>NES does not get a port of R-Type as the hardware was deemed not powerful enough to handle the game

>NES does not get a port of R-Type as the hardware was deemed not powerful enough to handle the game
Meanwhile...

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  1. 7 months ago
    Anonymous

    Its weird Nintendo didn't develop a port like Kung-Fu considering they were publishing the arcade version in Ameriland.

    • 7 months ago
      Anonymous

      >The Speccy also got a Golden Axe port and look at it
      It plays much better than it looks. Only graphics prostitutes hate the zx spectrum so much.

  2. 7 months ago
    Anonymous

    Being able to do something doesn't mean you should. The Speccy also got a Golden Axe port and look at it

  3. 7 months ago
    Anonymous

    I was going to shit on this, but it doesn't look half bad

    • 7 months ago
      Anonymous

      >spastic bait thread
      You think people who fanboy a better system wouldn't be so insecure about it and bite every time someone posts some horrendous looking screenshot of a m'puter.

      Speccy has those certified space colors.

  4. 7 months ago
    Anonymous

    They'd need an expensive cartridge for R-Type while Spectrum ports could be made incredibly cheaply and distributed on a £7 cassette tape. Also Spectrum publishers had next to no Q/C standards and didn't care if the hardware wasn't powerful enough for the game.

  5. 7 months ago
    Anonymous

    The Spectrum's CPU was actually about twice as powerful as the NES's

    • 7 months ago
      Anonymous

      Clock speed alone doesn't mean shit. A 3.8 GHz Pentium 4 is laughably weak compared to a modern core running at half that clock speed for example. If the ZX Spectrum CPU truly was twice as powerful as the NES CPU, you'd see games as fluid as SMB3

      • 7 months ago
        Anonymous

        >Clock speed alone doesn't mean shit.
        It does in this case since the Spectrum used a Z80 and the NES a 6502, which are roughly comparable per clockspeed.

        • 7 months ago
          Anonymous

          Then why is it that NES games play like they're an entire generation ahead? I'm not even talking about graphics. For example there isn't any platformer with levels as big and gameplay as smooth as SMB3 on the Speccy

          • 7 months ago
            Anonymous

            The Speccy used tapes which made larger levels difficult since you have to have it all in memory and can't just quickly fetch stuff from a cartridge's memory.

            • 7 months ago
              Anonymous

              Then the system is shit. Everything else on the system is just as important as the CPU. That's like having a supercar engine on the floor of your garage and saying your car is better just because the engine is all that matters. Who cares if the CPU is good when everything else on the system is shit?

              • 7 months ago
                Anonymous

                Maybe it was really important for R-Type?

          • 7 months ago
            Anonymous

            >Then why is it that NES games play like they're an entire generation ahead?
            Those NES games that look "an entire generation ahead" have multiple ROM boards, an advanced mapper chip, and usually extra RAM (usually 16KB) in their carts. Essentially you could say they're cheating because they're not using the default hardware the console comes with, they need additional things to make those games bigger and look better.
            >For example there isn't any platformer with levels as big and gameplay as smooth as SMB3 on the Speccy
            There are no Wolfenstein clones or smooth 3D looking racing games on the NES either.

            Someone made a literal full blown 3D FPS game with mouselook for the 128K speccy.

            With the greater resource and time modern speccy programmers have compared to those in the past, they're able to pull off great looking next gen 2D games with huge levels too.

            Then the system is shit. Everything else on the system is just as important as the CPU. That's like having a supercar engine on the floor of your garage and saying your car is better just because the engine is all that matters. Who cares if the CPU is good when everything else on the system is shit?

            Those 8-bit consoles can't do image scaling and rotation or display sprites and tiles bigger or smaller than 8x8 pixels, things the Spectrum could do with ease. Any kind of spectrum game could be loaded from a cheap tape or even an audio CD while the NES needed expensive ROM carts to do anything more impressive than Duck Hunt. These systems were designed for different things, but the spectrum was a lot more flexible.

            • 7 months ago
              Anonymous

              Okay, so it can do a monochrome first person game with untextured walls that runs at 4 FPS but that doesn't make a fun game
              >or smooth 3D looking racing games on the NES either
              Rad Racer runs much more smoothly than this 20 FPS snorefest
              That platformer is the only one that looks decent and it has absolutely no background and half the screen is a black void

              • 7 months ago
                Anonymous

                >BUT ITS NOT LE FUN
                You nezzgays are always moving the goalpost to this argument whenever you're losing. I'd be posting Laser Squad and Sword of Llana if I wanted to recommend fun spectrum games rather than showcase what the hardware is capable of.
                >so it can do a monochrome first person game with untextured walls that runs at 4 FPS but that doesn't make a fun game
                Kek, rad racer is just another boring pole position clone with slightly more graphical flare. The car is a sad looking 8x16 sprite with very stiff horizontal animations and no vertical animations. There's not even advanced collision physics, verticality, and road bumps like Spectrum's Chase HQ from 1989.

                Yeah I'd rather play a fun 20 fps game than a 60 fps snoozefest.

