SVC: new tech?

Shito

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You should remeber when SVC was still to be seen, there was a rumor laeking from nowhere which was stating the game featuring a new chip technology.

Speculation were the game was to surapss the GIGA POWER capacity for memory.

Thinking of the quantity of graphics in the game, that would seems rather logical.

Is there any confirmation of this rumored 'new technology' supposedly used in SVC chipset?
 

Kid Aphex

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You'd think there would be information considering the game is widely available now...

Nothing yet I guess.

What interests me is the thought of a sequel. Usually a sequel HAS to surpass its predecessor in every way...how's the MVS gonna pull that off?

I guess I should wait and see just what the tech is on this board before I ask...
 

Rade K

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I seriously doubt it. But, you know, what do I know? Nothing.

I just use the logic that this game doesnt exactly to anything we havent really seen before on the MVS Hardware. Sure, some effects are new and whatnot, but we have all seen similar on the system.

When it comes to the amount of graphics...well, how many characters are we aware of now? 32-35. That is around the same as a KOF game with a similar amount of BGS. So again, I just really doubt it.
 

Shito

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Rade Kuruc:

When it comes to the amount of graphics...well, how many characters are we aware of now? 32-35. That is around the same as a KOF game with a similar amount of BGS. So again, I just really doubt it.
Well, while 12 or so character are ripped-off from KOF, the rest of the crew seems to have superior quality in both term of detail and animation. some of theme are also really huge in size, other incredibly animated as Demitri.

32 charcters + 4 alternate version and all, I higly dubt the game would fit within the 680megs limits.

But who know, maybe the new tech may be just a better compression technology?

That would be good anyway... :)
 
D

daback-daboot

Guest
32 charcters + 4 alternate version and all, I higly dubt the game would fit within the 680megs limits.
[/QB][/QUOTE]

680MB limit? what does that make KOF 2001? Im not the most knowledgable in the world of Neo yet, but aren't there a few carts at 700+ megs? If Im wrong than Im sorry for saying anything...
 

HPMAN

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No one wants to take close up pics of the PCB for the moment, but the NEO-CMC chip on the board tells us than most certainly the graphics are still limited to 512Mbits.

And I guess nothing's new in the sound dept.

So I think we're still in the 708Megs limit.
 

Jedite

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I highly doubt if they is gonna new tech for SVC. If there was gonna be new tech, then, they would need to bring out new hardware, which I don't think Playmore has the money to do.
 

Rade K

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Well, you have to consider that SNK didnt compress data. SNKP probably does. It would be the only explanation if there are 'more graphics' than a same sized, somewhat recent (1998-2001) SNK release.
 
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What is odd to me is:

Why the MEG limits aren't a binary factor, ie 128, 256, 512, 640, 768 ect? And on top of that, if they did want to do that, why not keep adding better ending material until the ROMS are filled up?

Example: Perhaps SNK used (64M + 32M) x 8 ROMS to make 768Mbits but only used 708Mbits of it?

If I were a developer, I'd want to use every bit of ROM space I had.
 

RabbitTroop

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Electroman:
What is odd to me is:

Why the MEG limits aren't a binary factor, ie 128, 256, 512, 640, 768 ect? And on top of that, if they did want to do that, why not keep adding better ending material until the ROMS are filled up?

Example: Perhaps SNK used (64M + 32M) x 8 ROMS to make 768Mbits but only used 708Mbits of it?

If I were a developer, I'd want to use every bit of ROM space I had.
Explaining the software life cycle for production is hard... there are such things as limits and bounds, when a project goes into beta it is put into Feature Lock, and nothing new can be added for the sake of the testing strategy (changing anything at this point, unless 100% necessary can cause a disastorous product). Let's say simple endings were planned, but there was additional space left over to make much nicer endings, or etc. If it was decided early enough, it could fly, but no Quality Assurance manager is going to allow feature creep towards the end of a project, nor a redesign of an already completed and tested piece... too risky!

And really, in the end... it should be the best product possible released, not the biggest :)

-Nick
 

HPMAN

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Rade Kuruc:
Well, you have to consider that SNK didnt compress data. SNKP probably does. It would be the only explanation if there are 'more graphics' than a same sized, somewhat recent (1998-2001) SNK release.
Ok.

For the XXXXXXXXXXXth time : neo can't use compression on graphics or sounds.

It can't even access the actual data, CPU juste pass to the graphic chip "hey, use tile #4520. I don't know the fuck how it looks like, just use it"
 

JHendrix

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Electroman:
What is odd to me is:

Why the MEG limits aren't a binary factor, ie 128, 256, 512, 640, 768 ect? And on top of that, if they did want to do that, why not keep adding better ending material until the ROMS are filled up?

Example: Perhaps SNK used (64M + 32M) x 8 ROMS to make 768Mbits but only used 708Mbits of it?

If I were a developer, I'd want to use every bit of ROM space I had.
It is a binary limitation, but there are two boards.

Graphics boards are limited to 512MB in size, and the rest is made up with the program and sound roms on the CHA board.

And there isn't really a way for them to use extra hardware on this because it has to be put on an AES cart. So unless they can add that hardware to a cart board (which I highly doubt) then it's a plain old MVS.
 

evil wasabi

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i hate when people mess up bits and bytes.

how come rotd and matrimelee are only like ~30 MB when garou is near 80?

i dont know about compression, but more efficient use could be true.

remember all that wasted space in msx with shit from ms1 and ms3? maybe theres just a lot of junk floating around in kof.
 

Shito

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Well before the GIGA POWER tech, the limit was supposed to be 330megabit right?

I guess they may still possible desgin a total new board to increase memory limits...
 

Rade K

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Shito:
Well before the GIGA POWER tech, the limit was supposed to be 330megabit right?

I guess they may still possible desgin a total new board to increase memory limits...
Yeah, but they were as high as ~500 Mbs before the new technology with RB2.

I think 330 was just a nice looking number.

Looks like we've reached the limit of Neo Memory.
 

FeelGood

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HPMAN:
Rade Kuruc:
Well, you have to consider that SNK didnt compress data. SNKP probably does. It would be the only explanation if there are 'more graphics' than a same sized, somewhat recent (1998-2001) SNK release.
Ok.

For the XXXXXXXXXXXth time : neo can't use compression on graphics or sounds.

It can't even access the actual data, CPU juste pass to the graphic chip "hey, use tile #4520. I don't know the fuck how it looks like, just use it"
So what happened with Matrimelee's music then?
 
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[/QUOTE]So what happened with Matrimelee's music then?[/QUOTE]


i thought we had sorted this different mask ROMS let it address the upper portion of the memory it couldn't before.

FACT:
the NEO IS NOT POWERFULL ENOUGH TO DO COMPRESSION IN SOFTWARE it would result in decompression times (aka Loading screens) and considering the actual work RAM is so small thats not going to happen.

For compression to work it would need a HARDWARE chip, something we know the CARTS DONt have.

this keeps on coming up time and time again, the Ne is not a PC! shame
 
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