Pra mim a fase de "navinha" do Batman e Robin até hoje é o jogo com o parallax mais foda! Além do parallax na horizontal nas paredes dos prédios, elas tbm se "comprimem" na vertical, fazendo o efeito 3D ficar perfeito!
I was always baffled the Sega Genesis didn't come with scaling and rotation from the beginning. Sega had the most powerful arcade hardware and one of the central selling points of the Genesis was Sega's arcade ports. Thus, scaling and rotation was necessary for arcade ports.
It all came down to cost. The SG was well designed with compromises that kept performance as its number 1 strength. It has limited colors but by having that the bandwidth and memory limitations were not as servier. Memory was very expensive during this time. Everything has a price and the sg designed 2 years before the SNES was able to make some amazing games that gave the SNES a run..
@@johnjay6370 I wouldn't be sure about that. SG and SNES were designed at same time but Nintendo had to put off the console due to Sony break up which in turn would be expensive for being a cd-console. Sega messed up with SG because it has master system as it foundation. If SG had a 10mhz main processor and 7,68mhz processor with 32KB for sound, 6 FM channel and discrete DAC for sample it would be awesome and more cheap than snes. Also SG VDP has 12 resister for color allowing 4096 as game gear does.
@FireRat 16 at this time, were scaling and rotation due to pure processing power or an additional math co-processor or GPU? Or was it software? If the Genesis/Mega Drive did have it how much more would have it costs? I remember someone stating the Genesis/Mega Drive was suppose to have scaling and rotation but Sega decided to have the Z80 so it could be backwards compatible with the Sega Master System.
@@ErwinSchrodinger64 the Atari Lynx had hardware for scaling and rotation and it was a handheld that came out in 1989. So, yeah, Sega should have included that in the Genesis/Mega Drive.
O MD estava a frente do seu tempo... na verdade faltou boa vontade dos programadores. Ele não era tão fraco quanto se pensava, pelo contrário, sua CPU dava de goleada na concorrência.
@@Vinicius-hs2rf that's also kinda misleading to say that the more cycles it took the more slower it was it had a larger data bus than the SNES 16/32 bit vs 8/16 bit
wow i think that sega back in the late 80s when the mega drive was first launched would have thought that these effects on the console was simply impossible, it's a credit to all the developers such as jon burton and the team at travellers tales, the guys at zyrinx and others that were able to produce such advanced effects in spite of the 64 color limit and less than 8 MHZ CPU of the mega drive.
@@48hourrecordsteam45 they really should have like by 1995 they should have made a Genesis 2.0 where it maybe have a Motorola 68020 and also a better and more powerful vdp with graphics better than the Sega Saturn and playstation but that's just me
Batman and Robin is such an impressive looking and sounding game......too bad i never saw any of it as a kid because i could never beat the first boss LMFAO
Was a little surprised not seeing TecToys Duke nukem 3d and Sega's Virtua Racing, both of which were released for the Sega genesis/mega drive with out any console modification.
***** Not true at all. The CD and 32X were both capable of far more than the Genesis alone. The effects in games like Thunderhawk, Knuckles Chaotix, Darxide, Soulstar, Silpheed, The Adventures of Batman and Robin, and so on simply were not possible on the Genesis by any means. Then there's this 32X tech demo made by Zyrinx (the same people behind Red Zone, the helicopter game in this video) showing off 3D that looks almost on par with what the PSX was capable of: Sega 32X Tech Demo Neither add-on was really pushed to the limits because they were add-ons with limited userbases that few people wanted to develop for and the Genesis was killed off too early in the US and Europe by SEGA of Japan.
The Sega CD would have been far more capable though if they hadn't made some bad design decisions when designing the Genesis mainboard. The Genesis VDP could use an external color RAM and 64k more VRAM but these pins were left unconnected on the chip. If they had brought these out to the expansion port then they could have increased the number of color pallets (on the genesis each tile or sprite used one of four 16 color pallets) and it wouldn't have been necessary to swap images back and forth between the Sega CD and Genesis in order to do hardware scaling because they could have just added a 64k bank of shared VRAM and had it access images in the VDP 's memory directly. In order to scale an image it had to be loaded from the Genesis VDP's VRAM to the cartridge address space, then transferred to a chunk of RAM in the Sega CD that was used for scaling and rotating images, then back to the Genesis's cartridge memory address range, then back to the VDP's VRAM.
