White_Pointer Gaming
White_Pointer Gaming
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All SNES enhancement chips and what they did | White_Pointer Gaming
The Super Nintendo was designed so that enhancement chips could be built into cartridges to boost functionality. The Super FX is the most famous of these, but what were all of the others, what exactly did they do and what games used them?
0:00 Intro and background
1:00 Super FX and Super FX2
4:41 SA-1
5:21 DSP series
6:08 SDD-1
7:33 CX-4
8:17 ST series, OBC-1, SPC7110, S-RTC
9:37 Conclusion
Переглядів: 11 094

Відео

Harnessing the power of the Neo Geo | White_Pointer Gaming
Переглядів 3,4 тис.Місяць тому
The Neo Geo was the most powerful (and expensive) console for its time, so how exactly did it work and how did it manage to do what it did? It's time to investigate SNK's powerhouse in this video! 0:00 Intro 0:26 History and innovations 4:07 Comparisons and how graphics were drawn 7:52 Sprite scaling and bank switching 12:59 Conclusion and Outro Purchase my book "Secrets of Video Game Consoles"...
Beating the limitations of the TurboGrafx-16/PC Engine | White_Pointer Gaming
Переглядів 10 тис.2 місяці тому
The TurboGrafx-16 or PC Engine was a limited console in many ways, but developers pulled off some really neat tricks on it to really push it to its limit and compete with Sega and Nintendo. This video explores some techniques that were used to do so! 0:00 Intro 0:20 History 2:24 Comparisons with Sega and Nintendo 3:47 Faking background layers and parallax 7:05 Swapping memory locations on the b...
How 16-bit consoles constructed their graphics and what various terms mean | White_Pointer Gaming
Переглядів 1,2 тис.3 місяці тому
Ever wondered what scanlines actually are? What terms like DMA, HDMA, HBlank and VBlank mean? What tiles are and why consoles used them? Then you've come to the right place. I've explored how some of these consoles achieved various effects previous videos but never really explained the basics of how they actually constructed their graphics, so time to fix that! Check out more about the real bla...
Final Fantasy VII Rebirth: How to beat the Head Case VR Combat Challenge | White_Pointer Gaming
Переглядів 1,3 тис.4 місяці тому
Having trouble beating the VR combat challenge "Head Case"? The one where you need to take down a Mindflayer before you take down two weaker enemies that can kamikaze on you? Here's a super easy setup that basically only requires weapon abilities! It worked for me so maybe it'll work for you too! This was done on NORMAL difficulty. This challenge first becomes available in chapter 9. 0:00 Setup...
Final Fantasy VII Rebirth: How to beat pro level crunch-off | White_Pointer Gaming
Переглядів 2,9 тис.4 місяці тому
The gym minigame is back in Rebirth and is probably more difficult than pull-ups from Remake. There's no trophy for it this time, but if you want to beat Jules and earn that champion belt, then this guide is for you! I mention in the video that Jules seems to finish on around 49 reps, but it seems he can finish in the 49-51 range. So 52 is more than likely your sweet spot for a guaranteed win. ...
Final Fantasy VII Rebirth: How to beat Fort Condor on hard mode (stage 4) | White_Pointer Gaming
Переглядів 6914 місяці тому
Having some problems beating the final hard mode stage of the Fort Condor minigame in Final Fantasy VII Rebirth? No problem, I'm here to help! This is available in chapter 4. Hard mode unlocks once you have completed all 4 stages on normal mode. Unfortunately there's no real reward for doing this other than the satisfaction that you've done it. Oh well, it's still a really cool throwback to the...
Graphical tricks on the Sega Mega Drive/Genesis | White_Pointer Gaming
Переглядів 4,7 тис.5 місяців тому
The Sega Mega Drive or Genesis was an impressive piece of hardware when it first launched, and was capable of pulling off some pretty interesting graphical effects. So let's take a closer look at them to see how Sega did what Nintendidn't. 0:00 Intro 0:41 Mega Drive vs Super Nintendo 2:30 Planes, scrolling and priorities 7:13 Dithering and colours 10:33 Raster effects 12:21 Outro Further resour...
How transparency effects were achieved on the SNES | White_Pointer Gaming
Переглядів 2,6 тис.6 місяців тому
One of the unique features of the Super Nintendo that set it apart from its competition at the time was its ability to create transparency effects. So how exactly did they work? 0:00 Intro 0:19 Overview of background modes 3:14 Two screens and colour maths 7:10 High resolution and pseudo high resolution 10:01 Sprite transparency and colour palettes 12:15 Outro Further resources if you are inter...
3D Platform Fighters? Yes, they are a thing! | White_Pointer Gaming
Переглядів 1,5 тис.7 місяців тому
