Sega CD & Mega CD Secrets Part 1
HTML-код
- Опубликовано: 23 авг 2024
- Sega CD & Mega CD Secrets Part 1 discusses a few interesting bits and pieces about the Sega Genesis & Mega Drive and Sega CD / Mega CD and how FMV is shown.
This video took me well over a month to complete, so part 2 might take a while!
Big thank you to Mike Pavone (@mikepavone), Joseph Fenton and my Patreons!
Social Media:
Twitter: / matteusbeus
Support:
Ko-Fo: ko-fi.com/matte...
Patreon: / matteusbeus
☟Sharing☟
If you wish to share this video in forums, social media, on your website, *please do so*! It helps tremendously with the channel!
★Equipment★
Blue Snowball Microphone
A student licensed copy of Adobe Premier / Fireworks / Photoshop
★Resources★
Mega Drive Motherboard Image:
segaretro.org/...
Sega CD Motherboard Image:
commons.wikime...
#SegaCD #SegaMegaCD #MegaCD #Hardware #Secrets #SegaGenesis #SegaMegaDrive #Sega #MegaDrive #Genesis
I love that you very meticulously break down the math behind each frame. I wish more people were able to teach things so well.
It's been over a week and I keep watching these videos looking up diagrams online and researching all the chips. Thank You for making this. Most videos do not go into this much depth. 👍👍👍
Glad you like them!
Good job! A small clarification: the 128 kB RAM was lowered because of chip famine (which I guess has to do with cost, but still).
Chip famine?
@@THESHMUPMASTER RAM shortage I guess, increased prices. I think I remember that being mentioned somewhere.
Okay damn you have a nice voice. I was not prepared for this.
Interesting thing is that the Megadrive VDP has pins for a second bank of VRAM and external color pallet RAM, none of which are actually connected to anything. If they had just brought the VDP pins for the second bank of 64K out to the expansion port then they could have had a shared bank of VRAM between the Megadrive VDP and Sega CD. If that had been the case the Megadrive VDP would have been able to display tiles from the Mega CD directly and using the scaling and rotation features would not have been nearly as clunky and slow.
The Sega System C arcade board actually uses the external color pallet RAM and has more pallets available than the Megadrive hardware though none of the games on that board seem to take much advantage of this. It also lacks the Z-80 and uses the 68000 to control the sound hardware instead.
They probably would have been better off just dropping the Z-80 and it's 8K and adding the external color pallet RAM to the VDP when they designed the Megadrive instead as removing the Z-80 and 8k would have saved as much or more as dropping the external color pallet RAM.
I remember the backwards compatability of the genesis as being a noted selling point. When I was a kid salesmen in a few department stores mentioned that to my parents more than once when we were looking at the new turbografx and sega consoles. Without a Z-80 that feature is gone; maybe the sega executives thought backwards compatability would be more important than it turned out ot be?
Thanks for producing this video, gosh a month, we really can take these things for granted!
Looking forward to part 2.
Awesome video! I can't wait for the second part. I love the Mega CD, and can't help but feel that it was kinda underutilised. There weren't really enough titles that showed what was really capable of. Please consider doing a 32X Secrets video:) And on the side note - I follow your updates on the Crypt of Dracula and really dig the direction it's going. Kudos!
@2:50 number of colors onscreen. The stock Genesis was capable of displaying 16 colors per line in the background and another 15 colors per line on the foreground. While the official color limit was 61, a few games manage to put 80+ colors onscreen, and so this is not a real limitation of the system.
In addition to Shadow/Highlight mode, which gave you access to a palette of 3,375 colors for still images (such as in Toy Story), you can also flip tiles as the Sega CD often did with FMV. By mixing two dithered images, one could get--not just 8 levels of R, G, and B--but 15. While this does not appear as nice as full 4,096 (Game Gear) or even the 32,768 of the 32X, many color accurate images were formed on the Genesis and Sega CD games as early as 1991.
So the 32X wasn't actually needed to increase color count and probably killed SEGA's chances at winning back enthusiasts. Had SoJ simply put their resources behind the Sega CD powerhouse, arcade quality sound, and its 3D capable ASIC, the company would likely still be cranking out new consoles every 4-5 years.
Nicely done---can scarcely imagine how much harder doing up one of these would be for the 32x given the complexities already of the CD.
Excellent video Matt! Looking forward to part 2.
Was led here from the Sega 16 forums.
Great video 👍
Superb summary! I knew less than half of that! Thanks for making the video :)
Great video =D
OWW that fucken start up is damn EAR RApe buddy!!
Yeah I know sorry lol
This is excellent. Well done :)
Great work! love the channel! well done!
excelent video Matteus, congrats
Very cool, and informative.
