Difference between revisions of "Mega Drive cartridges"
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* 3D polygon rendering: | * 3D polygon rendering: | ||
** Flat shading:{{ref|18.40336 MHz available (4.608 MHz for framebuffer), 468 cycles per polygon (390 T&L cycles, 42 DRAM cycles for 40 bytes, 34 raster cycles,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{intref|SVP Reference Guide (2008-02-06)}} 2 framebuffer access cycles), 2 cycles per pixel{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}}|group=n}} 20,000 polygons/sec (8×16 polygons),{{ref|724 cycles per polygon{{intref|SVP Register Guide (2008-02-06)}}|group=n}} 10,000 polygons/sec (16×32 polygons),{{ref|1492 cycles per polygon{{intref|SVP Register Guide (2008-02-06)}}|group=n}} 9000 polygons/sec (''[[Virtua Racing]]''){{ref|[http://www.ign.com/games/virtua-racing/gen-6398 Virtua Racing] ([[wikipedia:IGN|IGN]])}} | ** Flat shading:{{ref|18.40336 MHz available (4.608 MHz for framebuffer), 468 cycles per polygon (390 T&L cycles, 42 DRAM cycles for 40 bytes, 34 raster cycles,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{intref|SVP Reference Guide (2008-02-06)}} 2 framebuffer access cycles), 2 cycles per pixel{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}}|group=n}} 20,000 polygons/sec (8×16 polygons),{{ref|724 cycles per polygon{{intref|SVP Register Guide (2008-02-06)}}|group=n}} 10,000 polygons/sec (16×32 polygons),{{ref|1492 cycles per polygon{{intref|SVP Register Guide (2008-02-06)}}|group=n}} 9000 polygons/sec (''[[Virtua Racing]]''){{ref|[http://www.ign.com/games/virtua-racing/gen-6398 Virtua Racing] ([[wikipedia:IGN|IGN]])}} | ||
− | ** Texture mapping: | + | ** Texture mapping: 3000 polygons/sec (8×16 texel textures){{ref|1=5366 cycles per 8×16 texel polygon (4642 cycles texture mapping per 8×16 texel polygon) |
*258 cycles per 8×16 texel texture: 2 block moves, 2 cycles per texel (1 byte per texel), 2 cycles access | *258 cycles per 8×16 texel texture: 2 block moves, 2 cycles per texel (1 byte per texel), 2 cycles access | ||
*4384 divide cycles per 8×16 texel polygon: 73 divides per 8×8 texel polygon, 288 vertex divide cycles per polygon (9 divides per polygon), 4096 texel divide cycles per 8×16 texel polygon (128 divides, 1 divide per texel){{ref|1=[https://books.google.co.uk/books?id=teMHqC2BnuYC&pg=PA110 ''State of the Art in Computer Graphics: Visualization and Modeling'' (page 110)]}}|group=n}} | *4384 divide cycles per 8×16 texel polygon: 73 divides per 8×8 texel polygon, 288 vertex divide cycles per polygon (9 divides per polygon), 4096 texel divide cycles per 8×16 texel polygon (128 divides, 1 divide per texel){{ref|1=[https://books.google.co.uk/books?id=teMHqC2BnuYC&pg=PA110 ''State of the Art in Computer Graphics: Visualization and Modeling'' (page 110)]}}|group=n}} |
Revision as of 00:39, 24 November 2016
Mega Drive cartridges are the primary storage medium for the Sega Mega Drive.
Contents
Design
The Mega Drive runs games housed in plastic cartridges uniquely shaped to fit the system. Though the technology exists within the console to run Sega Master System games, the Power Base Converter is required to convert between the differing pin connections and slot sizes.
Official Mega Drive cartridges are smaller than their Master System/Mark III counterparts, with rounded edges and bigger labels layered over the top and front of the cartridge.
As with the Master System, Sega-manufactured Japanese, Korean and Asian cartridges are shaped differently to those seen in North America, South America, Europe and Oceania, however the differences largely concern the aesthetics - "Eastern" Japanese-style cartridges opting for a more rounded approach with ridges, while "Western" cartridges being more angular and simplistic. Unlike the Master System, the Mega Drive has end-labels for easier reading and storage in Western regions.
