NEO GEO HISTORY

Blondin

Krauser's Shoe Shiner
Joined
Aug 17, 2010
Posts
236
I'm passing by, regularly reading the thread about Gunlord, and I wanted to thank our readers: neogeokult.com reached 200,000 visitors a few weeks ago, as we're about to celebrate the third anniversary of the site.

So cheers to all the fans around the world sharing our passion for the neo geo and retro-gaming. :buttrock:
 

ggallegos1

Cholecystectomy Required.,
10 Year Member
Joined
Oct 1, 2013
Posts
5,153
Love the sidebar photos and the buttons for the next pages. Great attention to detail and a very worthwhile read. Keep it up!
 

ballzdeepx

Rugal's Secretary
20 Year Member
Joined
Sep 20, 2004
Posts
3,070
This is a cool site!
I'm enjoying the game guides right now.

Nice job man, and congrats.
 

powerflower

Banned
Joined
Mar 17, 2013
Posts
1,034
PC-Engine is incorrect.

256x224 and 320x224 like R-Type and every Irem game did or Ghouls`n Ghosts (PCE Super Grafx) and some others.

PCE Sound channels are 6 (Stereo, every channel can drive left/right) PSG which can switched to PCM

And max. colors are 481 onscreen out of 512. Go figure out Lords of Thunder PCE and Mega CD;)

Also Neo Geo cannot zoom, only shrink (and reverse which results in "zooming" therefore you will never have the pixelation like Segas Super Scaler games, ASO2 in title screen faked the pixelation) and due to hardware design problems only 304x224.

I wonder if Neo could do something like this, of course without rotation. But since all is sprite based on Neo...https://www.youtube.com/watch?v=xSOyWUCyi78 Max sprite count on Segas Y-Board is 256, so this should be no problem, let alone that Y-Board had 3x68000 @ 12,5 MHz and much more Ram.

The BIG PLUS Neo had was adressing all the Rom (330 MegaBITS and with bank switching the double) like PC-Engine at once to do animation from another world:) Now you know why so much fighting games AND Pulstar with its crazy animations. Did I mention Strikers 1945 intro?

Sega Mega Drive had also the H32 mode which is 256x224 with lower sprite count but saving VRam like Street Fighter 2.

Sega Mega Drive 10 channels stereo sound, 6 FM, 3 PSG (Master System Sound chip on board) and 1 PCM which can only be used when all other channels are stopped.

The Yamaha 2612 (MD) has the capability to do PCM (lower rate) with the 6th FM channel like that: https://www.youtube.com/watch?v=cQAavtlHqa0&list=PL777C83918D01EF44 and that https://www.youtube.com/watch?v=4mxdZz7tGhI&list=PL777C83918D01EF44

I hate it when sites like this can`t get the facts straight...

Oh and SNES was 99% only lower 3,xx MHz due to cheaper slow Rom.
 
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kuze

Akari's Big Brother
10 Year Member
Joined
Apr 20, 2013
Posts
2,549
Cool site, I really enjoyed reading through some of your articles. Glad I stumbled across this thread!
 

F4U57

General Morden's Aide
20 Year Member
Joined
Feb 25, 2004
Posts
7,632
Great work, buddy! A great read!
 

Neorebel

Viewpoint Vigilante
Joined
Jul 20, 2007
Posts
2,248
I just read the article about shoot 'em ups... very enjoyable retrospective!
 

Hans Grösse

Banned
Joined
Feb 15, 2014
Posts
126
The System specs appear to be off on the the main page.

PCE mistakes.....

The CPU of the PCE clocks in at 1.79 or 7.16 MHz depending on the game.

512colors–256 simultaneously is wrong, it can in fact display a Maximum of 482 (241 background, 241 sprite), that exceeds the SNES and Genesis handily.

The Sprite info is way off, Sprites

Simultaneously displayable: 64 on-screen, 16 (256 sprite pixels) per scanline
Sizes: 16×16, 16×32, 16×64, 32×16, 32×32, 32×64.

It only has 6 channels of Audio and does a good job of PCM.


The Sega Genesis Mistakes....

512 colors (1536 using shadow/highlight mode)

It has two sound chips so 10 sound channels instead of 6.

The Supergrafx still runs the HuC6280A, it just doubles the VDCs to get a proper parallax setup and that also doubles the amount of sprites to 128 but I don't think the CPU could handle that many without massive slowdown similar to that of the SNES. It would be interesting to see what that system could do at full tilt however.



It still amazes me that the 8Bit PCE CPU is damn near on par with the MD 16/32BIT M68000 at damn near the same clock rate. Both are superior to that of the SNES in terms of raw power.
 

Nando

n00b
Joined
Feb 2, 2013
Posts
5
Thanks a lot for your job, such an enjoyable reading.

Neogeokult is becoming a bible for those who love neogeo
 

joe8

margarine sandwich
15 Year Member
Joined
Oct 25, 2007
Posts
3,724
It still amazes me that the 8Bit PCE CPU is damn near on par with the MD 16/32BIT M68000 at damn near the same clock rate. Both are superior to that of the SNES in terms of raw power.
Isn't the 68000 a 16-bit chip? (the versions of it used in the Genesis and Neo Geo)
 
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Hans Grösse

Banned
Joined
Feb 15, 2014
Posts
126
Isn't the 68000 a 16-bit chip? (the versions of it used in the Genesis and Neo Geo)

That's right yet the PCE CPU is damn near on far, 8-bit and all, with the M68000. It beats the hell outs the SNES 16-bit CPU.
 
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