              • 7 months ago
                Anonymous

                Lmao these look like shit. Bongs are completely delusional

              • 7 months ago
                Anonymous

                >nezz
                lol it's him

              • 7 months ago
                Anonymous

                this homosexual is one of the worst things to happen to this board. he shits up Ganker as well. he's worse than barneygay and arthur but somehow less infamous. he singlehandedly ruins racing and shmup threads with samegayging and has a meltdown when something doesn't go his way.
                he's a newbie, middleage bong that has americans living in his head rent free and he's a chronically online discord neet. he spends all of his time squabbling with trannies on discord and americans on Ganker.
                his youtube channel is hilarious and sad too.

              • 7 months ago
                Anonymous

                Dumb trash.

            • 7 months ago
              Anonymous

              Mappers aren't magic, they don't do any real processing, they let you make games larger than 40KB and send interrupts, none of them are anywhere close to something like the SuperFX chip.

              • 7 months ago
                Anonymous

                >Mappers aren't magic
                They must be. Just look at all the people ITT saying mappers are magic.

              • 7 months ago
                Anonymous

                Mappers let you swap sprite and tile graphics quickly, since sprite and tile data have direct access to the CPU due to nintendo's cost saving measure back in 83. Truth is none of these "next gen" NES games were magic, they have pretty shinny graphics that are enough to make ten year olds fawn over but mechanically, they're even less sophisticated than super mario bros.

            • 7 months ago
              Anonymous

              Super Mario Bros. looks and plays better than the entire ZX Spectrum library and does not use any mapper or enhancement chip.

            • 7 months ago
              Anonymous

              >There are no Wolfenstein clones

              If you mean Wolfenstein 3D then no because that came out much later; but the NES had first person games where you move around and stop to shoot

              >smooth 3D looking racing games on the NES either.

              It has plenty. And the roads do have verticality. As for the car having a different frame when going uphill or downhill that's not any different than the car having a different frame when turning left or right, there is nothing special about it. Cars jumping from bumps in the road isn't any different than the car being sent flying in Rad Racer or others when hitting something.
              Chase HQ is a hundred times faster and smoother on Famicom than the video you posted. Also has more and better colours and music. And it has that collision system as well

              In other words you're making a big deal out of little nothings and the rest is just bad faith

              • 7 months ago
                Anonymous

                >And the roads do have verticality.
                The game only simulates the horizon line graphically. Your come doesn't jump in the end of every slope.
                >As for the car having a different frame when going uphill or downhill that's not any different than the car having a different frame when turning left or right, there is nothing special about it. Cars jumping from bumps in the road isn't any different than the car being sent flying in Rad Racer or others when hitting something.
                Nothing special about it? Isn't any different? Sounds compromising. It also does a poorer job at simulating car skids, graphically and mechanically.
                >Chase HQ is a hundred times faster and smoother on Famicom than the video you posted. Also has more and better colours and music. And it has that collision system as well
                Are we looking at the same game? It looks and sounds horrible. It's indeed faster but doesn't even come close to the graphics and physics of the ZX Spectrum port. It looks weightless. The road has fewer objects and no shoulders. The colour palate and high pitched sfx are annoying.
                >you're making a big deal out of little nothings and the rest is just bad faith
                Graphical and mechanical details that are crucial in simulating car handling? Sure, you could subjectively not care about them but they still exist.

            • 7 months ago
              Anonymous

              >With the greater resource and time modern speccy programmers have compared to those in the past, they're able to pull off great looking next gen 2D games with huge levels too.
              First time I've been impressed with a speccy game. It runs smooth and looks amazing.

            • 7 months ago
              Radiochan

              how is using a 128k spectrum not "cheating"
              how is using hardware that didn't exist at the time not "cheateing"
              anyway mappers aren't "cheating" since it uses the hardware, r-type on spectrum is far less fun overall than r-type on master system or that one bootleg r-type port on famicom

        • 7 months ago
          Anonymous

          most z80 instructions take multiples of 4 cycles so the effective clockspeed of any z80 is whatever it lists divided by 4

        • 7 months ago
          Anonymous

          Isn't the 6502 roughly twice as fast as the Z80 clock per clock?

        • 7 months ago
          Anonymous

          This post is either bait or /vr/ really is just filled with people who have zero idea what they're talking about.
          t. worked with 6502 assembly.

  6. 7 months ago
    Anonymous

    It is quite simple. It is pretty amazing that there was a platform in 1982 that had the potential to make every gaming genre. There were schmups, puzzles, strategies, rpgs, flight sims, platformers and more.

    • 7 months ago
      Anonymous

      >no strandlike
      oof

  7. 7 months ago
    Anonymous

    the master system got a port of r-type instead.

    could have been a licensing thing, cuz the nes didn't get vigilante either

    • 7 months ago
      Anonymous

      I believe it was technical because the NES could not do R-Type without horrendous sprite flicker while the Master System can use bg tiles for soft sprites.

      • 7 months ago
        Anonymous

        i doubt it. the pc engine got r-type and while thats an amazing port, it has plenty of flicker

        irem also ported r-type to the msx

      • 7 months ago
        Anonymous

        >I believe it was technical because the NES could not do R-Type without horrendous sprite flicker
        Bubble Bobble on NES had massive flicker but I guess Taito dgaf.

