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Post by Deleted on Aug 16, 2014 15:37:07 GMT
Consulting "Batman: Return of Joker" info i find: en.wikipedia.org/wiki/Memory_management_controller#MMC5Multi-memory controllers or memory management controllers[1] (MMC) are different kinds of special chips designed by various video game developers for use in Nintendo Entertainment System (NES) cartridges.
So, great nes titles like SMB3, MM3, Castlevania III don't used only console tecnology for cartridges. For me in Master System comparison the things are worse (for nes) but i don't wanna be dirty. Any SMS used chip resources built in cartridges?
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Post by Maxim on Aug 16, 2014 19:00:15 GMT
On the simplest level, MMC chips are no different to the mapper hardware in every Mega Cartridge and larger games. However, they sometimes included extra stuff, like timers, save games, extra memory and (rarely, but frequently mentioned) sound generation. Some of these things were also found on Master System cartridges. Some were impossible to do on the Master System. Some were built in to the console so there was no need. It's not such a scandal as it may at first seem.
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Post by Deleted on Aug 16, 2014 19:35:40 GMT
Ok Maxim. But i hope you understand me. Save chips (Phantasy star for slot saves), extra memory in increase game capacity, that's right for me. However, parallax scrolling and larger sprites (Batman: Legend of Joker. "Oh Man nes have 16 bit capacity!!!") don't seems different for you? Any chips don't turn in practice one console in other?
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Post by Deleted on Aug 17, 2014 3:11:34 GMT
Im Sorry Guys for my laicity. I saw this: None the less, the NES can do "line scrolling" as well, it's called parallax scrolling, an effect to give a pseudo 3D effect. I know of a lot of games that do this on the NES. In the background, Batman Return of the Joker uses it a bit, 3D World Runner does as well (in a slightly different way). Super Mario Bros. 3, of course, uses it for the warp zones, on the entire screen, making waves. In fact the homebrew game Solar Wars does this, and many other demos exist as well. It can be done without a mapper, but it's more efficient to use one, in which case, one with an IRQ such as MMC3-6 is good.
forum.digitpress.com/forum/showthread.php?2126-Sega-Master-System-Versus-Nintendo-Entertainment-System/page3
As for hardware, the NES is more powerful. Yes, the SMS is 3.58Mhz, and the NES is only 1.78. However! The NES uses the 6502 CPU and the SMS uses the Z80 CPU. The Z80 CPU isn't bad, but it's a very inefficient CPU, and takes about a minimum of four cycles per instruction, although most need at least eight, and some as much as 23! The 6502 does instructions in as little as two! As a result, that 3.58Mhz can't simply be compared to the 1.78Mhz as it is! The 6502 is about three times the speed of the Z80, if not more.
As well, ever wonder why those NES carts have 72 pins while the SMS only have 50? It's because the cartridge has direct access to the PPU video processor. With that, the possibilites are endless! With an FPGA or other hardware, one could render 3D on the NES easily since you can control what's in the video memory without having to execute any game code! With the SMS, to alter the graphics, the code must indirectly access the video processor.
I'm not into Atari 2600 development, but the 2600 and NES are two very unique systems, which are capable of many wacky things with very limited hardware due to how they were designed. With the 2600, you have direct control over each scanline and how it is drawn. With the NES, you can also have control over each scanline (in slightly different ways though). As well, the NES' CHR (graphics) bankswitching alone can save frames of code, thanks to the direct PPU access.
The non-mapper based NES and SMS have both areas in their graphics in which the NES is better, and areas in which the SMS is better.
NES: The NES can have 512 tiles loaded at once, the SMS 448. NES: The NES can have 32x60/64x30 background tile maps, the SMS only 32x28 NES: The NES screen is 256x240, the SMS is 256x192 SMS: The NES can have 25 colours on screen at once (more with special coding, no extra hardware required). The SMS can have 32 without trickery. DRAW: SMS tiles are 4-bit of one palette. The NES are 2-bit of four palettes, using an additional attribute table for which of the four palettes to use. This allows the use of more unique tiles, since the same tile with different colours only needs to be in memory once. SMS: The NES palettes can be selected from 52 different colours, the SMS from 64. NES: NES can use CHR ROM or RAM (no mapper needed). With CHR ROM load times can be reduced. SMS uses a CHRRAM equivilant method.
It seems i was wrong.
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Post by Maxim on Aug 17, 2014 11:34:05 GMT
I'd disagree that the NES CPU is 3 times faster than the SMS's. It's probably pretty close.
The NES was designed to let cartridges hold the tile graphics. That means the graphics data can't be compressed, so you get less of it in the same space; or you do compress it, and you have to have RAM in the cartridge, which is expensive. The SMS had video RAM in the system to make the cartridges simpler and cheaper. This was partly because Sega seemed to think ROM wasn't going to get cheaper any time soon, which was less true than they thought.
By passing the buck in this way, it meant the NES could do tricky things later like switching tile data mid frame to get more on screen, but I doubt that was the original intention.
As for calling the NES 2-bit tiles an advantage because you can easily do colour swaps, that's really the only good thing it could do. The downside is that you can only have a couple of colours per tile, so NES games tend to be much less colourful and detailed, especially noticeable in the sprites. Count the colours in Alex Kidd compared to Mario.
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Post by Deleted on Aug 18, 2014 20:43:11 GMT
Maxim, The SMS it's capable to do a race game with 1st person view gameplay? Like as Nigel Mansell's World Championship Racing in nes? www.youtube.com/watch?v=lYCRTU_ygMEOr the hardware is limited? All sms Racing games only presents the car view. Thanks if you explain technical details.
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Post by Maxim on Aug 18, 2014 21:21:47 GMT
Yes, you could do that. It's not doing anything particularly different apart from not having a player car sprite.
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Post by Deleted on Aug 18, 2014 23:08:56 GMT
Who knows somebody in smspower competition apply this concept... thks
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