Everyone knows about the popular 2D platform fighters, like Super Smash Bros, Rivals of Aether, Brawlhalla and Multiversus, but did you know 3D platform fighters are also a thing? Let's explore some examples of this under-represented subgenre. 0:00 Intro 01:07 3D platform fighters vs arena fighters 2:05 Power Stone & Power Stone 2 4:37 Kung Fu Chaos 6:26 Shrek Superslam 8:13 The Grim Adventures...
The origins of 2D Platformers | White_Pointer Gaming
Переглядів 4987 місяців тому
2D platformers are one of the oldest game genres that is still going to this day, but have you ever wondered how the genre started and what game contributed to its creation? Wonder no more! Let's dive into video game history to find out what games came before Super Mario Bros! Purchase my book "Secrets of Video Game Consoles" directly from the publisher here: www.pen-and-sword.co.uk/Secrets-of-...
The game Shigeru Miyamoto made that was BANNED from North America | White_Pointer Gaming
Переглядів 1,4 тис.9 місяців тому
Shigeru Miyamoto is the most influential video game designer of all time, but early on in his career, he made a game that was never released in North America. What was it, and why was it banned? Purchase my book "Secrets of Video Game Consoles" directly from the publisher here: www.pen-and-sword.co.uk/Secrets-of-Video-Game-Consoles-Hardback/p/21804 Also available as an ebook! Some other links: ...
When Microsoft purchased Halo and made Steve Jobs angry | White_Pointer Gaming
Переглядів 32910 місяців тому
When Microsoft acquired Bungie around the turn of the century, along with their project, Halo, switching them from an Apple Mac developer to an Xbox developer, Steve Jobs wasn't very happy about it! Purchase my book "Secrets of Video Game Consoles" directly from the publisher here: www.pen-and-sword.co.uk/Secrets-of-Video-Game-Consoles-Hardback/p/21804 Also available as an ebook! Some other lin...
A big flaw in Tears of the Kingdom (and games like it) | White_Pointer Gaming
Переглядів 1,9 тис.11 місяців тому
The Legend of Zelda: Tears of the Kingdom is an incredible game and deserving of all of the praise it gets. However there is one aspect of its design that disrespects a player's time, and it's a problem that's present in a lot of games, not just this one. I examine what the issue is and offer up some potential solutions.
SNES games commonly thought to use Mode 7 that actually don't! | White_Pointer Gaming
Переглядів 10 тис.Рік тому
Mode 7 is the Super Nintendo's most famous feature, and it was used in many games. However, there are some games that are commonly thought to use it that actually don't, so let's examine some of them, and see how they actually work! 0:00 Intro 0:32 Star Fox 5:30 Stunt Race FX 5:56 Axelay 7:12 Donkey Kong Country 2: Diddy's Kong Quest 9:09 Super Star Wars: Return of the Jedi 10:56 Drakkhen and D...
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
Переглядів 503Рік тому
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Переглядів 205Рік тому
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Super Nintendo games with mature themes! | White_Pointer Gaming
Переглядів 588Рік тому
Super Nintendo games with mature themes! | White_Pointer Gaming
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Переглядів 1,6 тис.Рік тому
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
Переглядів 1,6 тис.Рік тому
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
I wrote a book! | White_Pointer Gaming
Переглядів 148Рік тому
I wrote a book! | White_Pointer Gaming
The best World Cup video game: World Cup 98 | White_Pointer Gaming
Переглядів 224Рік тому
The best World Cup video game: World Cup 98 | White_Pointer Gaming
World Cup 98 official video game intro | White_Pointer Gaming
Переглядів 188Рік тому
World Cup 98 official video game intro | White_Pointer Gaming
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming
Переглядів 543Рік тому
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming
Super Famicom games with a horror theme! | White_Pointer Gaming
Переглядів 491Рік тому
Super Famicom games with a horror theme! | White_Pointer Gaming
Super Nintendo games with a horror theme! | White_Pointer Gaming
Переглядів 1,6 тис.Рік тому
Super Nintendo games with a horror theme! | White_Pointer Gaming
The forgotten Jurassic Park game for DOS and Amiga | White_Pointer Gaming
Переглядів 1,3 тис.2 роки тому
The forgotten Jurassic Park game for DOS and Amiga | White_Pointer Gaming
Wolfenstein 3D's clever use of Mode 7 on SNES | White_Pointer Gaming
Переглядів 7 тис.2 роки тому
Wolfenstein 3D's clever use of Mode 7 on SNES | White_Pointer Gaming
Retro gaming on the big screen! Evercade VS Australian review! | White_Pointer Gaming
Переглядів 1742 роки тому
Retro gaming on the big screen! Evercade VS Australian review! | White_Pointer Gaming
The best retro handheld? Evercade Australian review! | White_Pointer Gaming
Переглядів 2582 роки тому
The best retro handheld? Evercade Australian review! | White_Pointer Gaming

