Cosa ne pensate di questa console?
Era una sorta di PC Engine "potenziata" con possibilità di gestire due livelli di background indipendenti (parallasse hardware, come su Mega Drive), 128 sprites su schermo (il doppio che su PC Engine) e disponibilità di risoluzioni più alte come la 352X252 e la 512X252.
Peccato che i titoli realizzati specificatamente per questo hardware siano stati solo 5 (1941: Counter Attack, Aldynes, Battle Ace, Ghouls 'n' Ghosts / Daimakaimura e Madouou Granzort.
La Super Grafx era retrocompatibile con i giochi su HuCard per PC Engine e manteneva la compatibilità anche con l'unità Super CD-ROM² e i relativi titoli su supporto ottico.
Nessun gioco su CD fu purtroppo sviluppato per valorizzare le specifiche di questa console.
Ho avuto modo di giocare a Aldynes (shoot 'em up di ottimo livello) e ai bellissimi porting 1941: Counter Attack e Ghouls 'n' Ghosts / Daimakaimura
Secondo me il Super Grafx aveva delle discrete potenzialità e avrebbe potuto rivaleggiare con il 16 bit Sega con qualche freccia in più al proprio arco:
Colori:
64 su schermo per il Mega Drive contro 482 per la Super Grafx (stessa tavolozza per entrambe le console: 512)
Sprites:
fino a 80 sprites per il Mega Drive contro 128 per la Super Grafx
Memoria:
64 Kb main CPU RAM e 64 Kb video RAM per il Mega Drive contro 32 Kb di work RAM e 128 Kb di video RAM (64 Kb per HuC6270A VDC) per la Super Grafx
Risoluzioni:
256 X 224 – 320 X 224 – 320 X 240 per il Mega Drive contro 256 X 242 - 352 X 242 - 512 X 242 per la Super Grafx
Audio:
in controtendenza con le altre specifiche le potenzialità dell'hardware audio del Mega Drive (10 canali -6 FM e 4 PSG-) sono superiori a quelle della Super Grafx (6 canali PSG con emulazione di sintesi FM utilizzando 2 PSG channels)
Sì è decisamente vero... si è trattato di un'altro grosso spreco di promettenti potenzialità
PC Engine Super Grafx Gaming: Ghouls 'n' Ghosts (Daimakaimura) -visibile anche in "HQ"-
Manufacturer NEC
Type Video game console
Generation 16-bit era
Retail availability November 1989 (Japan)
(See also: PC Engine)
Media HuCard, CD-ROM
CPU Hudson Soft HuC6280
Best-selling game 1941[citation needed]
Technical Specifications
CPU: 8-bit HuC6280A, a modified 65SC02 running at 1.79 or 7.16 MHz (switchable by software). Features integrated bankswitching hardware (driving a 21-bit external address bus from a 6502-compatible 16-bit address bus), an integrated general-purpose I/O port, a timer, block transfer instructions, and dedicated move instructions for communicating with the HuC6270A VDC.
GPU: A multiple graphics processor setup. One 16-bit HuC6260 Video Color Encoder (VCE), two 16-bit HuC6270A Video Display Controllers (VDCs), and one HuC6202 Video Priority Controller. The HuC6270A featured Port-based I/O similar to the TMS99xx VDP family.
Display
Resolution
Horizontal resolution: variable, maximum of 512 (programmable to 256, 352, or 512 pixels)
Vertical resolution: variable, maximum of 242 (programmable in increments of 1 scanline)
The majority of SuperGrafx games use 256×240.
Color
Depth: 9-bit
Colors available: 512
Colors onscreen: 482 (241 background, 241 sprite)
Palettes: 32 (16 for background tiles, 16 for sprites)
Colors per palette: 16
Sprites
Simultaneously displayable: 128
Sizes: 16×16, 16×32, 16×64, 32×16, 32×32, 32×64
Palette: Each sprite can use up to 15 unique colors (one color must be reserved as transparent) via one of the 16 available sprite palettes.
Layers: The dual HuC6270A VDCs are capable of displaying 2 sprite layers (1 each). Sprites could be placed either in front of or behind background tiles. Each layer can display 16 sprites or 256 sprite pixels per scanline, giving the combined sprite per scanline limit of 32sprites or 512sprite pixels.
Tiles
Size: 8×8
Palette: Each background tile can use up to 16 unique colors via one of the 16 available background palettes. The first color entry of each background palette must be the same across all background palettes.
Layers: The dual HuC6270A VDCs were capable of displaying 2 background layers (1 each).
Memory
Work RAM: 32KB
Video RAM: 128KB (64KB per HuC6270A VDC)
Audio Capacity
Six PSG audio channels, programmable through the HuC6280A CPU.
Each channel had a frequency of 111.87 kHz for single cycle of 32samples (while not in D/A mode) with a bit depth of 5 bits. Each channel also was allotted 20 bytes (32×5 bits) of RAM for sample data.
The waveforms were programmable so the composers were not limited to the standard selection of waveforms (square, sine, sawtooth, triangle, etc.).
