Difference between revisions of "User:Tepples/Super NES vs. Genesis"

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(I'm willing to listen to both Sega and Nintendo fanboys about this)
 
(Counterpoint to color math; divide into sections)
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The WDC 65816 CPU in the Super NES is indeed slower than the Motorola 68000 CPU in the Sega Genesis (called Mega Drive outside North America) at some tasks. This doesn't mean the system as a whole is slower or otherwise inferior to the Genesis, though some advantages of the Super NES hardware aren't necessarily showstoppers either.
 
The WDC 65816 CPU in the Super NES is indeed slower than the Motorola 68000 CPU in the Sega Genesis (called Mega Drive outside North America) at some tasks. This doesn't mean the system as a whole is slower or otherwise inferior to the Genesis, though some advantages of the Super NES hardware aren't necessarily showstoppers either.
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== Color and resolution ==
  
 
The 5-bit-per-channel video DAC in the Super NES makes sky gradients less bandy than on Genesis. ''(Need counterpoint)''
 
The 5-bit-per-channel video DAC in the Super NES makes sky gradients less bandy than on Genesis. ''(Need counterpoint)''
  
Super NES S-PPU has color math, which allows for mist or shadow with less hard edges than shadow/highlight mode of the Genesis. ''(Need counterpoint)''
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Super NES S-PPU has color math, which allows for mist or shadow with less hard edges than shadow/highlight mode of the Genesis. On the other hand, the Genesis's H40 mode makes pixels of striped or checkerboard layers small enough that the TV will blend them.
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Some Super Famicom RPGs use its 512-pixel-wide hires mode for sharper text. This allows 21x14-pixel kanji glyphs (on a 24x16-pixel grid) in the space where a Mega Drive RPG in H40 mode would show 14x14 (on a 16x16-pixel grid). But given the typical capabilities of TVs of the time, 14x14 is already legible enough up to the composite video bandwidth limit.
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== Raster effects ==
  
 
Both the Super NES and the Genesis can horizontally scroll individual scanlines of a background plane for parallax. The Super NES uses a memory controller feature called horizontal blank direct memory access (HDMA) to poke the PPU in the background each scanline, whereas the Genesis uses a table of scroll positions in VRAM. The difference arises with any raster effect other than horizontal scrolling. ''Axelay'' stretches the background plane by an amount that increases down the screen for a "rolling log" effect. It does this by varying the scrolling Y coordinate with HDMA. The special stage in ''Sonic 3D Blast'' for Genesis shows the same effect, but the CPU has to stop and poke the vertical scroll between each scanline and the next.
 
Both the Super NES and the Genesis can horizontally scroll individual scanlines of a background plane for parallax. The Super NES uses a memory controller feature called horizontal blank direct memory access (HDMA) to poke the PPU in the background each scanline, whereas the Genesis uses a table of scroll positions in VRAM. The difference arises with any raster effect other than horizontal scrolling. ''Axelay'' stretches the background plane by an amount that increases down the screen for a "rolling log" effect. It does this by varying the scrolling Y coordinate with HDMA. The special stage in ''Sonic 3D Blast'' for Genesis shows the same effect, but the CPU has to stop and poke the vertical scroll between each scanline and the next.
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Super NES has mode 7, a scanline rotozoomer that allows for behind-the-car racing games with a floor plane taking two-thirds of the screen. On the other hand, a 68K without the SVP can draw a height-mapped (or "voxel") landscape faster than a 65816 without the SA1 or GSU coprocessor.
 
Super NES has mode 7, a scanline rotozoomer that allows for behind-the-car racing games with a floor plane taking two-thirds of the screen. On the other hand, a 68K without the SVP can draw a height-mapped (or "voxel") landscape faster than a 65816 without the SA1 or GSU coprocessor.
  