КОМЕНТАРІ

  • @greensun1334
    @greensun1334 Годину тому

    That's actually a very clever and cost effective strategy: less focus at the CPU power itself, more focus at expansion chips inside the cartridges. But there are also many quite impressive SNES games running without expansion chips at all.

  • @greensun1334
    @greensun1334 Годину тому

    The good old Megadrive was my first home system, but the SNES is still my all time favourite with the best library of games and the one I had the most fun with. Back then, I was amazed by its mode 7 and multi layer parallax scrolling abilities.

  • @inlovewithi
    @inlovewithi 2 години тому

    I hope the next Switch is able to use enhancement chips. But different era, it won't happen due to digital distribution.

  • @inlovewithi
    @inlovewithi 2 години тому

    7:25 Remarkably so, the reason for the load time was not due to the chip. The freezes were actually caused by slow audio uploading to the SPC700 sound chip, not the S-DD1 decompression. A patch was created by a modder named gizaha that fixed these slowdowns and loading. Even though the game pretty much never crossed my mind since the 90s, it's one of those things, that makes you go, wow, interesting. All this time I thought it was because of the compression.

  • @joseavalos9988
    @joseavalos9988 3 години тому

    ia there a game that used more that one chip? is there something likfe that for ths megadrive/genesis?

    • @WhitePointerGaming
      @WhitePointerGaming 26 хвилин тому

      No, no games used multiple enhancement chips. Yes, the Mega Drive did have a chip that was basically their equivalent of the Super FX called the SVP chip, but it was only used in one game (Virtua Racing).

  • @Electrotat
    @Electrotat 6 годин тому

    Sloooowwww

  • @geoffreychauvin1474
    @geoffreychauvin1474 7 годин тому

    What about tengai Makyou zero? It uses the real time clock chip as well

  • @pieguy279
    @pieguy279 8 годин тому

    I have no idea how any of these chips actually work, but interesting video nonetheless.

  • @joezar33
    @joezar33 8 годин тому

    Kirby All Star used a special chip

  • @VolkerRacho-uv2rs
    @VolkerRacho-uv2rs 12 годин тому

    your voice is too quiet and the music too loud. that makes it hard to follow. esp. since the mic quality isnt the best

    • @WhitePointerGaming
      @WhitePointerGaming 10 годин тому

      Yeah, this was the very first video I did for my channel when I was new to video editing and had a crappy webcam microphone. My newer videos are much better.