      • 7 months ago
        Anonymous

        Doubt it
        NES had a very serviceable port of Gradius and R-Type wasn't much more complicated.

  8. 7 months ago
    Anonymous

    Deal with it, auster.

  9. 7 months ago
    Anonymous

    R-Type is a high quality game, contrary to this pathetic excuse of a thread.

  10. 7 months ago
    Anonymous

    It had nothing to do with technical power, the goddamn MSX, which doesn't even have SCROLLING, got a port of R-Type. It's more likely Sega or NEC paid Irem not to port R-Type to Famicom/NES to give the Master System or PC Engine a big boost in sales.

    ?si=mpYdeDejsawglUUR

    • 7 months ago
      Anonymous

      This doesn't look half bad. Turns out R-Type had some great ports!

    • 7 months ago
      Anonymous

      >cope

      • 7 months ago
        Anonymous

        arrest

  11. 7 months ago
    Anonymous

    >12.5 frames per second
    The Spectrum wasn't powerful enough either.

  12. 7 months ago
    Anonymous

    Intendo sisters... how can we ever recover?

    • 7 months ago
      Anonymous

      >how can we ever recover?
      I'm afraid we can't... There's literally only one machine that's more powerful than the Speccy and it's the Amiger
      Even the N64 is weaker than the Amiga...

  13. 7 months ago
    Anonymous

    a good example of bad faith is claiming the car in Rad Racer is "a sad looking 8x16 sprite" . The back frame is 38x24 and one of the side frame is 48x24.

    In Chase HQ the car is barely bigger on the spectrum than it is on the Famicom version; but at the same time the entire screen is 4 colours, almost a third of the screen is covered by the HUD (less than a 4th on Famicom) while using a lower resolution to begin with (256x192 vs 256x224) and even with all those compromises the game doesn't run at half the speed as it does on Famicom.
    The Famicom version of Chase HQ also has car sounds and music at the same time

    • 7 months ago
      Anonymous

      >The back frame is 38x24 and one of the side frame is 48x24.
      The flat undithered colours and 1 frame turning animation certainly dont help them look that big.
      >almost a third of the screen is covered by the HUD
      The NES port is boring as hell without the HUD, you can't see the characters communicating with each other throughout the chase.
      >In Chase HQ the car is barely bigger on the spectrum than it is on the Famicom version; but at the same time the entire screen is 4 colours while using a lower resolution to begin with (256x192 vs 256x224)
      And yet the NES one looks worse. Far fewer objects, worse sprite scaling, and no dithering.
      >even with all those compromises the game doesn't run at half the speed as it does on Famicom
      Famicom has the speed thanks to its sprite based graphic processing, but it lost a ton of other things that are easier done on bitmap graphics.
      >The Famicom version of Chase HQ also has car sounds and music at the same time
      Far from particularly good ones, so it's not even a loss.

  14. 7 months ago
    Anonymous

    The Spectrum was more powerful than the NES, with a far faster CPU.

    This shouldn't be controversial, but you know how those Nintendo people get when you dare to say their hardware isn't the best of the best...

    • 7 months ago
      Anonymous

      1.79 MHz 6502 and 3.5 MHz Z80 are very comparable in speed.

      • 7 months ago
        Anonymous

        the Spectrum has to rely on the CPU to move graphics around. a better comparison is the Master System which has the same clock speed and its games feel sluggish compared to NES ones.

      • 7 months ago
        Anonymous

        SF2 was too late for a NES release and Capcom were focused on SNES development. I don't know why SF1 wasn't ported though.

    • 7 months ago
      Anonymous

      >This shouldn't be controversial, but you know how those Nintendo people get when you dare to say their hardware isn't the best of the best...
      Which is weird because Nintendo's design philosophy was always "lateral thinking with withered technology", using cheap older technology in new ways. They were never about chasing cutting-edge technology.

      • 7 months ago
        Anonymous

        >lateral thinking with withered technology
        Precisely. Nintendo were always very late and with very underwhelming hardwares compared their competitors, so that they could reach a price point attainable by the market of young children they were targeting. This is also why they were producing kid friendly games that were always much easier than what was usual at the time, they wanted to be able to appeal to as many children as possible. Yet, anyone who points this out is labeled some sort of "console warrior" by the manchildren who never grew out of it.

      • 7 months ago
        Anonymous

        It's not controversial to say the NES (and much of Nintendo's hardware) wasn't the most cutting edge piece of tech,
        It's controversial to say that the Speccy is a better gaming system somehow, when it was very specifically designed to be babbies first computer, and not designed for gaming in any way shape or form, and the "good looking" games on the system are just the ones that look the least jerky and awkward, and maybe some homebrew game from thirty years later that finally figured out how to do smooth scrolling.
        It's got it's charm, but come on. Don't start fights, you can't win.

        • 7 months ago
          Anonymous

          >It's not controversial to say the NES (and much of Nintendo's hardware) wasn't the most cutting edge piece of tech
          It had pretty good sound hardware for the time and the CHR ROM setup was innovative and allowed games to have more content.

          • 7 months ago
            Anonymous

            say you what?

            • 7 months ago
              Anonymous

              the NES had CHR ROM setup. this was advantageous in especially the early days because you had a separate ROM to offload the graphics to and could have more space in the main program ROM for game content.