Pin layout is the same between the two types, however the base of the cartridge determines whether it can be safely inserted into the system - two extra pieces of plastic prevent Japanese cartridges from being inserted in western systems - these can be removed with modification, or as mentioned above, circumvented with adapters. This extra plastic is not present in systems such as the Genesis 3 and Sega 32X, nor does it exist in Japanese Mega Drives.
One interesting feature of Japanese cartridges is a inclusion of a cartridge "lock", which prevents the cartridge from being removed when the system turns on. A plastic piece from the system is slid across to a gap on the left hand side of a Japanese cartridge, securing it in place when the power switch is moved (similar tricks can be found on the Super NES and the TurboGrafx-16). This locking mechanism is only present in Japanese Model 1 Mega Drives and is absent in all western models - the vast majority of Western cartridges lack the gap required for cartridge locking, with exceptions being the likes of "special" cartridges, e.g. Sonic & Knuckles.
The lack of cartridge lock can be exploited, for example, to gain access to the level selection screen in Sonic 3D Blast.
Official cartridge designs
Cartridge designs for Altered Beast - though labels would change dramatically over the console's run, the physical shape would remain consistent.
Alternative cartridge designs
Though Sega manufactured the bulk of Mega Drive cartridges, many were created externally by the likes of Electronic Arts, Accolade, Sunsoft and Codemasters.
Accolade/Ballistic used due to an initial unwillingness to seek an official license from Sega. (Double Dragon).
Codemasters. The company would take things a step further with the introduction of the J-Cart. (Brian Lara Cricket).
Electronic Arts, with the infamous (and useless) coloured tab on the left hand side. (Shaq Fu).
Technical information
Special cases
Sonic & Knuckles
Sonic & Knuckles famously introduced so-called "lock-on" technology to the Mega Drive library, in which a second cartridge could be stacked on top to create a new game. While there were rumours of other lock-on games in development, Sonic & Knuckles is the only example which made it to market.
While the vast majority of games will communicate with Sonic & Knuckles, the end result will be a randomised variant of Blue Sphere. To access Blue Sphere in full, Sonic the Hedgehog must be "locked-on", and Knuckles the Echidna in Sonic the Hedgehog 2 and Sonic the Hedgehog 3 & Knuckles can be accessed by locking on Sonic the Hedgehog 2 and Sonic the Hedgehog 3, respectively.
If a cartridge with a more than 2MB of storage is locked on to the cartridge, Blue Sphere will not load, and the setup will revert to the standard Sonic & Knuckles game. This is due to a quirk in how the game reads data from its locked-on segment - rather than reading from the first 2MB of the locked-on ROM, it will read from the last 2MB and subsequently not detect a correct header. Sonic Classics is the only exception to this rule - a compilation seemingly designed so that data from the original Sonic the Hedgehog would be detected in the right place for Blue Sphere to load.
While Sonic the Hedgehog 3 is a region-locked game, Sonic & Knuckles is not, nor does it care what region Sonic 3 is from. As such, the subsequent creation of Sonic the Hedgehog 3 & Knuckles will also be region free.
J-Cart
Created by Codemasters, J-Carts break the norm by including two extra joystick ports built into the cartridge. This permitted four-way gameplay without a multitap adapter. Only six J-Carts were released: Pete Sampras Tennis, Pete Sampras Tennis 96, Micro Machines 2, Micro Machines 96, Micro Machines Military Edition, and Super Skidmarks. Several were also released as standard cartridges.
Sega Virtua Processor
Virtua Racing contains a custom-designed DSP chip, known officially as SVP, or Sega Virtua Processor. It allows for enhanced graphics and sound capabilities. This chip essentially serves as an extra processor, allowing the game to produce a significantly higher number of polygons than would be possible on a standard Mega Drive. It was also significantly more powerful than the Super Nintendo's Super FX chip. However, Virtua Racing released with a more expensive retail price.
The SVP chip was revealed for the Mega Drive in Summer 1993, before the Mega Drive version of Virtua Racing released in 1994.[10] Interestingly, Virtua Racing was the first to showcase the power of the SVP chip - plans were underway to produce more games using this chip, using a "Modular Converter" cartridge to cut production costs. This converter would contain the SVP chip, with the enhanced game designed to use the SVP chip plugging into the top of the unit.[11] However, due to the costs of production against the Mega Drive/Genesis' age and falling popularity, the project was dropped. Virtua Racing also has a cartridge roughly one-and-a-half times the size of a usual Mega Drive cartridge due to the added chip, and is incompatabile with the Sega 32X add-on.
