White_Pointer Gaming
White_Pointer Gaming
  • Видео 98
  • Просмотров 296 738
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
Просмотров: 30 805

Видео

Harnessing the power of the Neo Geo | White_Pointer Gaming
Просмотров 4,4 тыс.Месяц назад
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
Просмотров 10 тыс.2 месяца назад
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
Просмотров 1,4 тыс.3 месяца назад
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
Просмотров 1,3 тыс.4 месяца назад
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
Просмотров 2,9 тыс.4 месяца назад
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
Просмотров 7084 месяца назад
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
Просмотров 5 тыс.5 месяцев назад
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
Просмотров 3 тыс.6 месяцев назад
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
Просмотров 1,5 тыс.7 месяцев назад
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
Просмотров 5258 месяцев назад
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
Просмотров 1,5 тыс.9 месяцев назад
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
Просмотров 34110 месяцев назад
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
Просмотров 1,9 тыс.11 месяцев назад
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
Просмотров 10 тыс.Год назад
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
Просмотров 527Год назад
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Просмотров 217Год назад
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Super Nintendo games with mature themes! | White_Pointer Gaming
Просмотров 610Год назад
Super Nintendo games with mature themes! | White_Pointer Gaming
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Просмотров 1,6 тыс.Год назад
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
Просмотров 1,6 тыс.Год назад
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
I wrote a book! | White_Pointer Gaming
Просмотров 162Год назад
I wrote a book! | White_Pointer Gaming
The best World Cup video game: World Cup 98 | White_Pointer Gaming
Просмотров 231Год назад
The best World Cup video game: World Cup 98 | White_Pointer Gaming
World Cup 98 official video game intro | White_Pointer Gaming
Просмотров 193Год назад
World Cup 98 official video game intro | White_Pointer Gaming
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming
Просмотров 558Год назад
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming
Super Famicom games with a horror theme! | White_Pointer Gaming
Просмотров 516Год назад
Super Famicom games with a horror theme! | White_Pointer Gaming
Super Nintendo games with a horror theme! | White_Pointer Gaming
Просмотров 1,7 тыс.Год назад
Super Nintendo games with a horror theme! | White_Pointer Gaming
The forgotten Jurassic Park game for DOS and Amiga | White_Pointer Gaming
Просмотров 1,4 тыс.2 года назад
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
Просмотров 7 тыс.2 года назад
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
Просмотров 1802 года назад
Retro gaming on the big screen! Evercade VS Australian review! | White_Pointer Gaming
The best retro handheld? Evercade Australian review! | White_Pointer Gaming
Просмотров 2602 года назад
The best retro handheld? Evercade Australian review! | White_Pointer Gaming

Комментарии

  • @loganjorgensen
    @loganjorgensen 4 часа назад

    Also worth noting how V-blank came in different sizes per platform for hardware performance sake, why DOS gaming was 320x200 and Genesis was 320x224, or how few platforms actually were 320x240 or 240p in the 90s till much later in the decade. Same for the 4:3 anamorphic stretch varying too, which was a pain in the ass with cross platform development lol. I tend to only refer to "background tiles" and instead say "sprite blocks" just to make sure there is no confusion between both units rather than say "tiles" for everything in statements.😉

  • @aaendi6661
    @aaendi6661 9 часов назад

    What these do: Hide sloppy unoptimized code.

  • @CaseTheCorvetteMan
    @CaseTheCorvetteMan 11 часов назад

    Why are you appologising to USA for calling it what it is??? It IS the Mega Drive. Might be better appologising to the rest of Australia for not pronouncing Sega like the rest of us!! 😂 No one here ever called it sayga, it was always seega. In Australia, we say it as we spell it!

    • @WhitePointerGaming
      @WhitePointerGaming Час назад

      I admit I did say "Seega" back in the day, but corrected myself sometime in the early 90s once I heard the game startup jingle which always sang "Sayga" :P

    • @CaseTheCorvetteMan
      @CaseTheCorvetteMan Час назад

      @@WhitePointerGaming i know what it said yes, but this is Australia, and you're apparently Australian, you didn't correct yourself. Simply because they feel they need to reinvent the wheel at every step of life doesn't mean we need to follow their lead!! 😄

  • @JohnSmith-zw8vp
    @JohnSmith-zw8vp 20 часов назад

    I liked to call these and the ones on the NES helper chips...do a video about the NES ones if you haven't already?

