One thing that I probably disagree with a lot of people is that I think the SNES's color count is kind of lame. You're sure as hell not needing to do any of this: viewtopic.php?f=12&t=14662 Of course, I'm a big SNES fanboy, so don't take all of what I said earlier to seriously. Although the Neo Geo has 16x the number of palettes as the SNES, most games I've seen don't look like they ever go over 2x the amount because why would you need to really. I'd say I think the other problem in the Neo Geo not looking as good as the hardware would suggest compared to the SNES is that some of the limits of the Neo Geo are so high that they never even come close to being hit. I'm only asking because I haven't seen any. Does the Neo Geo have any raster effects, because I imagine that would help too. The specs of the Neo Geo seem a lot more "static" than the SNES's in that there are no BG modes, transparency, or vram, but the fact that you can essentially split the balance between background layers and sprites any way you want definitely combats that. Although to be fair, I don't know of any Neo Geo games that push the system any harder than what the hardest games did on the SNES, so I'm sure there's extra room for improvement on the Neo Geo too, maybe just not quite as much. Tepples wrote:until the Super Famicom's ceiling was hit Aside for some freak situations, I can't even think of a time any game routinely pushes the bandwidth to even 3/4s. Actually, even in later games, the lack of "BG layers" is odd. You could have used it towards sprites, which it then wouldn't have enough bandwith to cover the width of the screen like the fix layer, but I mean, come on. I still think the fix layer is a waste of perfectly good bandwidth. If this sets it over the M92's bandwidth is a mystery to me though. Konami makes a new system for every game, and Sega had a million different arcade boards, with the ones being put into production at that time probably costing as much as an amusement park ride) it's also more than likely streaming more data required to get all that stuff to display in the first place considering you're dealing with only sprites that have more data than a simple background tile. Well, I actually don't know, because although the number of pixels it can display horizontally including overdraw is most likely lower than its closest (as in year made) competitor I can think of, the Irem M92, (unless Mame's Irem M92 driver accuracy is the problem, somehow Gunforce II never experiences sprite pixels per scan line problems) (CPS1 was made significantly earlier, and the CPS2 was made significantly later. Really, the Neo Geo doesn't have seemed to be any more powerful than the other arcade boards of the era. I don't think it was until 1995 that Neo Geo games started to look consistently good. The following don't look like anything that wasn't done already done on the SNES, and would certainly be possible if it weren't for BG (that actually seemed more emphasized in the earlier titles) than scrolling in some of the games. I think a lot or people have forgotten how mediocre most Neo Geo games looked for the couple of years or the systems life. That's obviously what they were trying to push at the start. Of course, Flycast could run Atomiswave games from mame romsets already without these ports, maybe they work better but I never really cared to try before, acquiring different bios and whatever crap is probably needed, now they function as Dreamcast games so it's nice and tidy.Ccovell wrote:At the launch of the Neo-Geo, most of SNK's own NG games had rather drab graphics, but tons of voice samples. SSF, the most accurate Saturn emulator, doesn't run Saturn Samurai Shodown IV right (Mednafen/Beetle do) and KoF 99 has seams on the sprites on Flycast (it's a normal Dreamcast game). SNK must be doing something unorthodox with their games and emulators often have issues. I should probably test the other SNK fighters to make sure. Other games that appear to work fine on Flycast are Demolish Fist, Dolphin Blue, Fist of the North Star, Guilty Gear X, Knights of Valour, Maximum Speed, Metal Slug 6, Neogeo Battle Coliseum, Ranger Mission and The Rumble Fish 2. Samurai Spirits however gets a black screen in-game, only some title/menu screens work properly sadly. It probably doesn't affect gameplay, it just reminds me of the recent Doom 64 conversion being the first time it's a port accurate enough for the demo to play out properly as on the real Nintendo 64 version of the game. On RetroArch/Flycast some minor logic and timing might be off compared to the real deal, letting Faster Than Speed run its attract the cars crash/get stuck after nitro boosting, I wouldn't know if that happens in the arcade version though it doesn't seem likely.
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