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Thread: high definition graphics genesis 1

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    Bell (Level 8) darkslime's Avatar
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    Default high definition graphics genesis 1

    I have two genesis model 1s. One says high definition graphics on it and the other doesn't say anything.
    Does the one that says have high definition graphics actually have better graphics, or is it just written on there?

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    yep. it actually outputs in 1080p. its quite remarkable too.

    the best part is the warm chocolate pudding port in the back of each.

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    Quote Originally Posted by Poofta! View Post
    warm chocolate pudding port
    mmmmmmmmmmm um nummy

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    Pretzel (Level 4) dao2's Avatar
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    it's just written there i think ;p the earlier ones said that.

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    Pac-Man (Level 10) Blitzwing256's Avatar
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    the high def labeled one was the first release, and most of them do not have the "licenced by sega" screen, that particular version you can do the famous pullout trick as well as play some domestic and import games that the other versions cannot.

    because of that they are slighly more desirable then the ones without the text (and no the graphics aren't any differnt)

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    Some people reported slight differences in the audio and video output. Since the early model has the stereo output on the headphone jack, this could be true (at least for audio). The Video cables are different too ... The early model used RGB output,sure most of the other models also had RGB output but the cables were different.

    There was some controversy about how good would be the colour blending in the games like Sonic (waterfall and some other games using some sort of super "special effects" like the colour blur and shadows).
    Sometimes a crisper display would reveal a more pixelized image without the colour blending that was rumoured to be used on older systems.

    Into most classic systems there are differences in colour and sound between the various releases, the SEGA Genesis is not a exception ...

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    Quote Originally Posted by Poofta! View Post
    warm chocolate pudding port
    Everyone loves me in pudding mode.

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    Peach (Level 3) parallaxscroll's Avatar
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    Quote Originally Posted by darkslime View Post
    I have two genesis model 1s. One says high definition graphics on it and the other doesn't say anything.
    Does the one that says have high definition graphics actually have better graphics, or is it just written on there?

    Nope, lol, no real difference in graphics. Only slight variances to the output of those graphics to the screen, but it has nothing to do with the words high definition graphics on the console.



    Also, the reason Sega put the words high definition graphics there on the early model Genesis consoles was nothing to do with HD resolution, but because Genesis was capable of much better-defined, more colorful, richer graphics than the NES or their own Master System, closer to what arcade games had.

    Sega wanted to get people to know Genesis was this new generation of graphics beyond 8-bit consoles. We were not yet used to the cycle of new consoles coming out every 4-6 years. I guess Sega figured that some people who already had the SMS would wonder what the Genesis was all about and why they'd need it.
    Last edited by parallaxscroll; 10-25-2008 at 05:18 PM.

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    Key (Level 9) Jimmy Yakapucci's Avatar
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    Quote Originally Posted by Blitzwing256 View Post
    the high def labeled one was the first release, and most of them do not have the "licenced by sega" screen, that particular version you can do the famous pullout trick as well as play some domestic and import games that the other versions cannot.

    because of that they are slighly more desirable then the ones without the text (and no the graphics aren't any differnt)
    Here is the way to tell if your Genesis model 1 that has the "High Definition Graphics" logo has Sega license screen:

    http://www.digitpress.com/forum/showthread.php?t=53284

    JY

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    Default Arcade RBG quality.

    It should (theoretically) be possible to display arcade quality graphics, the early games were near arcade perfect.

    This 16 bit machine is supposed to display 8-bit normal graphics, not high resolution graphics (more than 100.000 pixels). Maybe because of this SEGA used the High Definition graphics slogan (the SEGA Nomad use a portable display). Most console games from that time period were just normal or lower resolution graphics!

    High Definition = RGB/VGA

    But the only game that seems to use high resolution for the graphics is Sonic 2 in the split screen and even with this there is some flicker.

    Some versions of the consoles were optimized to display colour on RF or A/V, others were slight better with RGB/SCART. Take a look at various machines like model 1,2,3 ...
    Last edited by Yukio; 10-26-2008 at 11:34 AM.

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    Peach (Level 3) parallaxscroll's Avatar
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    Quote Originally Posted by Yukio View Post
    It should (theoretically) be possible to display arcade quality graphics, the early games were near arcade perfect.
    No they were not near arcade perfect. The Megadrive/Genesis versions of the 16-bit arcade games were very significantly downgraded because the programmers had to work within the limitations of the weaker console hardware and also fit them into much smaller ROMs.

    i.e. arcade Golden Axe was about 3.5 MB (28 megabits) while the Megadrive/Genesis version was 0.5 MB (4 megabits).