Cheeseman oh OK! Sorry, I completely forgot that it was released on CD also! But I looked up some gameplay and I can see what you mean. Definitely above anything the Genesis could have done alone
@@davidscritchfieldds ua-cam.com/video/k80dODWdj9I/v-deo.html this is a good collection of what sega cd could deliver in that in terms of zoom, scalling and rotation !
@@lioneart19 Thanks. I'll check it out. Edit: That like is absolutely perfect for everything I want. Great stuff. I wish there was as good an example as this for all the stuff SNES can do too. There seems to be a lot of resources detailing all the ways to push the Genesis but not so many for SNES. I mean, it's hard to even find many good examples in one place showing the SNES doing stuff like row and column scrolling, line scrolling, etc, which are all things it can definitely do as well (in the various background modes). It would be great if there were examples for both consoles that were as thorough and well put together as the article you linked for the Genesis, especially with it showing actual footage of basically every effect it mentions for the SNES so you can really see exactly how it works in practice on that particular console. PS. If you actually have a similar link for SNES too, that would be ideal.
@@lioneart19 Do you know if that line scrolling floor trick is only really possible on repeat patterns, or if it would be possible to do say a whole level of a scrolling beat 'em up with a perspective floor that scrolls past using line scrolling and that has more than just one visual element on the floor that's repeated every screen length or so? It's kinda hard to work out in my head if that's possible, as in how the image would be drawn so it doesn't get all distorted past a certain point.
The genesis had to do them in software not hardware meaning the processor did the edfect... the SNES had hardware the did the effect so the processor was free to do other things. That is the difference between hardware and software edfects.
Pra mim a fase de "navinha" do Batman e Robin até hoje é o jogo com o parallax mais foda! Além do parallax na horizontal nas paredes dos prédios, elas tbm se "comprimem" na vertical, fazendo o efeito 3D ficar perfeito!
That batman VS robin game has some of the best graphics on the genesis, it's a shame it's not going to be on the genesis mini
I was always baffled the Sega Genesis didn't come with scaling and rotation from the beginning. Sega had the most powerful arcade hardware and one of the central selling points of the Genesis was Sega's arcade ports. Thus, scaling and rotation was necessary for arcade ports.
It all came down to cost. The SG was well designed with compromises that kept performance as its number 1 strength. It has limited colors but by having that the bandwidth and memory limitations were not as servier. Memory was very expensive during this time. Everything has a price and the sg designed 2 years before the SNES was able to make some amazing games that gave the SNES a run..
@@johnjay6370
I wouldn't be sure about that. SG and SNES were designed at same time but Nintendo had to put off the console due to Sony break up which in turn would be expensive for being a cd-console. Sega messed up with SG because it has master system as it foundation. If SG had a 10mhz main processor and 7,68mhz processor with 32KB for sound, 6 FM channel and discrete DAC for sample it would be awesome and more cheap than snes. Also SG VDP has 12 resister for color allowing 4096 as game gear does.
@FireRat 16 at this time, were scaling and rotation due to pure processing power or an additional math co-processor or GPU? Or was it software? If the Genesis/Mega Drive did have it how much more would have it costs? I remember someone stating the Genesis/Mega Drive was suppose to have scaling and rotation but Sega decided to have the Z80 so it could be backwards compatible with the Sega Master System.
@FireRat 16 slow DMA? I thought the Genesis was notorious for it pretty fast DMA
@@ErwinSchrodinger64 the Atari Lynx had hardware for scaling and rotation and it was a handheld that came out in 1989. So, yeah, Sega should have included that in the Genesis/Mega Drive.