              >on Colecovision, 16k was literally 16k but on NES the use of separate graphics ROM meant that you freed a bunch of space
              >also NES used 6502 so program code took more storage space than Z80 code
              >in addition graphics were instantly in place on power on and didn't have to be unpacked and copied into video RAM which was slow and required additional code

              • 7 months ago
                Anonymous

                On everything 16k is 16k. Coincidently the amount of video ram the coleco had. A separate graphics ROM doesn't free up a bunch of space. In fact, it has the same function as video ram on the coleco. Just 1/2 the size and is read only. Nothing has to be unpacked. Copying to video ram is hardly slow. And only has to be done once. You might even say 1/2 of once, to not compare apples with oranges. The z80 has instructions for block transfers from memory to ports, so the amount of code required is much less than it would be on a 6502.
                There are pros and cons to basically all the various ways of implementing display functions in a system. But you missed most of the ones for your comparison and got a buttload of shit wrong.

              • 7 months ago
                Anonymous

                >On everything 16k is 16k. Coincidently the amount of video ram the coleco had. A separate graphics ROM doesn't free up a bunch of space.
                Actually it does. Each NES graphics object is 16 bytes and you can have 256 each of tiles and sprites used at any one time. Put them in the main ROM and each is 16 bytes less space you could use for additional sound, level data, game logic, etc. In for example SMB the PRG ROM is absolutely filled and they had to do ridiculous tricks to get everything to fit, there was no way they could also fit 4k worth of graphics tiles in there as well.

                >The z80 has instructions for block transfers from memory to ports, so the amount of code required is much less than it would be on a 6502

                Also this. It takes more code to do something on a 6502, about 20% more code on average than Z80 so space was more at a premium in NES games.

              • 7 months ago
                Anonymous

                ok but didn't a lot of NES games use CHR RAM so the graphics are stored in the main ROM anyway?

              • 7 months ago
                Anonymous

                Yes. CHR RAM games often use some kind of compression and you can only have as many tiles as you actually need. But still you have to store them in the PRG and some space is used. For comparison the extremely common 128k PRG+128k CHR setup lets you have 32 each sprite and tile sets and as they're not occupying the PRG ROM you can have longer games than is possible with an UNROM setup where everything is shoehorned into the PRG.

              • 7 months ago
                Anonymous

                The actual game length is dictated more by the ROM size, but you can have more graphics sets this way. Say you can have 16 sets in Adventures of Bayou Billy as it has 128k CHR ROM but if the game was CHR RAM you might only fit four sets. Also with CHR RAM it's possible to mod graphics objects on the fly, you can alter the pixel patterns of them.

              • 7 months ago
                Anonymous

                While we're on that subject, it's worth noting that SMS R-Type used 512k cart. That would have been pretty rare for a NES game and mostly only towards the end of the console's lifespan for stuff like RPGs. I can't think of a NES arcade port that used that much ROM.

              • 7 months ago
                Anonymous

                Master System graphics are more space-consuming as tiles take 32 bytes to store instead of 16. A lot of games use the tile flipping feature to save on space. You wouldn't need 512k to do R-Type on NES, lol.

              • 7 months ago
                Anonymous

                While we're on that subject, it's worth noting that SMS R-Type used 512k cart. That would have been pretty rare for a NES game and mostly only towards the end of the console's lifespan for stuff like RPGs. I can't think of a NES arcade port that used that much ROM.

                was it cost reasons? you'd need an MMC3 board for that and i don't blame them if no publisher wanted to spring for it. it was usually cheaper to produce Master System carts as they only tended to be a PCB with a ROM chip on them.

              • 7 months ago
                Anonymous

                Didn't someone mention Master System graphics use more space than NES ones?

              • 7 months ago
                Anonymous

                On paper yes, in practice you could flip SMS tiles and a lot of games used symmetrical backgrounds to save on space.

              • 7 months ago
                Anonymous

                The actual game length is dictated more by the ROM size, but you can have more graphics sets this way. Say you can have 16 sets in Adventures of Bayou Billy as it has 128k CHR ROM but if the game was CHR RAM you might only fit four sets. Also with CHR RAM it's possible to mod graphics objects on the fly, you can alter the pixel patterns of them.

                does it? SMB3 has 90 levels and 8 game worlds while Kirby's Adventure has 41 levels in 7 game worlds despite twice as much ROM. you can have a large ROM with a very short game, it depends on how much of the ROM is used for graphics data, cutscenes, and other content. did you know that FF7 only has about 8MB of actual code and the game is 75% audiovisual data?

              • 7 months ago
                Anonymous

                take for example Adventure Island. that is CNROM. aside from having more graphics pages than NROM the CHR ROM is also used to store level data so you save space in the PRG for other things.

              • 7 months ago
                Anonymous

                i noticed you never saw 64k+64k licensed games, only some unlicensed Color Dreams carts did that

              • 7 months ago
                Anonymous

                Probably because if you needed that particular ROM size it was better to just use UNROM.

              • 7 months ago
                Anonymous

                >Actually it does.
                No it doesn't. It's a zero sum game. No mental gymnastics can change that fact. It's like you don't know mappers and ram in carts exist.