  • @elblanco5
    @elblanco5 21 час назад

    I am so happy the algorithm finally brought me to your channel. It's a total gem! Watching through some past videos is leaving me with great regret...that I haven't seen this stuff before!

  • @SirGriefALot
    @SirGriefALot День назад

    Good thing I didn't have a job when the Neo Geo was out or I would have spent all my money buying the latest KOF or Samuri Showdown games.

  • @fatalist6663
    @fatalist6663 2 дня назад

    SF alpha 2 on SNES is really impressive I must say.

  • @foxdavion6865
    @foxdavion6865 2 дня назад

    Other consoles: Cartridges are just games. Super Nintendo: Cartridges are actually expansion cards with a ROM on it.

  • @Dom_Maretti
    @Dom_Maretti 2 дня назад

    Capcom was the source of so many headaches from early emulation...MMX2-3 took a lot of pain to figure out how to emulate in early SNES emulators. The worst, however, was all of the self-destructive DRM in Capcom arcade hardware...from the self-destruct batteries in some CPS-1 games (most notably, 3 Wonders), to the absurd XOR Table data in CPS-2 games that was literally encrypted and only solvable on the hardware because of a battery-RAM that held decryption keys. Anyone around from the early days of emulation will remember how much of an absolute revelation Callus and Final Burn Alpha were. Nowadays, you're probably using a MAME core in Retroarch for all arcade emu needs (aside from electro-mechanical, pinball, slots, and redemption equipment)...but back then, you had a dedicated emulator for CPS-1, CPS-2, and Neo Geo MVS. Hell, for a while, classic Taito arcade games didn't work correctly in Mame and you had to use the long-defunct RAINE. But..that's enough digression. Oops.

  • @user-tm4jd2jp3d
    @user-tm4jd2jp3d 2 дня назад

    such a clear presentation)) thanks))

  • @user-tm4jd2jp3d
    @user-tm4jd2jp3d 2 дня назад

    sooo goooood! thanks!)))

  • @carlopepi
    @carlopepi 3 дня назад

    how about the granddaddy of enhancement chips, Konami would love to see a breakdown of these and what they do, system 16 has a full list of these but not much information

  • @loganjorgensen
    @loganjorgensen 4 дня назад

    Thinking back on the Super-FX 1&2 chip they really could have just done a passthrough cart like Sonic & Knuckles rather than a chip for every single FX cart. People love to complain about upgrade modules like the 32X but the form factor is the most cost effective design, that was definitely what Sega should have done with their more expensive SVP chip as it was used only in one game total. Likely something the homebrew community will work out some day for both chips.😁 Sprite scaling & rotation is an underrated feature of Super-FX chips, always figured that would have allowed 2D sprite scaler arcade games to run on the SNES. Yoshi's Island alone is a real "tour de force" for sprite transform effects.😁 2:22 Always wondered about that since eventually everything has to go through the standard 2D pipeline of the platform, makes a lot of sense to use a frame buffer, and decently large one at that.🙂There wasn't much choice in not using a Super-FX for Doom, even consoles more powerful than the SNES later on struggled with sector engine performance. I guess that makes sense about the chip models differing like that, it isn't a cheap process designing and manufacturing a custom chip that it would be easier to just upgrade speed and ROM size afterwards. Too bad they couldn't "Moore's Law" it in hindsight, double both factors with each new model as that would have made the performance contrast more dramatic. 5:45 I was quite unimpressed with the SNES when I found out that even a launch title like Pilotwings needed a DSP chip. Such an odd thing to have the functionality but not the performance for it within one's stock hardware Ie. SNES Mode7* (requires DSP chip). Pretty cool those later day helper-chips, really pushed the limits of what a SNES cart could actually contain. I could see AI needing a boost given the slow CPU speed. That MSU1 Road Blaster port is pretty neat, never would have thought I'd see FMV on SNES after their CD-ROM project collapsed. Idk about developer "freedom", I heard some anecdotes about the difficulties of getting the publisher to even buy those extra chips.😉

  • @GP-WestHamFan
    @GP-WestHamFan 4 дня назад

    So could the SA1 have removed the slowdown from Contra and Super G n G?

