Talk:PC Engine SuperGrafx
The following references may be useful when improving this article in the future:
|
Palette
[edit]I'm not 100% sure but I think the palette is 4096 colors and not 512 like the PC engine. —Preceding unsigned comment added by 80.8.18.25 (talk) 06:16, 21 April 2009 (UTC)
- Urban legend. The palette is identical. Kaminari (talk) 04:31, 3 October 2016 (UTC)
"PC-Engine 2?"
[edit]There is no evidence of the SuperGrafx being called the "PC-Engine 2" or that it was "16-bit". Please provide references before adding this kind of thing.
Technical Info Edits
[edit]What happened to all the original technical information, such as details on the compatibility mode?
Strider on SGX's alleged existence
[edit]Strider was proven to be a fake; Die Hard Game Fan published a photo of the arcade version of Strider and claimed it was for the SuperGrafx. This game does not, and never has, existed.
- Ok, maybe what Die Hard ran was a fake, but where is your info to support that the concept was a fake. It was slated for a release and was mentioned well before Die Hard mentioned it.
Galaxy Force II
[edit]No references were given for Galaxy Force II prototype. Wild conjecture or any proof?
Power Consoles
[edit]I'm pretty sure that Power Consoles were manufactured, but not many were sold. I've seen atleast three for sale over the years.
Merge with TG16/DUO Page?
[edit]Also, why does this have it's own page. I would think that this should be merged with the PC-Engine/TG-16 page, or atleast the TurboDuo page, this platform was just an enhanced PC-Engine system that was 100% compatible with all of the PC-Engine product line. BcRIPster 07:18, 15 January 2007 (UTC)
- Merging this page with TG16 or even the DUO page would be like merging SegaCD/Sega 32X with the Genesis page.
I also cleaned up the talk page a bit.
And, please, sign your comments with four tildes.66.245.152.175 03:59, 19 June 2007 (UTC)kazuo
Darius Alpha
[edit]I previously removed it from the article on the basis that at least GoodPCE claims a lack of SuperGrafx enhancements in said game, but it was added back without explanation by an IP. Any suggestions for sources I should look at to resolve this? --SoledadKabocha (talk) 05:52, 24 April 2013 (UTC)
- --Sorry this is my first edit on wikipedia so I'm not fully sure how to update a wiki page correctly, so I'll post some info here and hope someone more qualified will. I have some info detailing the otherwise incorrect information on the SuperGrafx page regarding these games. The Darius games do NOT have any visible "enhanced graphics" on the SuperGrafx hardware and saying so is rather misleading. This misconception is spread all over the internet like a cancer. However, they both do in fact benefit from two additional sprite layers that help reduce flickering in both games, and they take advantage of the more powerful hardware to reduce slowdowns. Darius Alpha is basically cut and paste code from Darius Plus, so it sees the same benefits as its original counterpart. Here are some sources that can help shed some light. http://www.hardcoregaming101.net/darius/darius.htm http://www.assemblergames.com/forums/showthread.php?48594-Darius-Alpha-Plus-on-Supergrafx http://www.chrismcovell.com/images/Darius_Plus_Layers.jpg http://www.videogameden.com/hucard.htm?dar To say "enhanced graphics" is pretty vague and is rather misleading, besides less flickering and smoother gameplay there is no visual differences. Usually to use the phrase "enhanced graphics" regards improved visuals like higher pixel counts in sprites, more detailed textures, sharper polygons, etc. --Bighead ((E-Mail removed for security purposes)) — Preceding unsigned comment added by 24.51.161.196 (talk) 11:25, 22 February 2014 (UTC)
- I'm aware that Darius Plus detects the presence or absence of the SuperGrafx hardware, and I am familiar with Chris Covell's explanation of what the game does in response. However, the validity of the word "enhancement" is irrelevant, as my question was about whether or not Darius Alpha does anything analogous at all.
- Darius Alpha appears to contain an earlier build date than Darius Plus, making it possible that the SuperGrafx detection was not yet implemented at the time of Alpha. (The CD game Super Darius is also believed to be an earlier build, and this is often said to be one of the reasons it lacks SuperGrafx detection. I don't have a source handy.)
- The problem is that none of this is reliably sourced; The Cutting Room Floor (TCRF) is a wiki, and Assembler Games is a forum (which requires registration and might have some broken links due to site changes). Someone would have to disassemble Darius Alpha to compare it more definitively to Plus, but we wouldn't be able to report on it unless it was a serious academic researcher doing the disassembly. --SoledadKabocha (talk) 20:29, 6 October 2015 (UTC) (+ 19:41, 17 October 2015 (UTC))
- Upon watching some YouTube videos of Darius Alpha running on real SuperGrafx hardware, it appears that it does perform the same SuperGrafx detection as Plus, and it is likely that multiple emulators have bugs that break said detection. --SoledadKabocha (talk) 19:23, 18 October 2015 (UTC)
This article is incorrect. Having Darius Plus and Darius Alpha running on a real SuperGrafx, I confirm that the latter does not feature any SGX enhancement. Like in Super Darius, Alpha's shield is managed by the first VDC and thus can't prevent sprites from flickering on the same scanline (particularly against bosses). You can also easily check this with Ootake in SGX mode: manually disable the second VDC and sprite layers, and you will observe that everything runs exactly like on the CoreGrafx. The second VDC is not used at all. Kaminari (talk) 04:29, 3 October 2016 (UTC)
- If Darius Alpha doesn't have any PC Engine SG enhancements, then how come the cover artwork has the "PC-SG" mark on it? Only Darius Alpha and Darius Plus had this mark on them and it seems odd that Alpha would have it if it doesn't have any actual enhancements. Jonny2x4 (talk) 17:26, 24 November 2016 (UTC)