                Yes. CHR RAM games often use some kind of compression and you can only have as many tiles as you actually need. But still you have to store them in the PRG and some space is used. For comparison the extremely common 128k PRG+128k CHR setup lets you have 32 each sprite and tile sets and as they're not occupying the PRG ROM you can have longer games than is possible with an UNROM setup where everything is shoehorned into the PRG.

                Sweet Jesus. Are you ok? Why are you obsessed with the non issue of PRG ROM space?

              • 7 months ago
                Anonymous

                he's not wrong, lol.

                Yes. CHR RAM games often use some kind of compression and you can only have as many tiles as you actually need. But still you have to store them in the PRG and some space is used. For comparison the extremely common 128k PRG+128k CHR setup lets you have 32 each sprite and tile sets and as they're not occupying the PRG ROM you can have longer games than is possible with an UNROM setup where everything is shoehorned into the PRG.

                look at the list. if you have 128k of CHR data that's as much as the entire PRG ROM so you can't possibly shovel all that into there. but you knew that already, assembly language LARPer.

              • 7 months ago
                Anonymous

                yeah that. on a 32k SMS game like Ghost House you could compress the tile data down to 5k or so but that's still 5k of ROM space taken up with graphics data while a comparable NES game like SMB just puts all the tile data in the CHR ROM so it's not eating precious PRG space. then factor in the larger memory footprint of 6502 code.

              • 7 months ago
                Anonymous

                >but you knew that already, assembly language LARPer.
                meds, schizo

              • 7 months ago
                Anonymous

                >im not wrong, lol.
                lol. Yes you are.
                >if you have 128k of CHR data that's as much as the entire PRG ROM so you can't possibly shovel all that into there.
                Seriously, what's your malfunction?
                >assembly language LARPer.
                Oh, you're that kiddo. You must even be old enough for 4 chan by now. Imagine seething about people knowing more about old toys than you this hard for this long and doing nothing to educate yourself.

              • 7 months ago
                Anonymous

                since you can't seem to explain how he's wrong and just insult him you are actually the assembly language LARPer

              • 7 months ago
                Anonymous

                >since im him and can't understand and am the brainlet who calls everyone the assembly language LARPer i shitposted this cope
                lol

              • 7 months ago
                Anonymous

                How many years has that schizo been on here anyway?

              • 7 months ago
                Anonymous

                >Copying to video ram is hardly slow. And only has to be done once. You might even say 1/2 of once, to not compare apples with oranges. The z80 has instructions for block transfers from memory to ports, so the amount of code required is much less than it would be on a 6502.
                Look at a video of any Master System game even small ones like Ghost House with no bank switching. There's always an annoying pause when it switches screens while it's loading graphics while NROM NES games nearly always have instantaneous screen switching.

              • 7 months ago
                Anonymous

                it's not that bad but just like NES NROM games the graphics are limited and the same handful of tiles are used the entire game with a couple of palette swaps

              • 7 months ago
                Anonymous

                >On everything 16k is 16k. Coincidently the amount of video ram the coleco had. A separate graphics ROM doesn't free up a bunch of space

                well here's Colecovision Popeye. it was 16k ROM like on NES port but is far worse port. doesn't even have an actual title screen and there's only one tune that plays the entire game while the NES has unique music for each stage. it does make a difference when you don't have to occupy some of your precious 16k ROM space with graphics data and can fit more music instead.

              • 7 months ago
                Anonymous

                >Coincidently the amount of video ram the coleco had. A separate graphics ROM doesn't free up a bunch of space. In fact, it has the same function as video ram on the coleco.

                lolwut? the NES was unique in using separate graphics ROM while most cartridge based consoles put the graphics tiles in the main ROM and copy them into the video RAM as needed.

              • 7 months ago
                Anonymous

                Don't waste time arguing with the assembly language LARPer schizo.

              • 7 months ago
                Anonymous

                >it was great. It was so great no one else ever did it
                Possibly the best selfpwn evar

              • 7 months ago
                Anonymous

                The Neo Geo also used this setup but all other cartridge-based consoles just had a single ROM containing all game data and copied the graphics into video RAM as needed. I think it was preferred as the cartridges were cheaper to manufacture due to normally only needing a single ROM chip. Nintendo used the weird dual bus setup so the console itself was cheaper to produce and because of the technical reasons already mentioned.

                >the main game ROM would not have to have space occupied by graphics data which freed room for other stuff, especially important in the early '80s when ROMs were very small, on top of the NES using a 6502 so code took more space than it did on Z80-based consoles
                >graphics data was instantly available on power on, you didn't have to decompress or copy anything (also important as the 6502 didn't have the Z80's block copy instructions)
                >after bank switching arrived you could swap graphics sets almost instantaneously

              • 7 months ago
                Anonymous

                >the main game ROM would not have to have space occupied by graphics data which freed room for other stuff, especially important in the early '80s when ROMs were very small, on top of the NES using a 6502 so code took more space than it did on Z80-based consoles
                correct. all the space not used by graphics can be used for additional music or other content.

              • 7 months ago
                Anonymous

                how much space does a couple of tiles use anyway?