    Genesis could only display 80 sprites, 64 colors on screen at once out of a pallet of 512. The Sega System 16 & Capcom CPS1 boards could display 128 & 256 sprites respectively, thousands of colors on screen from much larger pallets that were over 32,000 & 65,000 colors respectively. They had more work RAM, more VRAM than Genesis, and faster 68000 CPUs.

    The gulf between the Genesis and System 16 & CPS1 boards is almost as large as the gulf between the Master System and Genesis. So while the Genesis was the first console to be able to handle decent home versions of 16-bit arcade games that played pretty close to the original arcade versions (because of the 68000 they all shared), the graphics (and audio) always had to take a big hit, sometimes more than others.

    Strider was no exception. Even though the Genesis version was a big (for the time) 8 megabit game, the arcade version was far more massive at 43 megabits.

    The difference in graphics between System 16/CPS1 arcade games and Genesis is somewhat comparable to the difference in graphics between Xbox 360/PS3 and Wii. And that has nothing to do with HD or SD display resolutions, but a comparison of the complexity and richness (re: detail) of the actual graphics.
    Last edited by parallaxscroll; 10-26-2008 at 01:20 AM.

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    Golden Axe has less frames of animations and colours. Sure in the early SEGA Genesis this game was not a pack-in game, Altered Beast was!

    Thunder Force III is supposed to be near arcade quality.
    You are comparing different releases. Some of the SEGA games would require 15 bit colours that only the 32X would spot. The Genesis does use 8-bit graphics (256 number variations), in most cases even less than 8-bit colours at once ...

    Also the 68xxx family use a 32-bit architecture processor. Into the early interactions there was several restrictions on the memory access and data bus (16-bit). But the inner instructions were in 32-bit code!

    The Genesis voices are just 8-bit RAW sound. And the sound processor and 8-bit CPU (that has internal 16 bit registers) is a legacy from the SEGA Master System.

    The only major difference that the SEGA Genesis have over the SEGA Master System is a second background layer and more sprites on screen, the colour palette was slight improved. It is a lot difficulty to see the differences in the RGB static screenshots. If someone do not see the (animated) background scrolling it is not possible to tell the difference at all ...
    Last edited by Yukio; 10-26-2008 at 11:39 AM.

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    Lightbulb Transparency is not a colour, it is the absence of a colour.

    The SEGA Genesis has a limitation on the display of colour palettes into a single scan line (the entire screen is compost of diverse lines). Each scan line has a limitation on the numbers of sprites and palettes. Some people do not know that White, Black and Transparent are not considered "colours". Most people subtract the Black and Transparent palettes from the "colour" list.

    For the persons that would like bits and bytes, 8-bit graphics is something that has 256 palettes/colours variants into the data of a single screen. RGB has the potential to be arcade quality, but only if the original game use the same values for the colour on screen!!!

    There is a great difference between HD and Full HD! HD is just Super VGA graphics !!! By the way, did you knew about Mode-X on IBM Personal Computer? There are some Mega Drive variants that has a Personal Computer side ...

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    Strawberry (Level 2) tomaitheous's Avatar
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    Yukio: Your incorrect on sooo many details. Please, stop posting specs when you no idea what you are talking about.

    The Genesis doesn't have "8bit graphics". If you wanted to put a generic 'bitness" to it, it would be 6bit minus a few colors. But it doesn't work like that. The Genesis tiles and sprites are 4bit. Yes, 4bit pixels. The system uses a two step palette system. The main palette is 512 colors (3bit R/G/B) and divided into smaller groups of colors for the sprites and tiles to access. This second stage is 16 colors, but only 15 colors are used because color 0 is transparent. There are four secondary palettes of 16(15) colors, this gives a total of 61 colors onscreen. Color 0 of the first palette is the farthest background color (sprites or tiles can not appear behind it). A sprite or tile cannot use colors from two different palettes at the same time, thus limits your sprites and tiles to 15 colors. And since only have 4 palettes, you're going to have less than 61 unique colors because there will be the need to redundant color usage.