Technical specifications
- See Sega Mega Drive technical specifications for standard Mega Drive hardware specifications
- See also Blast processing for SuperFX comparison
The SVP chip adds the following capabilities to the Mega Drive hardware.
- GPU: Sega 315-5750[12] (Samsung SSP1601) DSP[13][14] @ 23.01136 MHz[12] (25 MIPS)[15][14]
- DSP core: 16-bit fixed-point arithmetic, 32-bit output, 16-bit word size, 25 registers (8 general, 8 external, 8 pointer, 1 status)
- ALU: 32-bit, status register
- Multiplier: 32-bit output, 16x16-bit pipelined multiplication
- DSP buses: 6 buses[14]
- 32-bit internal data buses: Data (D) bus (16-bit), subsidiary (S) bus (16-bit)
- 16-bit program data bus: Program data (PD) bus
- 16-bit external data bus: External (EXT) bus
- 16-bit address bus: Program address (PA) bus
- 32-bit arithmetic bus: Multiplier (M) bus
- Audio: 2 PWM channels[15]
Graphics
- DSP performance:
- MAC operations: 1 MAC (multiply-accumulate) per cycle,[14] 23.01136 million MACs per second
- Fixed-point calculations: 2 calculations (multiply and add) per cycle,[13] 46.02272 million calculations (23.01136 million multiplies, 23.01136 million adds) per second
- Framebuffer: 320×192, double-buffered, 30 FPS, 60 KB (dual 30 KB) buffers in FPM DRAM (1.8432 MB/s, 1.8432 MHz DSP cycles), 30 KB buffer in Mega Drive VRAM (921.6 KB/s DMA transfer, equivalent to 2.7648 MHz DSP cycles), 4.608 MHz DSP cycles for framebuffer
- 3D polygon T&L geometry:
- 3D polygon rendering:
Memory
- Memory: 2179 KB (2.128 MB)[13]
- RAM bandwidth:
Region encoding
The majority of home consoles usually see the platform holder choose to either apply strict region encoding to their systems, or to avoid the practise altogether. The Mega Drive is different in that some games are region locked, while others are region free.
In an attempt to control Mega Drive content, Sega invented the TradeMark Security System (TMSS), officially documented as early as 1989 but not truly enforced until late 1992. TMSS was designed to stop Japanese software from running on Western "export" consoles, although was not implemented in any console produced prior to 1991, and became more of an anti-piracy measure than a means of region locking.
As most Japanese games cannot physically fit in a Western system (or vice versa), this was perhaps presumed sufficient in the early days of the system's lifespan. However some Mega Drive variants will accept both Western and Japanese games without modifications, so those serious about region encoding were forced to implement it in software. Support for the feature is mixed - some publishers such as Konami usually implemented region locking in full, while others such as Electronic Arts usually ignored it altogether. The Japanese version of Namco's Rolling Thunder 2 was reporetedly the first Mega Drive game to be region locked[25].
Whether a message is displayed was also up to the developer. The majority of region locked games state which type of Mega Drive is needed, however some publishers such as Virgin Interactive are more vague, and Konami games simply display the Konami logo. Others such as Zoop show only a blank screen.
Other games will adapt to the hardware detected. For example, if Sonic the Hedgehog 2 detects a Japanese machine, all instances of "TAILS" will be replaced with "MILES".
Virtually all games produced prior to 1993 (as do many made since) will run on any console. The following lists games known to have compatibility issues when played in the "wrong" region (although in rare cases, Game Genie or Action Replay codes can alleviate some of the problems).