The first two audio channels (1 and 2) were capable of LFO when channel #2 was used to modulate channel #1. This was used to achieve FM-like sound qualities.
The final two audio channels (5 and 6) were capable of Noise generation.
Optional software enabled Direct D/A which allows for sampled sound to be streamed into any of the six PSG audio channels. When a channel is in D/A mode the frequency is as fast as the CPU can stream bytes to the port, though in practicality it is limited to 6.99 kHz when using the TIMER interrupt with its smallest loop setting (1023 cpu cycles) or 15.7khz using the scanline interrupt.
There is a method that combines two channels in DDA mode to play back 8-bit, 9-bit, or 10-bit samples.
The addition of the CD-ROM peripheral adds CD-DA sound, and a single ADPCM channel to the existing sound capabilities of the TurboGrafx-16.
Game Media
HuCard: A thin, card-like game media. The largest Japanese HuCard games were up to 20Mbit in size. In addition to its own HuCard games, the SuperGrafx was backward compatible with all PC Engine HuCard games. The labels on SuperGrafx HuCards were upside-down relative to PC Engine HuCards; A PC Engine HuCard will read upside down on a SuperGrafx, while its own are right-side-up.
CD: The SuperGrafx was compatible with the PC Engine Super CD-ROM² unit, and could play all PC-Engine CD games with it attached. There were no CDs produced especially for the SuperGrafx.
Input/Output
HuCard cartridge connector.
EXT-BUS expansion connector. (for CD-ROM, Tennokoe 2, RAU-30, etc.)
Standard mini-DIN gamepad connector.
Enhanced I/O port with 8 output and 4 input pins.
5-pin DIN A/V connector with composite video and stereo audio output only.
Power adapter jack.
Compatibility mode (PC-Engine or SuperGrafx) switch on back of unit.
The enhanced I/O port was designed for a multiple-input perhipheral that was shown in several game magazines but never released commercially.
Peripherals
RAU-30 adapter Connects SuperGrafx to IFU-30 CD-ROM interface tray, as the SuperGrafx won't fit due to its unusual shape.
Game Catalog
System Specific
All SuperGrafx releases were on SHuCard format.
1941: Counter Attack
Aldynes
Battle Ace
Daimakaimura - aka Ghouls n' Ghosts
Madouou Granzort
Backwards Compatible with PC Engine
Darius Alpha - improved graphics when played on SuperGrafx
Darius Plus - improved graphics when played on SuperGrafx
Unreleased/Rumored
Galaxy Force II (unreleased prototype)
Strider (rumored)
Era una sorta di PC Engine "potenziata" con possibilità di gestire due livelli di background indipendenti (parallasse hardware, come su Mega Drive), 128 sprites su schermo (il doppio che su PC Engine) e disponibilità di risoluzioni più alte come la 352X252 e la 512X252.
Peccato che i titoli realizzati specificatamente per questo hardware siano stati solo 5 (1941: Counter Attack, Aldynes, Battle Ace, Ghouls 'n' Ghosts / Daimakaimura e Madouou Granzort.
La Super Grafx era retrocompatibile con i giochi su HuCard per PC Engine e manteneva la compatibilità anche con l'unità Super CD-ROM² e i relativi titoli su supporto ottico.
Nessun gioco su CD fu purtroppo sviluppato per valorizzare le specifiche di questa console.
Ho avuto modo di giocare a Aldynes (shoot 'em up di ottimo livello) e ai bellissimi porting 1941: Counter Attack e Ghouls 'n' Ghosts / Daimakaimura
Secondo me il Super Grafx aveva delle discrete potenzialità e avrebbe potuto rivaleggiare con il 16 bit Sega con qualche freccia in più al proprio arco:
Colori:
64 su schermo per il Mega Drive contro 482 per la Super Grafx (stessa tavolozza per entrambe le console: 512)
Sprites:
fino a 80 sprites per il Mega Drive contro 128 per la Super Grafx
Memoria:
64 Kb main CPU RAM e 64 Kb video RAM per il Mega Drive contro 32 Kb di work RAM e 128 Kb di video RAM (64 Kb per HuC6270A VDC) per la Super Grafx
Risoluzioni:
256 X 224 – 320 X 224 – 320 X 240 per il Mega Drive contro 256 X 242 - 352 X 242 - 512 X 242 per la Super Grafx
Audio:
in controtendenza con le altre specifiche le potenzialità dell'hardware audio del Mega Drive (10 canali -6 FM e 4 PSG-) sono superiori a quelle della Super Grafx (6 canali PSG con emulazione di sintesi FM utilizzando 2 PSG channels)
Sì è decisamente vero... si è trattato di un'altro grosso spreco di promettenti potenzialità
PC Engine Super Grafx Gaming: Ghouls 'n' Ghosts (Daimakaimura) -visibile anche in "HQ"-
Manufacturer NEC
Type Video game console
Generation 16-bit era
Retail availability November 1989 (Japan)
(See also: PC Engine)
Media HuCard, CD-ROM
CPU Hudson Soft HuC6280
Best-selling game 1941[citation needed]
Technical Specifications
CPU: 8-bit HuC6280A, a modified 65SC02 running at 1.79 or 7.16 MHz (switchable by software). Features integrated bankswitching hardware (driving a 21-bit external address bus from a 6502-compatible 16-bit address bus), an integrated general-purpose I/O port, a timer, block transfer instructions, and dedicated move instructions for communicating with the HuC6270A VDC.
