The Mega Drive had both 256 and 320 modes, and the overwhelming majority of games went with 320 mode. The market chose the better option. Who needs 256?
The 256 pixel mode was mostly just there to support Master System compatibility. Only games I can specifically remember using it are Double Dragon II and Koei titles.
>and the overwhelming majority of games went with 320 mode
Genesis is a sprite based console. 320p and 256p don't make much of a difference as the system doesn't even have a framebuffer. Consoles with framebuffer redraw the screen every single frame while consoles without it work more like a puppet show, they're only moving sprites and tiles around and swap them occasionally. >Who needs 256?
Anyone who needs to squeeze out more frames per second.
256px mattered because if you had large animations you needed less tiles to fill up the screen, meaning less space on the cart. Sonic 2 special stage used it.
The Sega Saturn does not have a 256x224/240 video mode. This was in the NES, SNES, and numerous arcade games from the era. The Playstation did support this resolution and a lot of games including Symphony of the Night used it. As a result Saturn ports often are letterboxed and require the user to tweak the CRT or end up butchered with repeated pixels like in SOTN's case. Thankfully 256x192 Master System ports could fit in a 320x420 window, even if that means the game would be smaller.
Probably they thought
1) 320 was becoming the standard everywhere anyway and new games would have no reason to be made in 256
2) Saturn would lead the way in 2D and other systems would be forced to follow
3) With 3D games it doesn't matter
In the end people only ask this question because for some reason SOTN was made in 256
256 helps a lot for 3D, fewer pixels to render.
Also helps in 2D to reduce overal memory consumption a bit.
Even Mega Drive exclusives like the shining force games used it.
There are valid reasons to stick with 256 mode, even if you do not agree with them.
>SOTN
Megaman X3 and Jikkyou Oshaberi Parodius too, I know since I have both and both had to be converted to 320, leaving X3 with borders and squished, and Parodius with a wider view that looks squished on a CRT, except the menus and cutscenes which looks distorted.
Two of these threads up within minutes of one another?
Are you bored?
Mad threadsliding, BTFO likely
I'm not the other OP, I just saw it and remembered I had this question.
You thought one question deserves its own thread?
The Mega Drive had both 256 and 320 modes, and the overwhelming majority of games went with 320 mode. The market chose the better option. Who needs 256?
The 256 pixel mode was mostly just there to support Master System compatibility. Only games I can specifically remember using it are Double Dragon II and Koei titles.
Mega Man: The Wily Wars is also a 256x224 game. Makes sense since it's based on NES games with the same resolution.
Street fighter 2 and lords of thunder are 256px wide. Hook too
>Street fighter 2
SNES port.
>lords of thunder are 256px wide.
PCE port.
>Hook too
SNES port.
Majority of native games were 320x224. Shining Force are good examples of 256x224 native games.
>and the overwhelming majority of games went with 320 mode
Genesis is a sprite based console. 320p and 256p don't make much of a difference as the system doesn't even have a framebuffer. Consoles with framebuffer redraw the screen every single frame while consoles without it work more like a puppet show, they're only moving sprites and tiles around and swap them occasionally.
>Who needs 256?
Anyone who needs to squeeze out more frames per second.
256px mattered because if you had large animations you needed less tiles to fill up the screen, meaning less space on the cart. Sonic 2 special stage used it.
It won't work.
?
The Sega Saturn does not have a 256x224/240 video mode. This was in the NES, SNES, and numerous arcade games from the era. The Playstation did support this resolution and a lot of games including Symphony of the Night used it. As a result Saturn ports often are letterboxed and require the user to tweak the CRT or end up butchered with repeated pixels like in SOTN's case. Thankfully 256x192 Master System ports could fit in a 320x420 window, even if that means the game would be smaller.
>if only there was an online video sharing platform where ignorant children could tell us what video modes our systems should have
>has no 320 pixel width resolution support in your path
What were they thinking?
Lateral thinking with withered technology.
2.68 mhz.
i'm sure it had something to do with the planned famicom compatibility
>moronic thinking with stone age technology
Fixed.
They could've literally just cropped the games. No excuse
It would have been better to have support for 384x224 pixels enabling CPS2 ports with exactly the same resolution as the arcade.
Probably they thought
1) 320 was becoming the standard everywhere anyway and new games would have no reason to be made in 256
2) Saturn would lead the way in 2D and other systems would be forced to follow
3) With 3D games it doesn't matter
In the end people only ask this question because for some reason SOTN was made in 256
256 helps a lot for 3D, fewer pixels to render.
Also helps in 2D to reduce overal memory consumption a bit.
Even Mega Drive exclusives like the shining force games used it.
There are valid reasons to stick with 256 mode, even if you do not agree with them.
>SOTN
Megaman X3 and Jikkyou Oshaberi Parodius too, I know since I have both and both had to be converted to 320, leaving X3 with borders and squished, and Parodius with a wider view that looks squished on a CRT, except the menus and cutscenes which looks distorted.
good thing CRT's don't have care about horizontal resolution
midwit: the post
halfwit: the reply
what?