    • @WhitePointerGaming
      @WhitePointerGaming 4 дня назад

      Depends what causes the slowdowns in those games but it's possible. But it's also possible that most of the slowdown could be removed by switching from slowrom (which both games used) to fastrom without needing to use a coprocessor at all.

    • @GP-WestHamFan
      @GP-WestHamFan 3 дня назад

      @@WhitePointerGaming Cheers for explanation. I didn't know about fast rom. But considering the price of SNES games, they all should have had fast roms.

  • @Optidorf
    @Optidorf 4 дня назад

    It's a bit of an odd statement saying that the use of co-chips is a better strategy then using expensive add-ons while Nintendo and Sony were working on developing an add-on for the SNES.

  • @jcrowellz2000
    @jcrowellz2000 4 дня назад

    Never played Star Ocean or Tales of Phantasia, but they sound like great games. My favorite enhancement chip game, back in the day, was Doom. I know it's inferior to some other ports, but it has the music. Also it's what i had and spent many hours trying to beat it. Although it has a slow frame rate, it's still a technical achievement.

  • @loganjorgensen
    @loganjorgensen 5 дней назад

    I kind of thought it would be a bit like the NES in terms of effects setup given one background layer only. Certainly had your work cut out for you on the TG-16 but at least everything was possible with the stock hardware. Certainly with NES and SNES flash carts it was a giant pain in the butt having to support all those helper-chips in the aftermath.

  • @loganjorgensen
    @loganjorgensen 5 дней назад

    The 482 on screen color count of the TurboGrafx-16 is a bit of a misnomer when you consider the 9-bit RGB system palette as a whole not having a tremendous amount of color gradient range beyond what a 4bpp graphic can display individually. Yes it is much easier using 16-tile palettes and 16-sprite palettes than the measly 2+2 the Genesis offered just in asset management alone, but a 9-bit RGB system palette of 512 colors is a lot smaller than the SNES 15-bit RGB system palette of 32,768 possible colors. As a result it was a color system of diminishing returns collectively in the long run Ie. more individual palettes per bitmap but the contrast gradient range being equal to Genesis but less than SNES per individual graphic element. This is evident in live action or CGI based graphics on the TG-16 where it never looks rich enough in gradient quality to do the aesthetic justice and layering more colors together doesn't yield much improvement. Same sort of pitfall Sega CD FMV had with color count stacking creating only a moderate boost in gradient fidelity until the 32X. Even the Shadow & Highlight option on Genesis can only blend 4bpp-maximum graphics together rather than making 5bpp or higher quality because 512 colors only stretches so far. So collectively you're more likely to use the same colors and or shading values across more palettes than ever to use 482 individual colors at the same time, as there isn't enough color gradient contrast present in the system palette to do that effectively. Realistically you'll do graphics in the 256 color range seen on SNES or DOS-VGA which is a pretty good standard to match.🙂

  • @loganjorgensen
    @loganjorgensen 5 дней назад

    2:01 Well it's not rotation but it is tilting which constitutes some movement in graphics terms, if the background didn't tilt the meshes and ground-dots would misalign and destroy the illusion that the 2D background was contiguous with the polygonal layer. Funny you mention tilting later so the commentary before is a little odd.🤔Admittedly you saw tilting more often on Genesis than SNES Ie. Mode 7-ish alternative, a couple good examples of the same setup on Genesis include the unreleased ResQ flying stages and GASEGA68k's S-F like demos. 6:00 Yeah that one is a funny Mode7 mistake as pretty much every 16-bit platform can do that effect and has in one form or another. I really love how Axelay actually used Mode7 as it makes for a good Boss-sprite enhancement effect imo. 10:22 Uses a lot of image space but it works, yeah quite boring heh. It almost looks like one could do the same thing with raycasting which would have allowed it to be non-looping. 11:00 I was quite keen to hear about that series as its been part of my 3D graphics evolution project. I would have been equally fooled too if I hadn't looked at a bunch of early 3D flight sim and golf games which I affectionately called "flat-land engines".😄 2D vector graphics Eg. Another World was something 16-bit platforms could run quick enough that it made for a good terrain landmark overlay system. Too bad they didn't think of the simple vertical gradient before Dragon View as Drakkhen does look rather plain in comparison.🙁 If you look around DOS games you'll find quite a few of that engine type Eg. Betrayal at Krondor being one of the last I think. I think the TMNT Mode 7 mistake mostly stems from looking at static screen shots more than video footage because when you see it in action there is no scaling size transition Ie. pixel shimmering artifact, it just switches scale fast and pans a bit.