Some Super Famicom RPGs use its 512-pixel-wide hires mode for sharper text. This allows 21x14-pixel kanji glyphs (on a 24x16-pixel grid) in the space where a Mega Drive RPG would show 14x14 (on a 16x16-pixel grid). But given the typical capabilities of TVs of the time, 14x14 is already legible enough up to the composite video bandwidth limit.
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== Audio ==
  
 
Super NES has a hardware sampler on a dedicated memory bus. This lets it mix up to eight sampled waves without a hiccup. Genesis audio, by contrast, is often scratchy as hell due to video DMA blocking the Z80, and mixing even two samples on the Z80 was seen as an accomplishment. One workaround is to use the FM voices wisely. On the other hand, there's a lot more learning curve in creating patches for Yamaha OPN FM than for a sampler.
 
Super NES has a hardware sampler on a dedicated memory bus. This lets it mix up to eight sampled waves without a hiccup. Genesis audio, by contrast, is often scratchy as hell due to video DMA blocking the Z80, and mixing even two samples on the Z80 was seen as an accomplishment. One workaround is to use the FM voices wisely. On the other hand, there's a lot more learning curve in creating patches for Yamaha OPN FM than for a sampler.
  
Super NES comes with a controller with six action buttons: four face buttons and two shoulder buttons. Genesis eventually got a controller with six face buttons, but games have to be usable with the original 3-button controller, mapping the other three buttons' actions to (say) somewhat awkward chord of Start+A, Start+B, and Start+C.
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== Input ==
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Super NES comes with a controller with six action buttons: four face buttons and two shoulder buttons. Genesis eventually got a controller with six face buttons, but games have to be usable with the original 3-button controller, mapping the other three buttons' actions to (say) the sometimes awkward chord of Start+A, Start+B, and Start+C.

Revision as of 02:07, 24 January 2021

The WDC 65816 CPU in the Super NES is indeed slower than the Motorola 68000 CPU in the Sega Genesis (called Mega Drive outside North America) at some tasks. This doesn't mean the system as a whole is slower or otherwise inferior to the Genesis, though some advantages of the Super NES hardware aren't necessarily showstoppers either.

Color and resolution

The 5-bit-per-channel video DAC in the Super NES makes sky gradients less bandy than on Genesis. (Need counterpoint)

Super NES S-PPU has color math, which allows for mist or shadow with less hard edges than shadow/highlight mode of the Genesis. On the other hand, the Genesis's H40 mode makes pixels of striped or checkerboard layers small enough that the TV will blend them.

Some Super Famicom RPGs use its 512-pixel-wide hires mode for sharper text. This allows 21x14-pixel kanji glyphs (on a 24x16-pixel grid) in the space where a Mega Drive RPG in H40 mode would show 14x14 (on a 16x16-pixel grid). But given the typical capabilities of TVs of the time, 14x14 is already legible enough up to the composite video bandwidth limit.

Raster effects

Both the Super NES and the Genesis can horizontally scroll individual scanlines of a background plane for parallax. The Super NES uses a memory controller feature called horizontal blank direct memory access (HDMA) to poke the PPU in the background each scanline, whereas the Genesis uses a table of scroll positions in VRAM. The difference arises with any raster effect other than horizontal scrolling. Axelay stretches the background plane by an amount that increases down the screen for a "rolling log" effect. It does this by varying the scrolling Y coordinate with HDMA. The special stage in Sonic 3D Blast for Genesis shows the same effect, but the CPU has to stop and poke the vertical scroll between each scanline and the next.

Super NES has mode 7, a scanline rotozoomer that allows for behind-the-car racing games with a floor plane taking two-thirds of the screen. On the other hand, a 68K without the SVP can draw a height-mapped (or "voxel") landscape faster than a 65816 without the SA1 or GSU coprocessor.

Audio

Super NES has a hardware sampler on a dedicated memory bus. This lets it mix up to eight sampled waves without a hiccup. Genesis audio, by contrast, is often scratchy as hell due to video DMA blocking the Z80, and mixing even two samples on the Z80 was seen as an accomplishment. One workaround is to use the FM voices wisely. On the other hand, there's a lot more learning curve in creating patches for Yamaha OPN FM than for a sampler.

Input

Super NES comes with a controller with six action buttons: four face buttons and two shoulder buttons. Genesis eventually got a controller with six face buttons, but games have to be usable with the original 3-button controller, mapping the other three buttons' actions to (say) the sometimes awkward chord of Start+A, Start+B, and Start+C.