NTSC-J consoles
Locked
- The Adventures of Batman & Robin (PAL)
- Aero the Acro-bat (NTSC-U)
- Aero the Acro-bat 2 (NTSC-U)
- Animaniacs (PAL)
- Art of Fighting (NTSC-U)
- Astérix and the Power of the Gods (PAL)
- Ayrton Senna's Super Monaco GP II (NTSC-U)
- Batman Forever (NTSC-U and PAL)
- Bio Hazard Battle (NTSC-U and PAL)
- Bloodshot (NTSC-U and PAL)
- Boogerman: A Pick and Flick Adventure (NTSC-U)
- Bubble & Squeak (NTSC-U)
- Castlevania: Bloodlines (NTSC-U)
- Castlevania: The New Generation (PAL)
- The Chaos Engine (PAL)
- Columns III: Revenge of Columns (NTSC-U)
- Comix Zone (NTSC-U and PAL)
- Contra: Hard Corps (NTSC-U)
- Daze Before Christmas (PAL)
- Dinosaurs For Hire (NTSC-U)
- Disney's Aladdin (NTSC-U)
- Donald in Maui Mallard (PAL)
- Dragon's Fury (NTSC-U and PAL)
- Dr. Robotnik's Mean Bean Machine (NTSC-U)
- Earthworm Jim (NTSC-U)
- Earthworm Jim 2 (NTSC-U)
- Ecco: The Tides of Time (NTSC-U and PAL)
- Elitserien 95 (PAL)
- Elitserien 96 (PAL)
- ESPN Speedworld (NTSC-U)
- Eternal Champions (NTSC-U)
- FIFA 97: Gold Edition (NTSC-U and PAL)
- FIFA Road to World Cup 98 (PAL)
- Flashback (NTSC-U)
- Garfield: Caught in the Act (NTSC-U and PAL)
- Gauntlet IV (PAL)
- Golden Axe (NTSC-U REV01)
- Gunstar Heroes (PAL)
- Lemmings 2: The Tribes (NTSC-U)
- The Lost Vikings (NTSC-U)
- Marsupilami (PAL)
- Mega Lo Mania (PAL)
- Mega Man: The Wily Wars (PAL)
- Mighty Morphin Power Rangers: The Movie (NTSC-U and PAL)
- Mortal Kombat 3 (NTSC-U)
- NHL 98 (NTSC-U)
- OutRunners (NTSC-U)
- Pac-Attack (NTSC-U)
- Pac-Panic (PAL)
- Pitfall: The Mayan Adventure (NTSC-U)
- Prince of Persia (NTSC-U)
- Probotector (PAL)
- Radical Rex (NTSC-U)
- Ranger X (PAL)
- The Ren & Stimpy Show Presents Stimpy's Invention (PAL)
- Rocket Knight Adventures (NTSC-U and PAL)
- Samurai Shodown (NTSC-U)
- Saturday Night Slam Masters (NTSC-U)
- Sega Sports 1 (PAL)
- Sensible Soccer (PAL)
- Sensible Soccer: International Edition (PAL)
- Shinobi III: Return of the Ninja Master (NTSC-U and PAL)
- Sonic Compilation (PAL)
- Sonic the Hedgehog 3 (NTSC-U and PAL)
- Sonic the Hedgehog Spinball (NTSC-U and PAL)
- Speedball 2: Brutal Deluxe (PAL)
- Spot Goes to Hollywood (NTSC-U)
- The Story of Thor (PAL)
- Street Fighter II: Special Champion Edition (NTSC-U)
- Streets of Rage 3 (PAL)
- Striker (PAL)
- Sunset Riders (NTSC-U and PAL)
- Super Street Fighter II: The New Challengers (NTSC-U)
- Taz in Escape from Mars (NTSC-U)
- Teenage Mutant Hero Turtles: The Hyperstone Heist (PAL)
- Teenage Mutant Ninja Turtles: The Hyperstone Heist (NTSC-U)
- Tiny Toon Adventures: ACME All-Stars (PAL)
- Tiny Toon Adventures: Buster's Hidden Treasure (NTSC-U)
- ToeJam & Earl in Panic on Funkotron (PAL)
- Top Gear 2 (NTSC-U)
- Total Football (PAL)
- Toy Story (NTSC-U)
- Two Tribes: Populous II (PAL)
- Ultimate Mortal Kombat 3 (NTSC-U)
- Ultimate Soccer (PAL)
- Virtua Racing (NTSC-U and PAL)