  • @RealThatDesignerGuy
    @RealThatDesignerGuy 13 годин тому

    Some cool stuff here. Love learning about these old consoles and how they did what they did.

  • @gumpyflyale2542
    @gumpyflyale2542 16 годин тому

    The genesis homebrew is top tier

  • @joesaiditstrue
    @joesaiditstrue 18 годин тому

    Magician Lord..I dont recommend playing that in the arcade Youll run out of quarters. 😅

  • @nangld
    @nangld 23 години тому

    Funny how the company working on Super FX then went to make the Playstation devkit. And PS1 also had the updated version of the audio chip from Sony. Maybe that is why people call it SNES2?

    • @greensun1334
      @greensun1334 Годину тому

      Fun fact, the first prototype was actually called Nintendo PlayStation and worked with SNES controllers. The PS is the sucessor of the SNES, so to speak. Even the PS controller was modeled after the SNES' one, and it's still quite the same with todays controllers button layout. They just got thumbsticks and additional shoulder buttons. It's safe to say, the SNES had a huge influence on the whole evolution of video gaming systems.

  • @Kawa-oneechan
    @Kawa-oneechan День тому

    How about stuffing an entire ARM7 CPU inside a SNES cartridge, to play shogi of all things?

  • @JB_inks
    @JB_inks День тому

    Brilliant video, mate! We bought a Wildcard and used to load in games via floppy disk and some games required a cartridge in the top with the relevant chip in it or the game wouldn't work. I had no idea there were so many custom chips for this amazing games console.

  • @Dinosaur_Arcade
    @Dinosaur_Arcade День тому

    Great video, but I'm not sure I understand what the SA1 chip actually does. Yes you mentioned a few things, but what effects specifically did it add to say Super Mario RPG or Kirby's Dreamland 3? A lot of games used the SA1 chip in ways I'm not sure they're that visible to the average user. Some people speculated that it was more for anti-piracy than real enhancements. Also have you heard of the RP2040 chip used in the SNES port of Xeno Crisis? I tried to dig up info on this enhancement chip but found nothing. I did heard talks from the devs about it being good for anti-piracy.

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      It provides a faster CPU and more RAM, allowing games to run faster and smoother. It doesn't really provide any kind of obvious visual effects, but if those games were running on the base hardware, they would be noticeably slower.

  • @Stratelier
    @Stratelier День тому

    It's useful to note that not all enhancement chips required extra pins on the cartridge. IIRC, among other things the SNES Game Genie was _not_ compatible with the extra pins, but you could still modify certain enhanced games like Super Mario Kart. The NES also had its own series of enhancement chips built-in to various cartridges, most of which provided memory mapping and DMA services to support larger ROM sizes and add new features, but some of which also added additional audio capabilities (which were not used outside Japan).

    • @paulbunyangonewild7596
      @paulbunyangonewild7596 День тому

      Mario kart used an fx chip? I thought that was raw mode7

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      @@paulbunyangonewild7596 Super Mario Kart used a DSP chip, I even mentioned this in the video :)

    • @Stratelier
      @Stratelier День тому

      @@paulbunyangonewild7596 Point was that not _every_ enhancement chip required adding extra pins to the cartridge connector.

  • @erockbrox8484
    @erockbrox8484 День тому

    For its time, it was the king of all consoles.

  • @powpuckmobile9226
    @powpuckmobile9226 День тому

    It's might be worth mentioning Snokie (1983, if the in-game copyright is to be believed). It did coalesce several platformer elements, albeit not to the same degree as Pac-Land, of what would be codified into the genre as we know it. There's no way to be sure if this obscure American-made game was any influence on Pac-Land. On one hand, foreign computer games are occasionally cited as inspirations for Japanese games (e.g., Drol on Sega's Flicky). On the other hand, could've just been independent convergence.

  • @h8reset194
    @h8reset194 День тому

    Dragon Ball Z Hyper Dymension look and run better then some later titles on the PS1 xD

  • @soundspark
    @soundspark День тому

    One thing to note is that Mode 7 is frequently combined with H-DMA to make the perspective and similar effects.