  • @GroupNebula563
    @GroupNebula563 5 дней назад

    “Shigeru Miyamoto needs no introduction” *proceeds to introduce him in great depth*

  • @loganjorgensen
    @loganjorgensen 5 дней назад

    I've had my issues with John Carmack history Eg. SS Doom: and the Bagley Shutdown lol, but some very impressive lateral thinking on the part of Carmack there. It always was apparent to me that 16-bit consoles struggled with FPS games but I never would have guessed that is why SNES Wolf3D was so chunky. Personally I do kind of prefer big pixels over tiny windows.🙂

  • @akkudakkupl
    @akkudakkupl 5 дней назад

    Add a games list to the timeline.

  • @TotalDec
    @TotalDec 5 дней назад

    So, DL Starfox 2, Vortex... What are the names of all these game? Is Metal Combat FR any good?

  • @EriknocTDW
    @EriknocTDW 6 дней назад

    Could a cart have more than one enhancement chip and use them both? I know the cost of each added chip would make a game even more expensive. But from a technical stand point, could it be done? Something else I've been thinking about, though I do realize there may not be a right answer. Back in the day, I kind of felt that the more games I've seen released on SNES with expansion chips, the more I wondered if Nintendo should have gone the 32X route, or maybe an SNES enhanced model (like Sega Neptune that had the 32X build-in) that was backwards compatible with the SNES original. I suppose people would be annoyed to have to throw out their original and buy the enhanced model, and the failure of the 32X add-on on Sega Genesis I think speaks for itself, so I can see why Nintendo didn't want to put their customer base through either of those situations. Another idea idea I had was what if each different enhancement chip was a separate lock on cart, like the Sega Genesis Sonic & Knuckles add-on. Or maybe, since Nintendo had already foreseen that the system would eventually need expansion, they could have designed the system to have an additional slot for system expansion chip carts, like the RAM expansion and battery backed RAM carts on the Sega Saturn. With this cart, maybe it could be expandable itself where you could buy each enhancement chip individually as they are released, add them to the enhancement cart, and manually switch between them with a build in switch. Older chips could be replaced with later revisioned chips of the same model, assuming they were backwards compatible. I suppose that if that was done, people would reuse their expansion carts with multiple games which would've lead to less sales of the expansion chips themselves, unless the carts themselves were priced well enough to cover the cost difference for all enhancement chip developers, it would have led to less revenue for R&D of future revisions of those same chips. But then I don't think Nintendo would want customers opening anything up and messing with the guts of anything. Eh, I don't know what the correct answer would have been if Nintendo could go back and do it again... or for that matter, going back to redesign the NES and it's expansions all over again. Maybe the NES could have been expandable to to the point where it could've use some of the same SNES enhancement chips in an 8-bit NES mode if needs be? I know the Super FX development started on the NES, but the developers were told by Nintendo to develop it for the SNES. So I wonder just how much they had to expand or change things to adapt it to the SNES, and how the NES counterpart compares to it.

  • @paparansen
    @paparansen 6 дней назад

    wanted to like & sub, then you said snes instead of s-n-e-s.....