- VR Troopers (NTSC-U and PAL)
- World Heroes (NTSC-U)
- World of Illusion Starring Mickey Mouse and Donald Duck (NTSC-U)
- Xenon 2: Megablast (PAL)
- Zero the Kamikaze Squirrel (PAL)
- Zombies Ate My Neighbors (NTSC-U)
- Zoop (PAL)
Known issues
- Alisia Dragoon (PAL) (graphical artifacts)
- Captain America and the Avengers (PAL) (too fast)
- Lemmings (PAL) (severe graphical issues)
- Snake Rattle 'n' Roll (PAL) (too fast)
- Super Skidmarks (PAL) (severe graphical issues)
NTSC-U consoles
Locked
- The Adventures of Batman & Robin (PAL)
- Animaniacs (PAL)
- Another World (PAL)
- Astérix and the Power of the Gods (PAL)
- Castlevania: Bloodlines (NTSC-J)
- Castlevania: The New Generation (PAL)
- The Chaos Engine (PAL)
- Comix Zone (PAL)
- Contra: Hard Corps (NTSC-J)
- Crying (NTSC-J)
- Daze Before Christmas (PAL)
- Disney's Aladdin (PAL)
- Donald in Maui Mallard (PAL)
- Ecco: The Tides of Time (PAL)
- Elitserien 95 (PAL)
- Elitserien 96 (PAL)
- FIFA Road to World Cup 98 (PAL)
- Gunstar Heroes (PAL)
- Marsupilami (PAL)
- Mickey Mania (NTSC-J)
- Mega Lo Mania (PAL)
- Mega Man: The Wily Wars (PAL)
- Mighty Morphin Power Rangers: The Movie (PAL)
- Monster World IV (NTSC-J)
- Pac-Panic (PAL)
- Probotector (PAL)
- Pulseman (NTSC-J)
- Ranger X (PAL)
- The Ren & Stimpy Show Presents Stimpy's Invention (PAL)
- Ristar (NTSC-J)
- Rocket Knight Adventures (NTSC-J and PAL)
- Rolling Thunder 2 (NTSC-J)
- Sega Sports 1 (PAL)
- Sensible Soccer (PAL)
- Sensible Soccer: International Edition (PAL)
- Shining Force II (PAL)
- Shinobi III: Return of the Ninja Master (PAL)
- Sonic Compilation (PAL)
- Sonic the Hedgehog 3 (PAL)
- Sonic the Hedgehog Spinball (PAL)
- Speedball 2: Brutal Deluxe (PAL)
- The Story of Thor (PAL)
- Streets of Rage 3 (PAL)
- Striker (PAL)
- Sunset Riders (PAL)
- The Super Shinobi II (NTSC-J)
- Teenage Mutant Hero Turtles: The Hyperstone Heist (PAL)
- Teenage Mutant Ninja Turtles: Return of the Shredder (NTSC-J)
- Tiny Toon Adventures: ACME All-Stars (PAL)
- ToeJam & Earl in Panic on Funkotron (PAL)
- Total Football (PAL)
- Two Tribes: Populous II (PAL)
- Ultimate Soccer (PAL)
- Virtua Racing (PAL)
- Xenon 2: Megablast (PAL)
- Zero the Kamikaze Squirrel (PAL)
- Zoop (PAL)
Known issues
- Alisia Dragoon (PAL) (graphical artifacts)
- Captain America and the Avengers (PAL) (too fast)
- Lemmings (PAL) (severe graphical issues)
- Snake Rattle 'n' Roll (PAL) (too fast)
- Super Skidmarks (PAL) (severe graphical issues)
PAL consoles
Locked
- The Adventures of Batman & Robin (NTSC-J and NTSC-U)
- Aero the Acro-bat (NTSC-U)
- Aero the Acro-bat 2 (NTSC-U)
- Art of Fighting (NTSC-U)
- Ayrton Senna's Super Monaco GP II (NTSC-U)
- Back to the Future Part III (NTSC-U)
- Boogerman: A Pick and Flick Adventure (NTSC-U)
- Bubble & Squeak (NTSC-U)
- Castlevania: Bloodlines (NTSC-J and NTSC-U)
- Columns III: Revenge of Columns (NTSC-U)
- Comix Zone (NTSC-U)
