Exophase
Nothing good will ever come of Exophase.
fusion_power said:Exophase said:fusion_power said:It's still some kind of funny, that we have full Speed NeoGeo and CPS2 Emulators (This guy who made CPS2 was amazing! ) but still not a Full Speed SNES or GBA Emulator, ok GBA makes BIG steps.Nickmon said:My vote would be to help the guys doing the GBA emulation, if it could be got to the same level that NEOGEO is that would be ace.
GBA is, for the most part, much more powerful than NeoGeo.
GBA has 32Bit, right? Ok, but when GBA is so powerful (I'm sure he is) why he can't have games like NeoGeo Fighters with all this amazing big Sprites, zooming and Scaling Orgies and all the other Amazing Graphics... or do GBA has? (I don't know much GBA Games )
Is it all because of the huge Module-Rom-Sizes of NeoGeo?
Okay, I'll compare the specs, the * is from the Wikipedia node for NeoGeo, + is GBA specs.
* Main Processor: Motorola 68000 running at 12 MHz
+ This is a pretty slow CPU, it's generally agreed that ARM is more than 2x better than 68k at the same clock speed, so GBA has about 3x the main CPU power.
* Co-Processor: Zilog Z80 running at 4 MHz. This is used as an audio controller.
+ GBA doesn't have a coprocessor, but this is another very slow (clock for clock) CPU that doesn't take a lot to emulate.
* Sound chip: Yamaha YM2610 15 Sound Channels. 7 Digital, 4 FM synthesis, 3 PSG, and 1 Noise Channel.
+ GBA doesn't have FM synth, but it can resample and mix two digital audio channels (in addition to the 3 PSG and 1 noise channels it has, similar to NG)
* Main Memory (used directly by 68K): 64 KiB
+ GBA has 32KB + 256KB of main memory.
* Main Video Memory: 64 KiB
o Palette Memory : 8 KiB
o Fast Video RAM : 2 KiB
+ GBA has 96KB of VRAM, 1KB of palette RAM (NeoGeo has a kinda large palette which is atypical)
* Sound Memory (used directly by Z80): 2 KiB
+ Moot since there's no secondary CPU on GBA.
* Display resolution: 304x224 (320x240 with 8px borders on each side)
+ Well of course NeoGeo wins here, GBA is only 240x160
* Color Palette: 65,536
+ GBA is 32,768, which is comparable.
* Maximum Colors On-Screen: 4,096
+ GBA has 16bpp framebuffer modes and it's very easy to change palette per scanline, not to mention blending effects, but in the paletted modes it's 512 colors (one palette for sprites and one for BG. A 4096 entry palette is pretty weird like I said, but that might also be segmented into several?)
* Maximum Sprites On-Screen: 380
+ GBA can do 128 per line, it's entirely feasible to have several hundred onscreen. I've seen games do this before (see the Bullet Hell trainer demo)
* Minimum Sprite Size: 1x2
+ GBA's sprites can't get smaller than 8x8, since they're tiled..
* Maximum Sprite Size: 16x512
+ GBA's sprites can be up to 64x64, or 128x128 area if scaled/rotated.. I don't think 512 long sprites are going to do you much, that 16 width maximum is much more limiting.
* Maximum Planes: 3
+ GBA has 4 in mode 0 (which is what most games use)
It doesn't mention scaling/rotation, but I'll tell you right now that GBA can scale/rotate sprites arbitrarily, and can have up to 2 fully scaled/rotated backgrounds, not to mention free scaling/rotation on the framebuffer modes as well. If anything having only 16 wide sprites would make it really annoying to scale/rotate ones that are composites of several...
GBA games get up to 32MB, which is only somewhat smaller than the original spec size for NeoGeo ROMs (I don't know how many games went beyond that with "GigaPower" and whatever, but GBA games could have bank switched above 32MB too if anyone cared)
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