Thanks!
matteusbeus You dispelled the HAM color methodology, but I have heard previously that some games, such as Ranger-X and Snatcher use raster effects to display more colors on the screen. Do you know if there is any truth to this?
Yes you can use Raster effects. I can't name any off the top of head other than the water in Sonic! :)
@@RetroSegaDev Cool. Thanks for the confirmation.
It looks like Eurogamer (Digital Foundry) is set to do a video on how the DMA increased color pallet hack works, as mentioned in their Analogue Mega SG video.
ruclips.net/video/_ZCQ6kN9Ie0/видео.html
Neat! That's a very good, understandable explanation!
Thank you! Few minor mistakes in this video but I tried my best to simplify the system.
@@RetroSegaDev You're welcome! I would love to see more if possible!
Amazing. Immediately subbed.
Which components from the other system could each cpu address besides the sega cd wram? And could the Sega CD interrupt the Mega Drive processor? information on the capabilities of the expansion port are a bit vague on the internet.
Do they need to be matched?
can we use a USA SEGA CD on a PAL Megadrive ?
Great video!
Nice video, look forward to learning about the asic since its potential was wasted.
Now I ask.
WHY DIDN'T THE FMVS USE THIS??!!?
Also, Coding secrets talks about how the hack works.
Eh?
@@RetroSegaDev The 512 colors at 160x224
Señor cual juego del sega cd fue el que más lo explotó gráficamente aprovechado
Cuanto más poder sobrado tenía no aprovechado que reservo para dar más de sí y no pudimos ver en juegos
Nice video Matt! Do you have any projects with the MCD?
Interesting fact about the 64/128KB VRAM. Can another 64KB be theoretically added using the cartridge or the extension port then? And would it allow more colours on screen, or is the number set in stone by the 4 16-colour palettes?
great vid
Have a curious question, will the Sega CD be able push out polygons with the right programming or not? What if the Sega CD had the color pallete of the 32x and enhance the color issues from the genesis?
Retro Game Dev Revolution thanks. I know sega cd can save files on the battery backup ram. Is it possible it use expansion ram carts as well?
Retro Game Dev Revolution no problem and cant wait. Thanks
👌👌👌
@@RetroSegaDev it came out well! now on to the next project to hone it and practice :) congrats my dude
Nice!
Thanks :)
Okay, you seem to know quite a bit about the Sega CD. Do you think the Sega CD could run a version of Doom? The Snes did (terribly) and the Sega CD has much better tech and a much (3x the speed) faster processor. I don't know if the Sega CD could access the Genesis's 16-bit Motorola 68000 or its Zilog Z-80 8-bit processor and ram to help...if it could I would say they could have given us a decent version of Doom. Now, I do not expect it to be as good as the PC version mind you. I am thinking it would have similar geometry to the Jaguar port and you would probably to do some of the tricks to coax extra color from the machine (I don't know how they would do this with a Sega CD game). Perhaps this supposed version of Doom would utilize the cartridge port as well (without the 32X). Maybe a memory cart or a portion of the game running in the cartridge itself. I know by nature the Sega CD takes over once you put a CD in the tray so I'm not sure how this would work entirely. I would also love to see a version of Doom on an SVP powered Sega Genesis cart as well.
At any rate, the video was really good. I grew in the 90's and had a Sega Genesis in Christmas of '89 and got my Sega CD when it released as well. I had an Snes but always preferred my Sega consoles.
It couldn't do Jaguar geometry as the 68k in the Jag is a more advanced version of the CPU. The MDs CPU and sound CPU are a bit redundant using the Sega CD. You could use the direct DMA 512 colour mode but you'd have a lower resolution and double pixels. I think a Doom could have been made but some serious changes would be required!
I've just realised this is a comment on part 1 lol be sure to watch part 2!
neat 😍
Did you just discover this randomly? :) I've had a massive surge in comments recently and I'm trying to work out why 😂
@@RetroSegaDev the algorithm is strong with this one * yoda voice *
Señor
Que fue lo que faltó para que el sega cd fuera más poderoso
Que el sega Génesis fuera con mas capacidades en general o si el sega cd fuera todavía más caro por más hardware y software para compensar la deficiencia del sega Génesis y sería mejor así o como
Y por qué no se compenso con toda la estabilidad de el 32X y sus capacidades tan enormes
glad game sack sent me your way (:
Oh shucks. Thank you! I'm glad my hard work is finally paying off and people are getting to see some of these videos.
The best game wss/is the Cd game Silpheed
600th subscriber here.
🤔
@@RetroSegaDev yes....my head hurts
i'd like to know why sega cd graphics sucked especially the live video footage but yet playstation was way better at the video
Lots of reasons. Mainly the 61 colour restriction that the PlayStation didn't have.