When Metroid: Zero Mission for the Game Boy Advance was released on February 9, 2004, it was no secret that the original Metroid was included as an unlockable extra. Several months later on October 26, 2004 Metroid was released along with seven other NES games for the GBA in the Classic NES Series. People complained that buying the standalone version of Metroid was of little, if any value given that Zero Mission also contained the game and was not significantly more expensive. However, that turns out not to be the case.
Sunday, January 29, 2017
Wednesday, January 25, 2017
A Challenger for the Sound Card Crown : The Pro Audio Spectrum 16
In 1991, Creative Labs was prospering quite well with its Sound Blaster card. Its enhanced features and reasonable price had knocked the Adlib off the hill. But a company called Mediavision released the Pro Audio Spectrum card in May of that year. The Pro Audio Spectrum was not only Adlib compatible but had a second Adlib FM sound chip for stereo music. It also had a joystick port and MIDI interface, but it supported higher digital playback and recording rates (8-bit 44.1KHz in stereo) compared to the Sound Blaster. It also required fewer jumpers to select hardware resources. It was shielded to block electrical noise and hard drive motors that can interfere with the audio output. It listened to the bus to emulate a PC Speaker. Creative caught up with the Sound Blaster Pro in November of 1991, essentially duplicating most of the new features of the PAS but retaining the increasingly-important compatibility with the original Sound Blaster. The Sound Blaster Pro was not shielded and was totally via jumpers.
The PAS did not have any Sound Blaster compatibility, it was only compatible with an Adlib card. While it sold decently, it was not enough to be a Sound Blaster-killer. In fact, Mediavision also released a card called the Thunder Board which was Sound Blaster 1.5/DSP v2.00 compatible and could be installed alongside a PAS to support digital Sound Blaster audio.
Today it is not easy to find and usually very expensive when one shows up on the secondary market. The Sound Blaster Pro (1.0) can essentially do almost everything a PAS can. While the SB Pro 1.0 is not cheap, it is more common and commands a lower price than the original PAS. But it was Mediavision's next big card that proved to be Creative Labs' most significant challenge in the sound card market space.
Sunday, January 15, 2017
Classic Systems - The True Framerate
Classic color NTSC uses a frame rate of 59.94 However, classic video game consoles and home computers never adhered strictly to the NTSC standard. Here are the exact frame rates as I have been able to find :
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
Sunday, January 8, 2017
YouTube Playthrough and Demonstration Series
This Christmas, I got a capture device. The device in question is an I-O Data GV-USB2. It can accept composite or s-video input and has stereo sound inputs. The manual is in Japanese but the drivers are in English.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
Monday, January 2, 2017
Sega Genesis - Is the Stinker really that bad?
Official Sega Genesis and Mega Drive consoles vary quite a bit in terms of their built-in sound quality. When I was looking to acquire a Genesis several years ago, I read that the conventional wisdom was that the original Model 1 was the one to get because it had the best sound quality and did not have the TMSS copy protection scheme.
The original Model 1 is the one with the headphone jack and mono line audio output. I did not know at the time that there were Model 1s with the High Definition Graphics text and Model 1s without the High Definitions Graphics above the cartridge slot. The one I acquired did not have the High Definition "HDG" text. Sometime thereafter, I found out that the non-HDG Model 1s had such terrible sound quality compared to HDG Model 1s that they have been given the nickname "the Stinker." Faced with this reputation, I quickly bought myself an HDG Model 1. I believed that all HDG consoles would not have TMSS, but the one I got did.
Model 1 of the Sega 16-bit console had several motherboard revisions, as had its successor the Model 2. Using the information here : http://www.sega-16.com/forum/showthread.php?7796-GUIDE-Telling-apart-good-Genesis-1s-and-Genesis-2s-from-bad-ones, I have created this table identifying the distinguishing features of all models of the Sega 16-bit console where such information is known :