- Contra: Hard Corps (NTSC-J and NTSC-U)
- Cool Spot (NTSC-U)
- Dinosaurs For Hire (NTSC-U)
- Disney's Aladdin (NTSC-U)
- Dragon Ball Z: Buyuu Retsuden (NTSC-J)
- Dr. Robotnik's Mean Bean Machine (NTSC-U)
- Earthworm Jim (NTSC-U)
- Earthworm Jim 2 (NTSC-U)
- Ecco: The Tides of Time (NTSC-U)
- ESPN Speedworld (NTSC-U)
- Eternal Champions (NTSC-U)
- Flashback (NTSC-U)
- Frogger (NTSC-U)
- Golden Axe (NTSC-U REV01)
- Lemmings 2: The Tribes (NTSC-U)
- The Lost Vikings (NTSC-U)
- Mick & Mack as the Global Gladiators (NTSC-U)
- Mickey Mania (NTSC-J)
- Mighty Morphin Power Rangers: The Movie (NTSC-U)
- Mortal Kombat 3 (NTSC-U)
- NHL 98 (NTSC-U)
- The Ooze (NTSC-J and NTSC-U)
- OutRunners (NTSC-J and NTSC-U)
- Pac-Attack (NTSC-U)
- Pitfall: The Mayan Adventure (NTSC-U)
- Prince of Persia (NTSC-U)
- Pulseman (NTSC-J)
- Radical Rex (NTSC-U)
- Ristar (NTSC-J)
- RoboCop Versus The Terminator (NTSC-U)
- Rocket Knight Adventures (NTSC-J and NTSC-U)
- Rolling Thunder 2 (NTSC-J)
- Samurai Shodown (NTSC-U)
- Saturday Night Slam Masters (NTSC-U)
- Shinobi III: Return of the Ninja Master (NTSC-U)
- Sonic the Hedgehog 3 (NTSC-U)
- Sonic the Hedgehog Spinball (NTSC-U)
- Spot Goes to Hollywood (NTSC-U)
- Street Fighter II: Special Champion Edition (NTSC-U)
- Sunset Riders (NTSC-U)
- Super Street Fighter II: The New Challengers (NTSC-U)
- Taz in Escape from Mars (NTSC-U)
- Teenage Mutant Ninja Turtles: The Hyperstone Heist (NTSC-U)
- Teenage Mutant Ninja Turtles: Return of the Shredder (NTSC-J)
- Tiny Toon Adventures: ACME All-Stars (NTSC-J and NTSC-U)
- Tiny Toon Adventures: Buster's Hidden Treasure (NTSC-U)
- Top Gear 2 (NTSC-U)
- Toy Story (NTSC-U)
- Ultimate Mortal Kombat 3 (NTSC-U)
- Virtua Racing (NTSC-U)
- World Heroes (NTSC-U)
- World of Illusion Starring Mickey Mouse and Donald Duck (NTSC-U)
- Zombies Ate My Neighbors (NTSC-U)
Known issues
PAL optimisations
Mega Drive consoles sold officially in PAL regions are adapted to the differing video standard. PAL offers a 50Hz screen refresh rate but the possibility of a higher resolution 320x240 display, while NTSC refreshes at 60Hz and typically offers a maximum resolution of 320x224 (exceptions include games which make use of the "interlaced" screen mode - Sonic the Hedgehog 2 and Combat Cars).
If a game designed for an NTSC unit is run on a PAL machine, the difference in refresh rate means the game will run 17.5% slower and will have extra horizontal borders surrounding the top and bottom of the image. Knowing this, some developers (particularly those based in Europe) chose to optimise their games for PAL regions, typically by speeding up the music and gameplay. On rare cases this also meant utilising the extra 16 rows of pixels.
Unlike newer consoles such as the Sega Dreamcast, the Mega Drive does not natively support any PAL60 modes. It is not, however, uncommon to see modified hardware to circumvent these issues.