              • 7 months ago
                Anonymous

                Each NES tile/sprite is 16 bytes. Back in the early days when you had 16k of ROM that could add up quickly so offloading then to a separate ROM would free all that space. the CHR ROM could hold 8k so that let you do a full 512 tiles (half sprites and half bg tiles) without using any PRG space.

                [...]

                For comparison take any SG-1000 ROM and disassemble it. you'll see a whole bunch of space occupied by graphics data which reduced the amount of content (levels, music, etc) you could have.

              • 7 months ago
                Anonymous

                Verifiably false, according to some kid on the internet

                >Coincidently the amount of video ram the coleco had. A separate graphics ROM doesn't free up a bunch of space. In fact, it has the same function as video ram on the coleco.

                lolwut? the NES was unique in using separate graphics ROM while most cartridge based consoles put the graphics tiles in the main ROM and copy them into the video RAM as needed.

                >the NES was unique in using separate graphics ROM
                Please try to keep up

      • 7 months ago
        Anonymous

        It's not controversial to say the NES (and much of Nintendo's hardware) wasn't the most cutting edge piece of tech,
        It's controversial to say that the Speccy is a better gaming system somehow, when it was very specifically designed to be babbies first computer, and not designed for gaming in any way shape or form, and the "good looking" games on the system are just the ones that look the least jerky and awkward, and maybe some homebrew game from thirty years later that finally figured out how to do smooth scrolling.
        It's got it's charm, but come on. Don't start fights, you can't win.

        What are you guys talking about? NES totally WAS the most powerful home gaming system on the market when it was released. Not to mention Famicom 2 years earlier.

        • 7 months ago
          Anonymous

          Yes, if you make anyone sane play games on both systems they will immediately be able to tell the NES is more powerful, but you're talking to delusional bongs who think this is fine:

        • 7 months ago
          Anonymous

          In general, Nintendo aims for affordable hardware rather than powerhouses though. That's not remotely a controversial thing to say. Everyone knows that.

  15. 7 months ago
    Anonymous

    I don’t really care because I can have the entire library of each emulated cycle accurate and it takes up basically no space. Blow your fricking brains out if you can’t just enjoy each for what they were, in the markets they existed in, the price points they were targeting, etc

    • 7 months ago
      Anonymous

      What, VR doing something other than being butthurt that someone prefers a different old irrelevant console to the old irrelevant console they like? Next you'll be telling people to go outside!

      Anyone have a rec list for speccy games? Looking for exclusives or stuff that was originally on speccy, not ports

      You might want to see if there's a list on World of Spectrum or something. Off the top of my head The Lords of Midnight was great.

  16. 7 months ago
    Anonymous

    [...]

    oh and neither SF1 or SF2 were ported to NES because Capcom didn't think it could do it

    • 7 months ago
      Anonymous

      Yet chinks pulled it off.

      • 7 months ago
        Anonymous

        Not pictured: the sheer amounts of screen flicker.

      • 7 months ago
        Anonymous

        There are actually a lot of 1on1 fighters on Famicom. It's where the birth of the genre really took place.

  17. 7 months ago
    Anonymous

    Anyone have a rec list for speccy games? Looking for exclusives or stuff that was originally on speccy, not ports

    • 7 months ago
      Anonymous

      There's literally nothing that's worth playing except as a historical curiosity.

      • 7 months ago
        Anonymous

        But enough about the NES.

        Anyone have a rec list for speccy games? Looking for exclusives or stuff that was originally on speccy, not ports

        I highly suggest Seraphima. https://youtu.be/Gv80UTmqoFo?t=92

  18. 7 months ago
    Anonymous

    Reminder that anyone who thinks enhancement chips are cheating, it's just being dumb and must be ignored.

  19. 7 months ago
    Anonymous

    Extremely low quality console warring thread. Ban Auster.

    • 7 months ago
      Anonymous

      It won't solve anything assuming he isn't already banned, his moronation broke too many posters pbuh.

    • 7 months ago
      Anonymous

      Always auster and never the obsessed anti micro posters lmao, how about we ban both you homosexual, anti-Atari posters can get the rope too

      • 7 months ago
        Anonymous

        >anti-Atari posters can get the rope too
        Amen brother

      • 7 months ago
        Anonymous

        Stating the fact that the speccy isn't more powerful than the NES isn't being "anti micro"

  20. 7 months ago
    Anonymous

    There's an unfinished chink bootleg port for the NES which shows you can actually get kinda close.

  21. 7 months ago
    Anonymous

    >can run a 3D space sim, Elite
    >can run beefy vns like JESUS and Metal Slader Glory
    >can't run a shitemup
    Explain

    • 7 months ago
      Anonymous

      >can't run a shitemup
      So what are Life Force, Gun Nac, Recca, Crisis Force, Zanac and Gradius?

      • 7 months ago
        Anonymous

        And which expansion chips do those use?

        • 7 months ago
          Anonymous

          Several of those just use a TTL to bank switch the ROMs, they don't include any custom hardware.

