Gorf Posted March 31, 2009 Share Posted March 31, 2009 I think that the 7800 version of Gorf ( written by Gorf ) would actually look pretty identical on the 5200 ( with some work ) - It's not using anything on the 7800 that isn't possible on the 5200 ( just more sprites ) You'd also have a rough time of doing the sparkling shields on the 5200. It has the colors but the video modes can't do more than 4 per scan line. You'd also have a tough time doing the sparkling invaders and Space Warp Lines. You'd definitely achive the same graphical resolution on the 5200. You'd also have an out of the box sound advantage with a built in pokey. Perhaps some clever trick can be pulled off using the 5200 to fake the sparkle effect. I think the 5200 and CV versions would be close though. Quote Link to comment Share on other sites More sharing options...
Crazyace Posted April 1, 2009 Author Share Posted April 1, 2009 5 colours in character mode - not enough to match the arcade board - but maybe enough to give the same effect. Wasn't the arcade gorf only 4 colours ( forgetting the sparkle effect )? Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted April 1, 2009 Share Posted April 1, 2009 You'd also have a tough time doing thesparkling invaders and Space Warp Lines. Good. Intentional or not, I always thought the sparkling invaders looked like a glitch. Quote Link to comment Share on other sites More sharing options...
malducci Posted April 24, 2009 Share Posted April 24, 2009 (edited) Nintendo graphics chip the "PPU or Picture Processing Unit" had 16kb of RAM to do all sorts of graphical stuff. You sure the NES has that much memory? I thought it was more like 2K ram + 2K video ram. Most later NES games had an additional 8k work ram. But the video ram is different. Although the PPU comes with 2k ram for the tilemap and attribute table(and a small amount of palette ram), the rest of the PPU address lines are mapped to the cartridge directly. You could use VRAM or VROM. The lesser games that use VRAM usually only have 8k on cart. The games that use VROM range from 16k to 512k and are able to swap in/out up to small amounts of 256byte sections or larger sections like 2/4/8k (all depends on the mapper and what regs you enable). It could swap in/out sections of VROM faster than even 32bit consoles could write ram or vram. This CHR ROM is separate from PRG ROM (data/code) address lines and mapper regs. I did some NES emulation. Edited April 24, 2009 by malducci Quote Link to comment Share on other sites More sharing options...
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