Fully optimised
- Alien Soldier
- Another World
- The Chaos Engine
- Ecco: The Tides of Time
- Marsupilami
- Mega Lo Mania
- The Ren & Stimpy Show Presents Stimpy's Invention
- Ristar
- Sensible Soccer
- Sensible Soccer: International Edition
- Sonic Compilation
- Speedball 2: Brutal Deluxe
- The Story of Thor
- Super Skidmarks
- ToeJam & Earl in Panic on Funkotron
Partially optimised
- Sonic the Hedgehog 2 (music only)
- Sonic the Hedgehog 3 (slightly slower)
- Splatterhouse 2 (graphical artifacts)
- Streets of Rage II (resolution only)
- Streets of Rage 3 (resolution only)
- Zool
NTSC optimisations
Though rare, some NTSC Mega Drive games, typically those which originated in Europe, were not optimised for the hardware and so run faster than they should:
- The Aquatic Games Starring James Pond and The Aquabats (NTSC-U)
- Fatal Rewind (NTSC-U)
- James Pond: Underwater Agent (NTSC-U)
- James Pond II: Codename RoboCod (NTSC-J and NTSC-U)
- James Pond 3: Operation Starfish (NTSC-U)
- The Killing Game Show (NTSC-J)
- Rolo to the Rescue (NTSC-J and NTSC-U)
- Shadow of the Beast (NTSC-U)
- Soldiers of Fortune (NTSC-U)
- Tatsujin (NTSC-J)[fn 1]
- Truxton (NTSC-U)[fn 1]
Notes
- ↑ [369 cycles per polygon (81 multiplies/polygon, 9 divides/polygon),[18] 32 cycles per divide 369 cycles per polygon (81 multiplies/polygon, 9 divides/polygon),[18] 32 cycles per divide]
- ↑ [390 cycles per polygon (102 multiplies/polygon, 9 divides/polygon),[18] 32 cycles per divide 390 cycles per polygon (102 multiplies/polygon, 9 divides/polygon),[18] 32 cycles per divide]
- ↑ [18.40336 MHz available (4.608 MHz for framebuffer), 468 cycles per polygon (390 T&L cycles, 42 DRAM cycles for 40 bytes, 34 raster cycles,[19][20][12] 2 framebuffer access cycles), 2 cycles per pixel[21] 18.40336 MHz available (4.608 MHz for framebuffer), 468 cycles per polygon (390 T&L cycles, 42 DRAM cycles for 40 bytes, 34 raster cycles,[19][20][12] 2 framebuffer access cycles), 2 cycles per pixel[21]]
- ↑ [724 cycles per polygon[22] 724 cycles per polygon[22]]
- ↑ [1492 cycles per polygon[22] 1492 cycles per polygon[22]]
- ↑ [5366 cycles per 8×16 texel polygon (4642 cycles texture mapping per 8×16 texel polygon)
- 258 cycles per 8×16 texel texture: 2 block moves, 2 cycles per texel (1 byte per texel), 2 cycles access
- 4384 divide cycles per 8×16 texel polygon: 73 divides per 8×8 texel polygon, 288 vertex divide cycles per polygon (9 divides per polygon), 4096 texel divide cycles per 8×16 texel polygon (128 divides, 1 divide per texel)[24] 5366 cycles per 8×16 texel polygon (4642 cycles texture mapping per 8×16 texel polygon)
- 258 cycles per 8×16 texel texture: 2 block moves, 2 cycles per texel (1 byte per texel), 2 cycles access
- 4384 divide cycles per 8×16 texel polygon: 73 divides per 8×8 texel polygon, 288 vertex divide cycles per polygon (9 divides per polygon), 4096 texel divide cycles per 8×16 texel polygon (128 divides, 1 divide per texel)[24]]
References
- ↑ 2010's Sega Mega Drive RPG Pier Solar coming to Xbox 360, PC and Mac in HD, Eurogamer
- ↑ SSFII Genesis Technical Information (2000-07-26)
- ↑ MegaDrive/Genesis Pinouts
- ↑ 4.0 4.1 Second Dimension R&T DxS-GEN24STH-01
- ↑ ROM Part Numbers
- ↑ File:MB834200A datasheet.pdf
- ↑ 7.0 7.1 File:MB838200B datasheet.pdf
- ↑ Ben Heck’s 16-Bit Console Wars! (6:07) (The Ben Heck Show)
- ↑ File:M27C322 datasheet.pdf
- ↑ File:CVG UK 150.pdf, page 50
- ↑ File:GamePro US 057.pdf, page 160
- ↑ 12.0 12.1 12.2 12.3 12.4 SVP Reference Guide (2008-02-06)
- ↑ 13.0 13.1 13.2 13.3 SVP documentation (2014-09-23)
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 File:SSP1601 datasheet.pdf
- ↑ 15.0 15.1 Sega's SVP Chip: The Road Not Taken
- ↑ 16.0 16.1 Virtua Racing (Euro)
- ↑ 17.0 17.1 File:TC511664B datasheet.pdf
- ↑ 18.0 18.1 Design of Digital Systems and Devices (pages 95-97)
- ↑ Algorithms for Parallel Polygon Rendering (pages 33-36)
- ↑ Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
- ↑ Algorithms for Parallel Polygon Rendering (page 35)
- ↑ 22.0 22.1 22.2 SVP Register Guide (2008-02-06)
- ↑ Virtua Racing (IGN)
- ↑ State of the Art in Computer Graphics: Visualization and Modeling (page 110)
- ↑ File:SegaPro UK 03.pdf, page 67