        • 7 months ago
          Anonymous

          They only use bank switching to access more storage on the carts, and if you consider later upgrades cheating, that would also include later speccy models with more than 48k of RAM. If hardware upgrades are cheating then every game in those posts

          >Then why is it that NES games play like they're an entire generation ahead?
          Those NES games that look "an entire generation ahead" have multiple ROM boards, an advanced mapper chip, and usually extra RAM (usually 16KB) in their carts. Essentially you could say they're cheating because they're not using the default hardware the console comes with, they need additional things to make those games bigger and look better.
          >For example there isn't any platformer with levels as big and gameplay as smooth as SMB3 on the Speccy
          There are no Wolfenstein clones or smooth 3D looking racing games on the NES either.

          Someone made a literal full blown 3D FPS game with mouselook for the 128K speccy.

          With the greater resource and time modern speccy programmers have compared to those in the past, they're able to pull off great looking next gen 2D games with huge levels too.

          [...]
          Those 8-bit consoles can't do image scaling and rotation or display sprites and tiles bigger or smaller than 8x8 pixels, things the Spectrum could do with ease. Any kind of spectrum game could be loaded from a cheap tape or even an audio CD while the NES needed expensive ROM carts to do anything more impressive than Duck Hunt. These systems were designed for different things, but the spectrum was a lot more flexible.

          >BUT ITS NOT LE FUN
          You nezzgays are always moving the goalpost to this argument whenever you're losing. I'd be posting Laser Squad and Sword of Llana if I wanted to recommend fun spectrum games rather than showcase what the hardware is capable of.
          >so it can do a monochrome first person game with untextured walls that runs at 4 FPS but that doesn't make a fun game
          Kek, rad racer is just another boring pole position clone with slightly more graphical flare. The car is a sad looking 8x16 sprite with very stiff horizontal animations and no vertical animations. There's not even advanced collision physics, verticality, and road bumps like Spectrum's Chase HQ from 1989.

          Yeah I'd rather play a fun 20 fps game than a 60 fps snoozefest.

          are cheating because they need a 128k speccy

          • 7 months ago
            Anonymous

            128K Spectrum is it's own platform, one which doesn't need cheating and expensive expansions to play games, unlike the NES.

            • 7 months ago
              Anonymous

              mappers on NES are just like doing multiload Spectrum games except with a chip as it uses cartridges instead of tapes

              • 7 months ago
                Anonymous

                Except you don't need to pay twice or thrice as much as a normal game to run multiload tapes. Also the NES would need banked ROM and extra SRAM for anything more complex than super mario bros and duck hunt.

          • 7 months ago
            Anonymous

            >If hardware upgrades are cheating
            i mean, for a lot of consoles you can literally just shove a modern sbc in a cartridge and just use the console for video/audio passthrough, i'd definitely consider that cheating

    • 7 months ago
      Anonymous

      >can run a 3D space sim, Elite
      The defs had to map millions of predrawn tile presets. It was the hardest and most time consuming Elite port of them all by a huge margin because the hardware wasn't well equipped at all for it, hence it came out late in 1991.

      • 7 months ago
        Anonymous

        they also couldn't do an NTSC release of NES Elite because it wouldn't work, the game extensively used the longer PAL blank to perform calculations.

        • 7 months ago
          Anonymous

          >source:my zoomie ass

          • 7 months ago
            Anonymous

            Source is legit, however it only applies to games not optimized for NTSC NESes.

            they also couldn't do an NTSC release of NES Elite because it wouldn't work, the game extensively used the longer PAL blank to perform calculations.

            According to Elite's main programmer Ian Bell, there was an NTSC version of Elite ready to go. Reason it never released in the US was because they couldn't find a publisher.

            • 7 months ago
              Anonymous

              >Reason it never released in the US was because they couldn't find a publisher.
              That reminds me of Jordan Mechner saying they didn't do a C64 port of Prince of Persia because he couldn't find anyone willing to port it.

            • 7 months ago
              Anonymous

              >Source is legit
              lol. no. Your zoomie ass is not legit.

  22. 7 months ago
    Anonymous

    Didn’t know this but the speccy actually was released in america for a couple of years. Didn’t sell well though

  23. 7 months ago
    Anonymous

    Reminder arguing that chips are cheating means you lost the argument. Admit defeat and get banned for making this awful thread.

    • 7 months ago
      Anonymous

      You guys realize that the CPU isn't the end all of a console's capabilities, right? In fact, it's probably one of the least important parts of the spec (within reason).

      shut up, let auster have his way

  24. 7 months ago
    Anonymous

    You guys realize that the CPU isn't the end all of a console's capabilities, right? In fact, it's probably one of the least important parts of the spec (within reason).

  25. 7 months ago
    Anonymous

    Mappers can absolutely be cheating. A lot of those "amazing" Atari 2600 homebrew are only possible because they're using amounts of memory that would've been prohibitively expensive at the time. Or look at the TPP1 MBC for the Gameboy that supports up to 1gb of additional ROM and 2mb of SRAM, those numbers would've been absurd for the original Gameboy's days.

  26. 7 months ago
    Anonymous

    Anytime Nintendo "failed to get a port" of something for "technical reasons" that usually meant that the CEO pissed off the third party and they refused to make the port and didn't want to burn bridges, so they made up a public excuse.