  • @soundspark
    @soundspark День тому

    They use Mode 2 to do offset per tile?

  • @erockbrox8484
    @erockbrox8484 День тому

    There is also the SuperRT (the real time ray tracing enhancement chip) that someone made and posted on youtube, but the chip is so powerful that no everdrive actually supports it. You need a DE-10 nano to run that.

  • @joshuakrieski9628
    @joshuakrieski9628 День тому

    No mention of Top Gear 3000, the only game to use the DSP-4 chip.

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      I actually did almost add some footage of it but thought I already had enough racing game examples. But yeah it was unique to use the DSP-4 chip.

    • @joshuakrieski9628
      @joshuakrieski9628 20 годин тому

      @@WhitePointerGaming Im a bit biased since TG3000 was one of my favorite SNES games lol.

  • @rovervitesse1985
    @rovervitesse1985 День тому

    Seeing doom with the music from yoshis island is hilarious 😂

  • @rembrandteinstein8688
    @rembrandteinstein8688 День тому

    The one that always baffles me is Dungeon Master, where they used a DSP-2 chip (Same thing as DSP-1, but with different microcode). Supposedly this was used to convert the graphics data on the fly from the Atari ST bitplane format to something the SNES could use. Seems like they could have just converted all the graphics from the start rather than adding extra hardware to every cartridge, so I've always suspected there was more to it than that.

    • @ZipplyZane
      @ZipplyZane 23 години тому

      I would suspect a bit plane format might take up less space, being easier to compress continuous regions of color.

  • @SlimXG
    @SlimXG День тому

    For the Mega Drive, there's actually a specific benefit to performing DMAs during VBLANK. The VDP performs DMA ~10x faster while the screen is disabled, which is most commonly the case during VBLANK.

  • @NeoAF10
    @NeoAF10 День тому

    Very insightful and entertaining video. Thank you! ...and keep the good work.

  • @erickgonzalez2839
    @erickgonzalez2839 День тому

    Imagine buying a game these days with a ryzen 9 7950X3D soldered onto it🗿

    • @marcellachine5718
      @marcellachine5718 4 години тому

      Nah, these chips were indeed expensive, however if you ordered 1 million they were probably 10 or less dollars a piece. Perhaps cheaper.

  • @4g1vn
    @4g1vn День тому

    I would love to see StarFox run on the non “mario” variants of the SFX chip. The slowdown in that game was terrible.

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      I believe some modders have managed to hack the game to run at the faster speed.

  • @1337Shockwav3
    @1337Shockwav3 День тому

    Didn't count pins and don't consider the SNES my field of expertise, but maybe the GSU-2-SP1 is "small package"?

    • @ostiariusalpha
      @ostiariusalpha День тому

      It does indeed have fewer pin outs. They were able to shrink the package by not connecting to all the chip functions that weren't being used in Yoshi's Island.

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      @@ostiariusalpha This seems to be it.

  • @johnfriscia1731
    @johnfriscia1731 День тому

    The algorithm spit this out at me, and I'm glad it did! I'll have to watch more of your videos.

  • @StreamCon.
    @StreamCon. День тому

    Although it technically makes sense for being excluded since it was created awhile after the console ceased production, you forgot the MSU-1.

  • @SylveonTrapito
    @SylveonTrapito День тому

    So, even the poligons are copied into tiles. I see now why they can't be rendered in HD in emulators.

  • @IncognitaEX
    @IncognitaEX День тому

    Wish we had Super Street Fighter II Turbo with the SDD-1 chip.

  • @RKIC
    @RKIC День тому

    It's such a bad phrase to catch on too, these games were already popular and a well established genre before Castlevania ever stepped into the genre, but it just showed up late to the party and was given half the title anyway.

  •  День тому

    Nice video, but still don't understand what exactly did the SA1 chip in Mario RPG and Kirby?

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      Boosted the clock speed and provided more RAM, so the game was able to run faster and smoother.

