advantage of the co-processors in the unit. Now that developers have learned
how to correctly program the SNES, slowdowns are no longer a factor.


--
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
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Gary Snow

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Dec 14, 1992, 1:15:22 PM12/14/92
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In article <1992Dec13....@news.stolaf.edu> nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:
>>
>>The Genesis has been out longer, thus it has more experienced programmers.
>>As the SNES is out longer, the programmers will be more adept and
>>producing better games.
>>
>Yes, but that's what they were saying over a year agao too. I'll admit the
>quality is a great deal better, but why is JMF better for the Genesis??

What is better about JMF 93 for the Genesis VS the SNES?

Gary

--
-----
Gary Snow
uunet!clark!gsnow or gs...@clark.edu

Alex Di Ricco

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Dec 14, 1992, 3:01:07 PM12/14/92
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In article <1992Dec14....@clark.edu> gs...@clark.edu (Gary Snow) writes:
>In article <1992Dec13....@news.stolaf.edu> nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:

>>Yes, but that's what they were saying over a year agao too. I'll admit the
>>quality is a great deal better, but why is JMF better for the Genesis??
>
>What is better about JMF 93 for the Genesis VS the SNES?
>

>Gary Snow
>uunet!clark!gsnow or gs...@clark.edu


The animation in the SNES version is annoyingly jumpy. The genesis version
is extremely smooth. It makes a pretty big difference.

--
Alex Di Ricco
c60b...@WEB.berkeley.edu
a...@ocf.berkeley.edu

Gary Snow

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Dec 14, 1992, 6:50:25 PM12/14/92
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In article <1gip63...@agate.berkeley.edu> c60b...@web-1d.berkeley.edu (Alex Di Ricco) writes:
>In article <1992Dec14....@clark.edu> gs...@clark.edu (Gary Snow) writes:
>>In article <1992Dec13....@news.stolaf.edu> nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:
>
>>>Yes, but that's what they were saying over a year agao too. I'll admit the
>>>quality is a great deal better, but why is JMF better for the Genesis??
>>
>>What is better about JMF 93 for the Genesis VS the SNES?
>
>The animation in the SNES version is annoyingly jumpy. The genesis version
>is extremely smooth. It makes a pretty big difference.

Hmmm, I didn't notice it. I guess I will have to compare them side by side.
I got my brother JMF 93 for his Genesis for Christmas, and I already have
JMF 93 on my SNES.

Have to wait till Christmas though.

Gary


--
-----

Nathan W Stehle

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Dec 14, 1992, 8:03:37 PM12/14/92
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In article <1992Dec13.2...@admiral.uucp> da...@admiral.uucp (Dave Litchman) writes:
>In article <71...@cup.portal.com> Gle...@cup.portal.com (Dave - Silon) writes:
>>On the SNES, the colors may look good, but the (*&(#@$(*$#& slow downs
>>drive me nuts - I am so sick of them - especially in games like
>>Super R-Type. Now you're playing with power.
>
>Super R-Type was an early game for the SNES, and wasn't programmed to take
>advantage of the co-processors in the unit. Now that developers have learned
>how to correctly program the SNES, slowdowns are no longer a factor.
>
>
Ha! What about JMF 93? And even the Genesis has slowdowns, but that's (like
a number of problems) due to how well the prgrammers work within a machine's
capabilities.

Nathan

Nathan W Stehle

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Dec 14, 1992, 8:08:40 PM12/14/92
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In article <1992Dec14....@clark.edu> gs...@clark.edu (Gary Snow) writes:
>In article <1992Dec13....@news.stolaf.edu> nst...@mari.acc-admin.stolaf.edu (Nathan W Stehle) writes:
>>>
>>>The Genesis has been out longer, thus it has more experienced programmers.
>>>As the SNES is out longer, the programmers will be more adept and
>>>producing better games.
>>>
>>Yes, but that's what they were saying over a year agao too. I'll admit the
>>quality is a great deal better, but why is JMF better for the Genesis??
>
>What is better about JMF 93 for the Genesis VS the SNES?
>
Play is smoother and much less choppy without that annoying slowdown.

Nathan


Dave Litchman

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Dec 15, 1992, 5:08:57 PM12/15/92
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Exactly my point.

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