Muito bom. A prova de que conhecimento técnico, tempo e vontade eram suficientes para fazer verdadeiras obras-primas no Mega Drive.
O MD estava a frente do seu tempo... na verdade faltou boa vontade dos programadores. Ele não era tão fraco quanto se pensava, pelo contrário, sua CPU dava de goleada na concorrência.
Faltou a boa vontade dos dev's fazerem algum acessorio que expandisse as capacidades do console sem gambiarras como foi o 32x
@@Vinicius-hs2rf that's also kinda misleading to say that the more cycles it took the more slower it was it had a larger data bus than the SNES 16/32 bit vs 8/16 bit
So many parallax layers in dynamite heady.
Всего лишь 2 слоя. Просто со скроллом по строкам.
Megadrive The best of the best
wow i think that sega back in the late 80s when the mega drive was first launched would have thought that these effects on the console was simply impossible, it's a credit to all the developers such as jon burton and the team at travellers tales, the guys at zyrinx and others that were able to produce such advanced effects in spite of the 64 color limit and less than 8 MHZ CPU of the mega drive.
Anthony Bradley sega should have kept the genny until the following year or uped the specs and sold more expensive
@@48hourrecordsteam45 they really should have like by 1995 they should have made a Genesis 2.0 where it maybe have a Motorola 68020 and also a better and more powerful vdp with graphics better than the Sega Saturn and playstation but that's just me
@@thetriggeredone3461 not even , just kept it for 1990 release
.and did the svp chip lock on catridge as first planned.
We hope the game Batman and robin will be on Megadrive mini.
bad news...
2:27 Toy Story Doom haha
Скорее Wolf3D. В думе были полигоны , а тут используется рейкастинг по столбцам.
No especial chips needed
Que videogame foda!!
Batman and Robin is such an impressive looking and sounding game......too bad i never saw any of it as a kid because i could never beat the first boss LMFAO
You and half of the humanity hahaha
I never thought I'd be watching a 9yr old Genesis compilation and hear Jesper Kyd's song Apocalypse from Hitman in 16-bit format. ( 3:05 )
Mega Turrican has true sprite rotations, apparently.
Was a little surprised not seeing TecToys Duke nukem 3d and Sega's Virtua Racing, both of which were released for the Sega genesis/mega drive with out any console modification.
I plan on making another video of these in the future. In the meantime you can check this list ua-cam.com/video/TEajjevdtt4/v-deo.html.
The game ResQ and the the rail level in Verctorman are really impressive!
Is it possible to make Hi-Res raster effect? similar to SNES HD mode 7 or Saturn HD Rotate BackGround
I'm not sure what you mean, but Pier Solar does something similar to mode-7, as does the beta ROM Wacky Races and the fan-demo G-Zero.
What about jarrasic park the lost world
Good call. Underrated game.
The ost of Batman and Robin 😍❤️🔥🔥🔥🔥
Are some of these done with the 32X?
No. No 32X nor Sega CD in this video, no, only MD. No special chips on cartridges either.
pf, escreve na descrição os jogos que aparecem, ainda não conheço alguns
Feito.
***** Not true at all. The CD and 32X were both capable of far more than the Genesis alone. The effects in games like Thunderhawk, Knuckles Chaotix, Darxide, Soulstar, Silpheed, The Adventures of Batman and Robin, and so on simply were not possible on the Genesis by any means.
Then there's this 32X tech demo made by Zyrinx (the same people behind Red Zone, the helicopter game in this video) showing off 3D that looks almost on par with what the PSX was capable of: Sega 32X Tech Demo
Neither add-on was really pushed to the limits because they were add-ons with limited userbases that few people wanted to develop for and the Genesis was killed off too early in the US and Europe by SEGA of Japan.