    •  День тому

      @@WhitePointerGaming so, the game's main RAM and CPU is the SA chip? And the SNES CPU?

    • @AFourEyedGeek
      @AFourEyedGeek День тому

      If the SNES CPU operates it interrupts the SA-1, so using it for additional performance would be inadvisable. The SA-1 is extremely similar to the SNES system, with it including the same CPU. The differences are massive in performance as it runs at a faster speed (10.74 MHz vs 3.58 MHz), includes 2KB of internal RAM, ROM access is now 16-bit instead of the SNES 8-bit, ROM can be up to 8MB, ROM can run at faster speeds, it can have up to 256KB of RAM, a DMA controller, plus some other features. The original SNES system was so slow that it needed an enhancement chip in a game 30 days after it launched in Japan. So no need to use the SNES CPU or RAM.

  • @DenverStarkey
    @DenverStarkey День тому

    doom . back then i had no PC ,and my first experience with doom was on the super nintendo . at the time it was mind blowing.

  • @claudiurus7307
    @claudiurus7307 День тому

    If my memory serves me well the interface between VDP and graphic ROMs was on 32 bit. This way it could load 4bytes per cycle which was huge for those days. Still it didn’t have transparency 🥺. ..

  • @johncoulter7006
    @johncoulter7006 День тому

    I expected color averaging, I did not expect addition and subtractive abilities. Super cool!

  • @johncoulter7006
    @johncoulter7006 День тому

    Great video. Loved learning which games used which chips and what they did. Fun and informative!

  • @Shaggyjunior760
    @Shaggyjunior760 2 дні тому

    Very interesting bro💯

  • @Vanessinha91Pucca
    @Vanessinha91Pucca 2 дні тому

    The Super FX chip was a overclocked one, it run at 10.7 MHz and the Super FX 2 chip runs at 21MHz

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      It was actually the opposite, the original Mario chip was actually clocked at 21MHz, the same as the others, but it was halved by an internal clock speed divider. The revisions that followed it removed this divider so the chip ran at full speed.

    • @MaxOakland
      @MaxOakland День тому

      @@WhitePointerGaming Why'd they slow it down on the first revision?

    • @WhitePointerGaming
      @WhitePointerGaming День тому

      @@MaxOakland No idea, I'm guessing there was some kind of technical limitation at the time.

  • @rsmith02
    @rsmith02 2 дні тому

    For favorite game using an enhancement chip probably Super Mario Kart is what I played the most. I only discovered Yoshi's Island in the last decade and also think it's excellent and very inventive for a platformer.

  • @thesecretofmana
    @thesecretofmana 2 дні тому

    Imagine if these chips were installed in every console instead. Granted the console would've been more expensive to produce, the carts would've been cheaper, but it would mean every single game could've been potentially better. A good example of this is the SA1 patches on games that didn't use it. Thanks for the video

    • @WhitePointerGaming
      @WhitePointerGaming 2 дні тому

      Most of these chips were developed a number of years after the system's launch, so they couldn't have been installed in the console as they didn't exist yet :)

    • @jsr734
      @jsr734 2 дні тому

      The SNES would have costed more than twice the original price. That way it couldn´t have competed with the Megadrive or PC Engine that have been released several years earlier.

    • @inceptional
      @inceptional 2 дні тому

      There were some initial ideas to both use a faster CPU and even include something like the FX chip in the base SNES, but I think Nintendo thought it made more sense at the time to save any upfront cost on the price of each console, both to produce and almost certainly sell too, and they decided it would be better to vary game prices instead based on what was in the cart, be it more memory, SlowROM or FastROM, or a coprocessor, etc. At the time and relative to the time, I think they made the right decision. Although, decades down the line, I think it obviously would have been very cool for the modern indie/homebrew scene if every base SNES console had a faster CPU and the likes of an FX chip in it as standard. But that's just what ifs really.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt День тому

      Yeah, why did the SNES run at a mere 5 MHz when pcEngine ran at 7. It should have been 10 MHz from the start. The sound DSP is far more powerful. Who needs 4 background layers? For the registers AB XYZ I propose to store a zero flag for each byte and make them 32 bit. The address lines are skewed by one so that we read the zero flag of the next byte. The ADC starts with the lowest byte and only advances to the next if carry is set or that zero flag. Zero flag is set when higher (the read) flag and the result is zero. LDA usually loads bytes for small counters. Even addresses are only 24 bit, but 24 is so odd. So let’s have 32.