  • @xmini-ul7je
    @xmini-ul7je 6 дней назад

    There's an AGENDA to make the Snes look slow and uncapable, saying that the Snes needs a chip for SFA2 for sprites decompression PROVES IT. SFA2 is an awful port, just compare it to Gundam E.D., half the size (16megs), SLOWROM, WAY BIGGER SPRITES, NO CHIPS, TRUE CPS2 GAMEPLAY, NO SLOWDOWNS, NO LOADINGS. And if we compare the Snes' processor to the Motorola 68K, knowing that the Motorola 68K runs at 1/4 of its possibilities when dealing with external memory (roms, meaning cartridge games) we find out that the Snes' one is even faster in SLOWROM, i mean the Sega Genesis' processor is the one slower than the Snes one cause this an issue featured in all Motorola 68K processors, it's only useful for internal things, the Snes processor has no latency, the "blast processing" hoax is over!, even so, none of the 16bits consoles were taken to their full capabilities, like Gizaha said, the guy who made the Killer Instinct arcade mega patch, CPS2 gameplay for Snes is easy. Fun fact!!!, the best Snes game technically wise are SLOWROM GAMES, like SUPER SMASH TV, GUNDAM E.D., SUPER ALESTE, TMNT TURTLES IN TIME, FLYING HERO, FIREPOWER 2000, RENDERING RANGER, ETC, NO CHIPS IN THESE ONES!!!, DEUS BENEDICAT TIBI.

  • @yoshisreal
    @yoshisreal 6 дней назад

    I wonder if an SNES homebrew developer could combine two (or even more, but I doubt that) of many said chips in the video for a project? I want to see how possible it is to overclock the hell out of this system with these chips.

  • @DrAcOFoto
    @DrAcOFoto 6 дней назад

    Why did you choose to not specifically talk about "Tengai Makyō Zero: Far East of Eden" and its use of the Real Time Clock, plus the SPC7110. still puzzles me, taking into consideration that you made a special remark to Star Ocean and Tales of Phantasia being the largest games at 6 MB, with Tengai Makyō Zero being the third largest - and only one - at 5 MB (40 Mb). Interesting to note that the game is still not playable on SNES flashcarts. Special mention to "Dragon Ball Z: Hyper Dimension" that didn't even show up in the video, and it is another largely popular SA-1 game.

  • @llynellyn
    @llynellyn 7 дней назад

    2:34 For those unaware, DMA is what SEGA referred too as "Blast Processing" xD

    • @WhitePointerGaming
      @WhitePointerGaming 7 дней назад

      Not exactly. DMA was just one element of it, but it was referring to a specific technique that was theoretically possible on the hardware but never actually used. I talk about it in this video: ruclips.net/video/PpdreiX_UFM/видео.html

  • @SunSailor
    @SunSailor 7 дней назад

    Actually, Ray-Casting is closer to Ray-Tracing than Wolfenstein 3D to 3D graphics. Your ray is simply layed out on a single line and not pixel by pixel, but the "ray from the observer to the object" principle remains.

  • @willrobinson7599
    @willrobinson7599 7 дней назад

    Very clever way of ensuring the console can evolve over time by using these chips, unlike sega who just kept bringing out expensive addons, the svp chip by sega was only used on virtua racing before they abandoned it

    • @4jp
      @4jp 11 часов назад

      except this is much more expensive for both game makers and the end user. having the chips in a single box would have enabled greater utilization and support.

    • @WhitePointerGaming
      @WhitePointerGaming Час назад

      @@4jp Most SNES games with these enhancement chips were not any more expensive on average than regular SNES games. In fact the price was more determined by the size of the rom than anything else. There were games with no extra chips that were more expensive than those with them. Maybe Super FX games were a little more expensive than usual but that was about it. As for the strategy of having a single box - well, Sega tried that with the 32X. It didn't work very well.

  • @lordgeyik
    @lordgeyik 7 дней назад

    Really good video with good background information!

  • @rockerteen8300
    @rockerteen8300 8 дней назад

    The only successful add on chips were mapper chips, other than that consumers didn't want to pay extra for additional chips and manufacturers stayed away from them because the consumers didn't financially make it worth their investment.