GPU: A multiple graphics processor setup. One 16-bit HuC6260 Video Color Encoder (VCE), two 16-bit HuC6270A Video Display Controllers (VDCs), and one HuC6202 Video Priority Controller. The HuC6270A featured Port-based I/O similar to the TMS99xx VDP family.
Display
Resolution
Horizontal resolution: variable, maximum of 512 (programmable to 256, 352, or 512 pixels)
Vertical resolution: variable, maximum of 242 (programmable in increments of 1 scanline)
The majority of SuperGrafx games use 256×240.
Color
Depth: 9-bit
Colors available: 512
Colors onscreen: 482 (241 background, 241 sprite)
Palettes: 32 (16 for background tiles, 16 for sprites)
Colors per palette: 16
Sprites
Simultaneously displayable: 128
Sizes: 16×16, 16×32, 16×64, 32×16, 32×32, 32×64
Palette: Each sprite can use up to 15 unique colors (one color must be reserved as transparent) via one of the 16 available sprite palettes.
Layers: The dual HuC6270A VDCs are capable of displaying 2 sprite layers (1 each). Sprites could be placed either in front of or behind background tiles. Each layer can display 16 sprites or 256 sprite pixels per scanline, giving the combined sprite per scanline limit of 32sprites or 512sprite pixels.
Tiles
Size: 8×8
Palette: Each background tile can use up to 16 unique colors via one of the 16 available background palettes. The first color entry of each background palette must be the same across all background palettes.
Layers: The dual HuC6270A VDCs were capable of displaying 2 background layers (1 each).
Memory
Work RAM: 32KB
Video RAM: 128KB (64KB per HuC6270A VDC)
Audio Capacity
Six PSG audio channels, programmable through the HuC6280A CPU.
Each channel had a frequency of 111.87 kHz for single cycle of 32samples (while not in D/A mode) with a bit depth of 5 bits. Each channel also was allotted 20 bytes (32×5 bits) of RAM for sample data.
The waveforms were programmable so the composers were not limited to the standard selection of waveforms (square, sine, sawtooth, triangle, etc.).
The first two audio channels (1 and 2) were capable of LFO when channel #2 was used to modulate channel #1. This was used to achieve FM-like sound qualities.
The final two audio channels (5 and 6) were capable of Noise generation.
Optional software enabled Direct D/A which allows for sampled sound to be streamed into any of the six PSG audio channels. When a channel is in D/A mode the frequency is as fast as the CPU can stream bytes to the port, though in practicality it is limited to 6.99 kHz when using the TIMER interrupt with its smallest loop setting (1023 cpu cycles) or 15.7khz using the scanline interrupt.
There is a method that combines two channels in DDA mode to play back 8-bit, 9-bit, or 10-bit samples.
The addition of the CD-ROM peripheral adds CD-DA sound, and a single ADPCM channel to the existing sound capabilities of the TurboGrafx-16.
Game Media
HuCard: A thin, card-like game media. The largest Japanese HuCard games were up to 20Mbit in size. In addition to its own HuCard games, the SuperGrafx was backward compatible with all PC Engine HuCard games. The labels on SuperGrafx HuCards were upside-down relative to PC Engine HuCards; A PC Engine HuCard will read upside down on a SuperGrafx, while its own are right-side-up.
CD: The SuperGrafx was compatible with the PC Engine Super CD-ROM² unit, and could play all PC-Engine CD games with it attached. There were no CDs produced especially for the SuperGrafx.
Input/Output
HuCard cartridge connector.
EXT-BUS expansion connector. (for CD-ROM, Tennokoe 2, RAU-30, etc.)
Standard mini-DIN gamepad connector.
Enhanced I/O port with 8 output and 4 input pins.
5-pin DIN A/V connector with composite video and stereo audio output only.
Power adapter jack.
Compatibility mode (PC-Engine or SuperGrafx) switch on back of unit.
The enhanced I/O port was designed for a multiple-input perhipheral that was shown in several game magazines but never released commercially.
Peripherals
RAU-30 adapter Connects SuperGrafx to IFU-30 CD-ROM interface tray, as the SuperGrafx won't fit due to its unusual shape.
Game Catalog
System Specific
All SuperGrafx releases were on SHuCard format.
1941: Counter Attack
Aldynes
Battle Ace
Daimakaimura - aka Ghouls n' Ghosts
Madouou Granzort
Backwards Compatible with PC Engine
Darius Alpha - improved graphics when played on SuperGrafx
Darius Plus - improved graphics when played on SuperGrafx
Unreleased/Rumored
Galaxy Force II (unreleased prototype)
Strider (rumored)
Commenta