    • @williammcguire130
      @williammcguire130 День тому

      They did the right thing doing it on a Ala carte game by game basis to keep the entry point for the system cheap. Sega and NEC tried add ons

  • @uncledot1868
    @uncledot1868 2 дні тому

    Excellent video!

  • @dbnpoldermans4120
    @dbnpoldermans4120 2 дні тому

    I think that SF Zero 2 could've run without the chip, just would've needed a very large rom. I bet it could've also run on the Megadrive. Just take a look at Real Bout FF Why is that so mind bogling?

    • @guarapo66
      @guarapo66 2 дні тому

      I guess it’s just a size thing, just like the port of resident evil 2 on the n64, the game itself it’s far from being demanding on the hardware but it’s praised for the fact that the content of 2 cds are inside one cartridge

    • @jsr734
      @jsr734 2 дні тому

      Back in the days, when emulators still didn´t emulate the SDD1 decompression, the only way to play SFA2 on emulator was to use some "graphics packs" with the decompressed assets. I think the decompressed data took 12 or 16Mbytes in total.

    • @WhitePointerGaming
      @WhitePointerGaming 2 дні тому

      Not really sure about that. The Mega Drive port of Super Street Fighter II was the biggest commercial release at the time, coming in at 40 megabits or 5 megabytes, and despite the bigger size compared to the SNES port (which was 32 megabits/4 megabytes), it didn't look as good and it suffered big time with the sound quality. Without some kind of similar compression chip, I really doubt the Mega Drive could handle a similar quality port of Alpha 2, even with a larger ROM size.

    • @inceptional
      @inceptional 2 дні тому

      Yeah, I expect with a large enough ROM that it would have been possible to run this game without a chip on SNES. It would have taken some time and effort, but I think possible. I mean, I've seen the early Earthquake vs Earthquake demo created by Maxwel for SNES, and it shows the system can certainly be pushed even further than most people realise. It's just a matter of if the largest size of ROM possible at the time would have been big enough I guess.

    • @dan_perry
      @dan_perry День тому

      ​​@@WhitePointerGamingin the 16-bit days the snes was Capcom's lead platform. The MD never got the same care that snes got period. By the time SFA2 was out the Saturn already had the best home version of the game...so there was no money or need in back porting to the MD although if given higher priority could of been a fine port.

  • @Dwedit
    @Dwedit 2 дні тому

    The "Load Times" in street fighter alpha 2 turned out to be related to buggy sound code, not the graphics decompression.

    • @jsr734
      @jsr734 2 дні тому

      I wonder what happened there. The previous SF games didn´t have that problem, or at least not so obvious.

    • @inceptional
      @inceptional 2 дні тому

      Yeah, I think someone fixed this in modern times, but I can't check personally to see what it's like because there's apparently only an MSU1 version of the game and not just a regular version I can run on my SNES Mini without taking up all the memory.

    • @budgetcoinhunter
      @budgetcoinhunter День тому

      @@jsr734 They used a horribly slow method of copying sample data into the sound chip.

    • @Tempora158
      @Tempora158 День тому

      @@jsr734 The previous SF games do have this problem. In SF2 Turbo and Super SF2, the music will stop at the end of every round and the game will freeze to load in the announcer voice "You Win" "and the SNES exclusive "crowd noise" to mask the silence caused by the missing music. In Super SF2, the audio RAM situation was so acute that Capcom removed the "Round 1, Fight!" voices at the start of each round to avoid the load pauses we ended up getting in Street Fighter Alpha 2 when they decided to bring it back.