  • @DoinThatRag
    @DoinThatRag 8 дней назад

    This is NOT a complete list! ST011 is used for AI functionality in the shogi board game Hayazashi Nidan Morita Shogi. It also uses a NEC μPD96050, clocked at 15 Mhz. ST018 is used for AI functionality in Hayazashi Nidan Morita Shogi 2. It is a 21.47 MHz, 32-bit ARMv3 processor

    • @WhitePointerGaming
      @WhitePointerGaming 8 дней назад

      I talk about the ST series of chips at 8:17. I don't mention them all by name but I do say that there were three of them (each used in only one game) and they were used for advanced AI.

  • @bluedistortions
    @bluedistortions 8 дней назад

    Tengai Makyō Zero, another Japanese exclusive RPG, also used the real time clock chip. Apparently the idea was, like animal crossing, certain events would only trigger at certain times and days.

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      As far as I know, it used **a** real time clock chip, but not the one that was called S-RTC. It used a different one, specifically designed to be accessed by the SPC7110. I didn't mention this game specifically in the video when talking about this chip but I do say it was used in 3 Japanese exclusive games.

    • @bluedistortions
      @bluedistortions 4 дня назад

      @@WhitePointerGaming it hadn't occured to me there were several chips with the same function. I don't know! Lol.

  • @gamalielshapira
    @gamalielshapira 8 дней назад

    It’s interesting to me that Nintendo of America allowed 3rd parties to develop and use their own enhancement chips for the SNES era after refusing to allow NES era third-party chips in the North American market (example: Castlevania 3)

  • @punchabunchabuttons
    @punchabunchabuttons 8 дней назад

    Nintendo came up with 3.58 MHz slow ass system when a Genesis with a 7.6 MHz existed for two years ... And shoved a 10 MHz SA-1 chip onto games.... the retardation level is uncanny

    • @WhitePointerGaming
      @WhitePointerGaming 8 дней назад

      The SNES had a lot of specialised components designed to take load off the CPU that Sega's machine lacked (as well as a more powerful GPU, more RAM, a more advanced sound chip and more), and the architecture of the CPUs were quite different, so it's not a straightforward 1:1 comparison. You could say very similar things about Sega's decision to only have 64 colours on screen when the TG-16 existed for two years which supported hundreds of colours - something they tried to rectify with the 32X, an expensive add-on. History decided that designing the console from the beginning to support coprocessors in the carts was the better approach.

    • @punchabunchabuttons
      @punchabunchabuttons 8 дней назад

      @@WhitePointerGaming I dont take away anything from the good stuff they did with it. But having a 3.58 MHz cpu caused so many games to have slowdowns. Imagine what could have been had they not cheapen on that department. People would have paid an extra 20$ to 40$ more and we would have had the greatest system ever made instead of the "arguably greatest system ever made' :)

  • @werewolflover8636
    @werewolflover8636 8 дней назад

    The “sna-nesss” isn’t a thing at it never was! No one ever called it that back then, it was simply “Super Nintendo”!

    • @WhitePointerGaming
      @WhitePointerGaming 8 дней назад

      "Sness", as I say a few times in the video, was very common in Australia back in the day.

    • @scienceboy20814
      @scienceboy20814 7 дней назад

      Depends on where you lived

  • @mikeeone5649
    @mikeeone5649 8 дней назад

    ? Ok I was super impressed with Star Fox and a few other's. I have to say the fact that all those game's had to use extra chips , to me makes the genesis that much more impressive. To my knowledge only a few genesis games used other chips? I'm pretty sure that most ran off of what was on the genesis. I do think Nintendo is my favorite game company and developer. However the one time I feel they was beat was by the genesis. Before people start going on about Playstation and other's let me explain. Sega like Nintendo was one of the few companies that was great at making unique game's. These were not just cheap rip offs. Sega innovated many genres of games. Don't get me wrong NES was spectacular. SNES was also great. Other than developer probe and maybe a couple other's. ( Probe developed Mortal Kombat 1 and 2 for genesis , mortal kombat CD , mortal Kombat 2 for 32X and Mortal Kombat 2 for Saturn ). Anyways Probe sucked and while Mortal Kombat 1 had blood , the size of the rom always blew my mind and the fact that it didn't have voices? I am pretty sure it used a 12 Meg rom? I could be wrong but I am almost certain that was the size. They should have easily been able to add the voices on that one and pretty sure Mortal Kombat 2 was 16 Megabytes. Anyways the point is people who knew what they were doing on the genesis produced some really awesome games. It just honestly makes the snes look a lot weaker now that I know many of those games needed help? As to where genesis had some awesome titles. Gunstar heroes, Dynamite heady , Ristar , Sonic 1-3 , sonic and knuckles , Road Rash , NHL 94 , and others. I just feel like several of those games had stuff the SNES couldn't touch if it tried. Also many ports were just flat out better. NBA jam TE , Earthworm Jim , Samurai showdown , king of the monsters 2 and more.