The Sega CD would have been far more capable though if they hadn't made some bad design decisions when designing the Genesis mainboard. The Genesis VDP could use an external color RAM and 64k more VRAM but these pins were left unconnected on the chip. If they had brought these out to the expansion port then they could have increased the number of color pallets (on the genesis each tile or sprite used one of four 16 color pallets) and it wouldn't have been necessary to swap images back and forth between the Sega CD and Genesis in order to do hardware scaling because they could have just added a 64k bank of shared VRAM and had it access images in the VDP 's memory directly. In order to scale an image it had to be loaded from the Genesis VDP's VRAM to the cartridge address space, then transferred to a chunk of RAM in the Sega CD that was used for scaling and rotating images, then back to the Genesis's cartridge memory address range, then back to the VDP's VRAM.
Cheeseman The adventures of Batman and Robin was a Genesis game. So actually it was possible on a genesis
nextlastgengamer I was talking about the Sega CD Adventures of Batman and Robin, which is an entirely different game.
Cheeseman oh OK! Sorry, I completely forgot that it was released on CD also! But I looked up some gameplay and I can see what you mean. Definitely above anything the Genesis could have done alone
@@davidscritchfieldds ua-cam.com/video/k80dODWdj9I/v-deo.html this is a good collection of what sega cd could deliver in that in terms of zoom, scalling and rotation !
01:28 what is the name from this game?
TechnoMichaSDL
the name of the game is "ResQ"
Comet Coyote
@@NeWarKREPPAnj Are your sure? The Game Title does not exist in Google
@@TechnoMichaSDL lol just being funny, definitely looks like a rip off of star fox
qual o nome do jogo de nave que parece star fox?
ResQ, ele não foi lançado mas está completo e a ROM pode ser encontrada na net. Mas é só uma das fases do jogo que é assim.
É impressionante isso que fizeram, porém trata-se de apenas uma fase bônus. O restante do jogo é completamente diferente.
the SNES reaction: 🧐😨😱😰😭🤮😵
Megadrive 💪
Tinha que colocar os nomes dos jogos
Tá na descrição.
@@lioneart19 foi falta de atenção minha nem observei faleu
Does anyone have a link that maybe explains how this kind of looping line-scrolling effect is done?
rasterscroll.com/mdgraphics/
These talk about a lot of Genesis effects. I think it includes the one you're talking about.
@@lioneart19 Thanks. I'll check it out.
Edit: That like is absolutely perfect for everything I want. Great stuff.
I wish there was as good an example as this for all the stuff SNES can do too. There seems to be a lot of resources detailing all the ways to push the Genesis but not so many for SNES. I mean, it's hard to even find many good examples in one place showing the SNES doing stuff like row and column scrolling, line scrolling, etc, which are all things it can definitely do as well (in the various background modes). It would be great if there were examples for both consoles that were as thorough and well put together as the article you linked for the Genesis, especially with it showing actual footage of basically every effect it mentions for the SNES so you can really see exactly how it works in practice on that particular console.
PS. If you actually have a similar link for SNES too, that would be ideal.
@@lioneart19 Do you know if that line scrolling floor trick is only really possible on repeat patterns, or if it would be possible to do say a whole level of a scrolling beat 'em up with a perspective floor that scrolls past using line scrolling and that has more than just one visual element on the floor that's repeated every screen length or so? It's kinda hard to work out in my head if that's possible, as in how the image would be drawn so it doesn't get all distorted past a certain point.
@@inceptional sorry, I can't answer your question. And I don't know of a similar limk for SNES. But even that one for Genesis is quite recent.
@@inceptional I think the repeat "width" is different on every scanline, it can be scrolled infinitely
Vaya forma de manejar el raster el Batman. El resto están por debajo
Why does people keep saying genesis cannot deal with rotating and zooming effects?
Perhaps because it's harder than on the competition. SNES had these effects on the hardware, so it was easier to use them there.
The genesis had to do them in software not hardware meaning the processor did the edfect... the SNES had hardware the did the effect so the processor was free to do other things. That is the difference between hardware and software edfects.
Red zone though.
All Batman games looks good on nes snes Xbox ps gb but they are also hard as fu$k
Chillax
0:25 OMG IT'S BALLOON BOY!!! NOPE!!! NOPE, I CAN'T!!!
Stop it
Get some help