  27. 7 months ago
    Anonymous

    The GameBoy got one too

    • 7 months ago
      Anonymous

      gb got a lot of ports because nobody expected them to be 1:1 with the original, but it would've been shameful for the nes to get an inferior port

  28. 7 months ago
    Anonymous

    And you can read about how it got made and what it was like being a dev back in the day:
    https://bizzley.42web.io/?i=1

  29. 7 months ago
    Anonymous

    The speccy wasn’t powerful enough to handle any game, so it didn’t matter.

  30. 7 months ago
    Anonymous

    All of these Western computers were a complete afterthought to the Japanese developers, who just handed the licenses over to whoever asked, presumably.
    If it was on the NES, and it didn't match up to the arcade version well enough, that might have reflected poorly on the company in Japan, which is what mattered.

    Anyway, here's the homebrew

    And here's something else

  31. 7 months ago
    Anonymous

    There is an NES port of R-Type, it's a bootleg called Magic Dragon.

  32. 7 months ago
    Anonymous

    It's an excellent port, truly a great game to have fun with.

  33. 7 months ago
    Anonymous

    https://segaretro.org/List_of_Master_System_ROM_dumps

    if you run down the list 256k and 512k games are more proportionately abundant than they are on NES.

    • 7 months ago
      Anonymous

      It is as I said not a 1v1 comparison because 256k NES games are extremely abundant, at least half the entire library, they're just split half between the PRG ROM and half between the CHR ROM. It's not as common to see 256k PRG ROM games though. Bubble Bobble and Double Dragon used same ROM size on both consoles.

      • 7 months ago
        Anonymous

        >Bubble Bobble and Double Dragon used same ROM size on both consoles
        actually NES Bubble Bobble was 160k (it only had 32k CHR ROM). that may be because it was conversion from FDS

      • 7 months ago
        Anonymous

        >It is as I said not a 1v1 comparison because 256k NES games are extremely abundant, at least half the entire library, they're just split half between the PRG ROM and half between the CHR ROM.

        not exactly because in a game like DW2 or Maniac Mansion (256k PRG CHR RAM) you can have more ROM space for code, level data etc and only include as many tiles as you need. you might only have 90k of graphics and be left with 166k for code, etc while in the familiar 128k+128k setup there's exactly 128k for code.

        • 7 months ago
          Anonymous

          Wasn't Knight Rider a 64k game with 128k PRG?

          • 7 months ago
            Anonymous

            64k PRG with 128k CHR. I think that was done because they put the level data in the CHR ROM. Usually that was only done in CNROM games but occasionally you see it elsewhere. The game really doesn't have varied enough graphics that it should need a full 128k of CHR ROM.

  34. 7 months ago
    Anonymous

    damn, thread's been up three days

    • 7 months ago
      Anonymous

      And auster is still talking about Nintendo

    • 7 months ago
      Anonymous

      what happened to the rule about instigating flamewars?

      • 7 months ago
        Anonymous

        Mods are dead, there are a lot of trashy threads still alive.

        • 7 months ago
          Anonymous

          No I mean the rule has just vanished from the report window.
          I've just checked and it's still there on Ganker. Maybe it was never there but I thought it was site wide.

  35. 7 months ago
    Anonymous

    R-Type, mate, R-Type. The best shoot ‘em up ever made, bar none. The Speccy port is a work of art, a masterpiece, a marvel of codin’. It’s a blast, mate, a proper blast. You can’t get enough of it, can ya? You can play it for hours and hours, and never get bored. It’s addictive, mate, addictive.

    But the NES, oh, the NES. What a load of rubbish, mate, what a load of rubbish. It can’t handle R-Type, can it? It can’t cope with the sheer brilliance of it, the complexity of it, the intensity of it. It’s too weak, mate, too weak. It’s got no power, no memory, no speed, no graphics, no sound, no nothin’. It’s a toy, mate, a toy. A toy for kids, not for real gamers like us.

    You know what they did, the NES? They tried to port R-Type, they did. They tried, and they failed, mate, they failed. They failed miserably, they did. They couldn’t fit it all in, could they? They had to cut it down, chop it up, butcher it, ruin it. They had to remove half the levels, half the enemies, half the weapons, half the sound effects, half the music, half the colours, half the action, half the fun. They had to make it easy, mate, easy. Easy for the kiddies, not for the pros like us.

    And you know what they ended up with, the NES? A pile of shite, mate, a pile of shite. A pile of shite that they couldn’t even release, could they? They couldn’t even release it, mate, they couldn’t. They had to cancel it, scrap it, bin it, forget it. They had to admit defeat, mate, admit defeat. They had to concede that the Speccy is the best, mate, the best. The best machine, the best port, the best game. R-Type, mate, R-Type.

    • 7 months ago
      Anonymous

      Seething

  36. 7 months ago
    Anonymous

    as he says, normally the minimum would be CHR ROM that's 25% of the PRG size although nothing ever used a 256k PRG+64k CHR setup and Pool of Radiance was the only game to my knowledge with 512k PRG+128k CHR.

  37. 7 months ago
    Anonymous

    up

  38. 7 months ago
    Anonymous
  39. 7 months ago
    Anonymous

    Amiga does what nintenDONT and segaYANALSEXDOESNT

  40. 7 months ago
    Anonymous

    Isn't speccy was more powerful?( Of course the graphics part was much worse)

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