    • @WhitePointerGaming
      @WhitePointerGaming 8 дней назад

      Well as I said in the video, only around 70 of the 1700 games released for the console actually used a coprocessor chip. It was not widespread at all. 99% of SNES games ran on stock hardware. It should also be noted that Sega felt the need to boost the capabilities of the Genesis by releasing expensive add-ons with the 32X and Mega CD that were required to play a bunch of games (40 games required the 32X). The Genesis needed the 32X to play Doom for example, whereas the SNES could handle it with the Super FX2 chip. Sega also tried to add their own version of the Super FX chip to cartridges, called the SVP chip, which was only used in one game.

    • @mikeeone5649
      @mikeeone5649 8 дней назад

      @WhitePointerGaming I agree the 32X was a disaster. And I ment no offense. I just like to keep the console war going. Genesis does bitches!

  • @tancar2004
    @tancar2004 8 дней назад

    The SA-1 didn't just boost the speed of the snes. It was a full 65816 CPU, a twin of the CPU in the snes but running 3X faster. Essentially replacing the snes CPU.

    • @NoSpamForYou
      @NoSpamForYou 8 дней назад

      If the SA-1 could have been the CPU from the beginning they probably wouldn't need add-ons, or it would have been even better. SA-1 plus the DSP or FX2 chip together would be impressive. SA-1 can also address 8MB (64Mbit) without bank switching, twice as much as stock CPU.

  • @glurp1er
    @glurp1er 9 дней назад

    Dragon Ball Z Hyper Dimension also used the SA1 chip

  • @HouSlalom
    @HouSlalom 9 дней назад

    How did the Sega CD work?

  • @HouSlalom
    @HouSlalom 9 дней назад

    I remember when speech in video games was such a treat. That, and FMV. We take it for granted now but seeing and hearing that on a cartridge was always a nice surprise. Do you have a video about old these features?

  • @wiggy8912
    @wiggy8912 9 дней назад

    The GSU2-SP1 is simply a chip revision. It’s literally a Small(er) Packaging. Just like all tech, it got smaller, more efficient, & cheaper.

  • @wiggy8912
    @wiggy8912 9 дней назад

    *to be clear, it’s an additional 16-pins. 4 per corner, on both sides of the PCB.

    • @WhitePointerGaming
      @WhitePointerGaming 8 дней назад

      Yes, the way I put it in the video might be a bit confusing so yes, it's 16 extra pins in total, 8 on each side, 4 segments with pins on both sides of the PCB.

  • @greensun1334
    @greensun1334 9 дней назад

    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.

    • @watchm4ker
      @watchm4ker 9 дней назад

      Kinda-sorta. They originally wanted backwards compatibility with the Famicom, and a lot of the hardware maintains that functionality. But they also knew that the Famicom's most memorable titles relied heavily on enhanced cartridges or the FDS - before the advent of mapper chips, the best the NES was capable of was the original Super Mario Bros. Knowing this, they fully anticipated that the Super Famicom would also have considerable upgrades, not least of which would be its disk system, the CD-based Play Station. Plans are funny things, sometimes.

  • @greensun1334
    @greensun1334 9 дней назад

    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 9 дней назад

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

  • @inlovewithi
    @inlovewithi 9 дней назад

    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 9 дней назад

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

    • @WhitePointerGaming
      @WhitePointerGaming 9 дней назад

      No games to my knowledge 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).

    • @joseavalos9988
      @joseavalos9988 9 дней назад

      @@WhitePointerGaming thanks for the info!