Originally Posted by
tomaitheous
You logic is flawed for the very simple reason that ram has a different context on consoles that it does from computers, etc. If a console cart added some more ram, does that mean it's in a different league altogether? In the TG16 (more so in NES) case, a ram boost on cart would bring it up to speed with the other consoles - not give it an advantage. But in the CD case, ram is temporary "cart space/size".
Anyway, yes - it added a one PCM channel. But the TG16 has practically no system ram. 8k - that's it. This "ram" you mention is actually "cart space". Ouuu... CD 2.0 has 0.5 megabit cart space and CD 3.0 has 2 megabit cart space. It doesn't give it more vram, add any additional processing, give it more video hardware like scaling or rotation, it doesn't give it a brand new audio synth chip (SegaCD PCM sample synth chip), etc. *Not* even close to the SegaCD upgrade. Not even. It gives it ram to make it functional. It needs to hold code/graphic somewhere. It doesn't have rom to do it. Oouuu... it's soo unfair that the TurboCD has equivalent to a 2megabit cart perload. /sarcasm off
It's no different than saying the Neo Geo CD addon is upgrade to the Neo Geo because it has 8megabytes (64megabits) of ram. That's cart space.
Like I said, it's the only system in history were the addon replaced and surpassed the main design, AFAIK. And before half its life span. The TurboCD *is* the main system, with many more CD titles than hucards, and TG16 *is* the subsystem.
The SCD 3.0 card came built into the Turbo Duo (which *is* the main system). So there's really only 1 upgrade card from that. The Arcade card. Again, 1994.... just a ram upgrade. Plain Jane SF2 couldn't even be done on the TurboDuo. At minimum, half the frames would be missing compared to the *other* console ports, which already have less frames than the arcade. Half. Sure, the Arcade card adds 16megabits of ram. No, it can't be used for code. Only graphics/sounds. And 1994-1996, I think it's comparable/competitive to consoles getting bigger rom sizes. 40megabit SSF2 on Genesis, 64megabit Star Ocean (and two others) for SNES/SFC.
Little off topic: But just to show how little the Turbo Duo ram is, later games started going back to "chip" music because they had to cut down on load times. Stopping an audio track, seeking a data track, loading, then starting an audio track - really kills the load times. Playing an RPG where it has to load the town, load the enemies, load whatever... each time. All because even 2megabit cart space wasn't enough. You either sacrifice animation/graphics/etc to pack it into that small amount of ram, and still endure load times. Game developers took a step back and ditched CD audio just to cut down. It's not that I don't like chiptunes, but when you have fantastic CD sound tracks of other games and then devs decide to go back to chiptunes all the way through. Well... it's a little disappointing. Legend of Xanadu 1 & 2, released in 1994 and 1995. Using chiptunes instead of CD audio. Quite a few games didn't even use the extra ADPCM channel because they treated it as slow ram (and it is slow to read the port from) - just to get an extra 64k. So in some cases, even those minimum extra upgrades - still go out the window.