    • @IntegerOfDoom
      @IntegerOfDoom День тому

      I thought it was because the SNES can't do anything else while uploading to ARAM. You can tell it to play a sound effect or switch a song without a hiccup.

  • @inceptional
    @inceptional 2 дні тому

    So, there were more than 40 games on SNES with either the 10.74 MHz SA-1 chip, the 10.5 MHz FX chip, or the 21 MHz FX2 chip in the cart, and then around 30 using other coprocessors, all of which were running directly on the base SNES console like any other normal games and available back in the '90s when everyone was actually playing these 16-bit consoles. With the best thing about this being it was pretty much invisible and hassle free to the end gamers/consumers for the most part, as most of these games with coprocessors in the cart didn't even cost more than many of the other regular games on the system either. In fact, some regular games actually cost more than some games with coprocessors in them, crazily enough. Overall, very deliberately designing the SNES with the use of these in-cart coprocessors in mind all along and actually implementing said strategy from literally day one (see Pilotwings) was a really smart strategy from Nintendo there. And I imagine if the system had been around for longer, it could/would have taken even more advantage of all those various in-cart coprocessors, both the existing ones as well as newer ones too. The one thing Nintendo didn't make as smart a decision on imo was not making all games FastROM out the box, as [ignoring developers trying to pinch a few pennies for a moment] there was zero benefit to the end consumers with such a move that I can see. I mean, as far as I'm aware, SlowROM games certainly weren't universally cheaper than FastROM games, so it didn't save us any money. And it really did create an initial impression that the base console was much slower and less capable than it actually was in reality, which was unfortunate. What we're learning now though is that most of those early SNES games with the most egregious slowdown could have easily avoided most/all of it by simply running in FastROM instead. But at least a whole bunch of the titles once artificially throttled by SlowROM have now been patched to run in FastROM by the community and run great, which is awesome.

    • @jsr734
      @jsr734 2 дні тому

      It seems it was part of Nintendo´s strategy to lower the production cost of cartridges. Remember that back in those days, rom chips with higher capacity were expensive, so to offer a cost reduced option with SlowROM to developers was a good business strategy. And, even at SlowROM speed the SNES was still faster than the NES.

    • @inceptional
      @inceptional 2 дні тому

      @@jsr734 Yeah, I'm sure that was the business decision behind it. But I think Nintendo itself was also the cause of SNES games being slightly more expensive in general compared to other systems of the era [excluding Neo Geo], probably taking a bigger cut than the competition at the time, and I think they ultimately could have removed the SlowROM carts and sold the FastROM games at the same price as the competition and helped everyone more in that way. I honestly think that would have been a better decision there, for developers/publishers, end consumers, and the SNES' first impression with those early games that has stuck with some people who don't know any better ever since.

    • @MaxOakland
      @MaxOakland День тому

      What is FastROM and SlowROM and how does it slow games down?

    • @inceptional
      @inceptional День тому

      @@MaxOakland Back in the day developers could chose to user either cheaper SlowROM cartridges or more expensive FastROM cartridges for their games, and the difference was that the SlowROM cartridges artificially throttled the SNES' CPU to run at 2.68 MHz, which is a pretty significant 30% CPU speed reduction from the normal 5.68 MHz there. Many early SNES games used SlowROM cartridges so publishers could pinch a few pennies, especially all the well known shmup games (Gradius III, Super R-Type, Axelay, Parodius Da!, Super Aleste, Thunder Spirits, etc), and it's one of the main reasons why those games suffered sometimes minor and sometimes major slowdown. Certain bad actors today will try to lie and say it's just because the SNES is just "slow", but the reality is that slowdown is not some inherent limitation of the console that is unavoidable, and most of these games have now been patched with FastROM versions by some awesome ROM hackers in modern times, such that they now run far better and smoother with that single change. But interestingly, even with SlowROM [and on coprocessors in the carts] some SNES games still run brilliantly regardless, like Super Smash TV, Super Turrican, Super Aleste, Wild Guns, F-Zero, Turtles in Time, Rendering Ranger R2, etc. Hope that explains things for you.