    Also, the original 68000 is not 32bit. It has 16bit ALU. The ALU is responsible for processing opcodes(commands). Motorola had a forward thinking model for the 68k and made some 32bit operations possible by having the ALU do the work in two or more passes. This saves you a 68k bus cycle since you don't need two opcodes to do a single 32bit operation. The later 68k's were 32bit as this reduced the cycles for those same operations. Does this give the 68k advantage? In some cases, yes. In most cases no (32bit moves are nice though).

    TF3: It was a Genesis game first, then ported to the System C-2 which is basically a Genesis.

    The difference between the Genesis and SMS goes beyond just two BG layers and a shit load more sprites per scanline limit. It also added column scrolling and most importantly it add a super fast VRAM DMA from local memory. The SMS was painfully slow at updating VRAM. VRAM is not local, it's separate to the VDP and can only be access via PORT writes and only during vblank area.
    Last edited by tomaitheous; 10-26-2008 at 12:28 PM.

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    When people write a name, their could loose the argument ... It is a fact on some "I.Q." circles.

    By the way, the 32 bit thing is from the S.N.K. Neo-Geo games (converted to the SEGA Genesis) .
    The high definition and 256 "colors" is probably a thing from SEGA. This was highlighted on the SEGA CD (that really has stereo 16-bit sound!).


    If you*NEVER* had or read the original stuff... Why are you posting into this thread?

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    Strawberry (Level 2) tomaitheous's Avatar
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    Quote Originally Posted by Yukio View Post
    If you*NEVER* had or read the original stuff... Why are you posting into this thread?
    What the f*** are you talking about? I *HAD* the original stuff and read about the original stuff back in the day ('89). What does that have to do with you spouting incorrect info? Learn to program for the specific console first before you try to talk with an authoritative tone about specs.

    The SEGA CD doesn't have 256 colors onscreen. It has the exact same specs as the Genesis when it comes to screen graphics. EGM and other magazines wrote about some games having 128 or 256 colors (EC for SegaCD), but it was just referencing "dithering" which is not "256" or "128" colors onscreen.

    You're the prime example of why there is sooo much incorrect info out there on the net. I've even seen it on wiki.
    Last edited by tomaitheous; 10-26-2008 at 12:49 PM.

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    Default And the none of the stock processors had Floating Point units ...

    The FPU was optional on Motorola and Intel machines ... Floating point Math is much more than average "32-bit" operations. The EC processors also lacks a MMU.Because of this some systems were not able to use Unix systems ...

    There is a difference between FULL 32-bit and 32 bit systems. Much like there is a difference between FULL HD and HD !!! Sure some people that are not very bright did not get this.

    Even for some weird reason do not know that people were writing about what *SEGA* wrote on their console. Inclusive what their wrote behind the console ...

    The extra ROM/RAM is from the cartridges. And who believed that the Master System was slow? Even with incorrect frame rate the games are very good! In fact, it was stated to be the "most advanced and powerful" 8-bit (home) machine from that time period.
    Last edited by Yukio; 10-26-2008 at 03:45 PM.

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    Strawberry (Level 2) tomaitheous's Avatar
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    Quote Originally Posted by Yukio View Post
    The FPU was optional on Motorola and Intel machines ... Floating point Math is much more than average "32-bit" operations. Because of this some systems were not able to use Unix systems ...
    What? ...What!? What does that have to do with anything being discussed here? We're not discussing FPUs and they certainly have nothing to do with "32bit" operations of the 68k (mostly floating point defines are 64bit and 80bit for precision for these co-processors).

    You're clearly pulling stuff out your arse. Please, continue to post more incorrect info. I concede to you.

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    Default Assembly.

    http://www.motorola.com/

    http://www.zilog.com/


    Some games.
    Genesis Color Test

    Are the persons sure that the developers didn't knew how to create new titles?
    Usually some individuals does have difficulties in telling the correct numbers and release dates, including the stuff that was *CLEARLY* wrote or stated (by companies or juridical persons) ...

    Basic 8-bit math could be enough to display the graphics!

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    Strawberry (Level 2) tomaitheous's Avatar
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    Quote Originally Posted by Yukio View Post

    Some games.
    Genesis Color Test
    You really have no clue about how the hardware works. What does the screen shot prove? That you can show the whole internal palette with an extremely limited color swap per scanline trick? Almost every console can do that. What does that have to do with what I posted on how the Genesis generates it's colors? Nothing, that's what. It's not worth going into details about how that's extremely limiting as you probably wouldn't understand.

    Basic 8-bit math could be enough to display the graphics!
    You're a BOT, aren't you? Wait...no. You're Regal from sega16, right?

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