(no subject)
Feb. 14th, 2016 06:39 amAs of yesterday, that thread has really gotten off the ground, with a total now of eight replies.
http://www.romhacking.net/forum/index.php/topic,21266.0.html
Here's what I deem really worth noting, though, in case you'd rather not wade through all the details, and since the thread is gonna disappear someday anyway.
To start with, while hardware definitely was an issue with the PC-FX, elmer chalks the near lack of high-quality games further to such a bad launch as it had (overpriced, underpowered, no compelling launch titles) that few people wanted to develop anything for it, and those who did still kept development of their games on a shoestring budget (and presumably had a rushed schedule so that NEC could put out what few games it could get its hands on regularly). This all left the true capabilities of the system untouched even by any of its better games.
Elmer had also placed a finger on what it really was about PSX/Saturn audio that caught my attention ever since I listened to that one song:
Perhaps you just prefer the sound of the sample-based realtime-synths, or the realtime-reverb that seemed to get used a lot on the PSX ... and I can certainly understand some/most people having that preference.
I certainly can't disagree that both Sony and Sega provided a much more capable realtime-synth on their machines than NEC did on the PC-FX.
Regarding that, AWJ said in the last post so far, that the Playstation actually had its APU based on the Super NES (it was originally going to be an add-on to that thing), but as exponentially more powerful as the SNES's own was to the original NES.
-----
So far, I definitely might show this entry and the preceding two to Brian next time he's home, but only if I can go over some more important stuff first (and even then, he'll probably need to read them one at a time, given how lengthy each of them are). It is also possible I might also bring up the idea of homebrewing Day of the Beehive for emulators, just to see out of curiosity what the system's real capabilities were, but while Brian probably would understand my fascination with that particular machine, he has told me before what it means to shave a yak. (As far as covers go, I think I might very well cancel that until further notice.)
Ironic, isn't it though? That the whole point of emulating these 32-bit CD-based systems was to do what the Super NES and Game Boy Advance most likely couldn't, and I eventually find out that one of them is pretty much equatable with the GBA after actually getting to know more of its games than just two of its better ones and only one mediocre one in even more ways than with its audio. Even though just Playstation/Saturn sounds so cliché on its own, I never bothered mentioning the Nintendo 64 mainly because of all its games' much higher emphasis on 3D than 2D (Wonder Project J2 is the only true 2D game I know of for it) and its somewhat weaker sound capabilities than the other two (noticeable for instance between the original Snowboard Kids and its PSX remake), to say nothing of an actual Earthbound installment having already been attempted for it.
http://www.romhacking.net/forum/index.php/topic,21266.0.html
Here's what I deem really worth noting, though, in case you'd rather not wade through all the details, and since the thread is gonna disappear someday anyway.
To start with, while hardware definitely was an issue with the PC-FX, elmer chalks the near lack of high-quality games further to such a bad launch as it had (overpriced, underpowered, no compelling launch titles) that few people wanted to develop anything for it, and those who did still kept development of their games on a shoestring budget (and presumably had a rushed schedule so that NEC could put out what few games it could get its hands on regularly). This all left the true capabilities of the system untouched even by any of its better games.
Elmer had also placed a finger on what it really was about PSX/Saturn audio that caught my attention ever since I listened to that one song:
Perhaps you just prefer the sound of the sample-based realtime-synths, or the realtime-reverb that seemed to get used a lot on the PSX ... and I can certainly understand some/most people having that preference.
I certainly can't disagree that both Sony and Sega provided a much more capable realtime-synth on their machines than NEC did on the PC-FX.
Regarding that, AWJ said in the last post so far, that the Playstation actually had its APU based on the Super NES (it was originally going to be an add-on to that thing), but as exponentially more powerful as the SNES's own was to the original NES.
-----
So far, I definitely might show this entry and the preceding two to Brian next time he's home, but only if I can go over some more important stuff first (and even then, he'll probably need to read them one at a time, given how lengthy each of them are). It is also possible I might also bring up the idea of homebrewing Day of the Beehive for emulators, just to see out of curiosity what the system's real capabilities were, but while Brian probably would understand my fascination with that particular machine, he has told me before what it means to shave a yak. (As far as covers go, I think I might very well cancel that until further notice.)
Ironic, isn't it though? That the whole point of emulating these 32-bit CD-based systems was to do what the Super NES and Game Boy Advance most likely couldn't, and I eventually find out that one of them is pretty much equatable with the GBA after actually getting to know more of its games than just two of its better ones and only one mediocre one in even more ways than with its audio. Even though just Playstation/Saturn sounds so cliché on its own, I never bothered mentioning the Nintendo 64 mainly because of all its games' much higher emphasis on 3D than 2D (Wonder Project J2 is the only true 2D game I know of for it) and its somewhat weaker sound capabilities than the other two (noticeable for instance between the original Snowboard Kids and its PSX remake), to say nothing of an actual Earthbound installment having already been attempted for it.