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Games listed and graded by loading times

Discussion in 'Saturn' started by SilverJazz, Mar 18, 2002.

  1. SilverJazz

    SilverJazz New Member

    I need to know the loading times for the capcom fighting games on the saturn. If it is bad then I will stick with MAME. Also, is the loading time on a psx emulator sometimes better than an orginal playstation? Like would it be no wait for a game of mortal kombat trilogy to load compared to a wait for it on the saturn?
     
  2. ShinJedah

    ShinJedah New Member

    Many Capcom fighting games support the 4M cart of the saturn.This mean:sNo loading times(yeeeeessss!)Some others don't but i think that the loading times are a bit shorter than the PSX Versions...got me mad when i had SFA2 on PSX.If you lived through the PSX loading monster...you will definitly like the Saturn loading times :)
     
  3. Supergrom

    Supergrom Member

    well, i noticed that when i compared Street fighter Zero 3 on saturn and Street fighter Alpha 3 on dreamcast, that the dreamcast version seemed to load just a tiny bit faster. ive heard that both have "no loading time", but unless im just trippin', the saturn version had like a split second longer wait to begin the fight. not sure about psx though, but i bet its longer =)
     
  4. MasterAkumaMatata

    MasterAkumaMatata Staff Member

    The PSX version of SFA3/SFZ3 does not utilize a RAM cart for faster loading while the Saturn version (i.e., SFZ3) requires a 4MB RAM cart to play, therefore the PSX version definitely has a (much) longer loading time.
     
  5. SegaSaturnDDR

    SegaSaturnDDR New Member

    after you pick characters in the psx game, you're looking at some (pretty nice) artwork on the loading screen for a good 10-15 seconds before things start, whereas the saturn/dc version just shows the VS screen with the characters and starts the fight. also to note is the fact that a lot of the entrance and exit animations are missing, maily ones that require another character to come out, like cody's win pose where he's chased off by Edi. E. ( the big black cop), and most of karin's poses.
     
  6. MasterAkumaMatata

    MasterAkumaMatata Staff Member

    Ahh, so that's where the Illustrations Mode from the PSX version of SFA2 has migrated to, ;)
     
  7. ShinJedah

    ShinJedah New Member

    Waaaahhhh!I was so mad at Capcom whe n i was trying to find the illustration mode!
     
  8. archiver

    archiver New Member

    I remember disappointed with the (lack of) fluid frame animations in the PSX fighters, I remember it was a big complaint at the time, and mentioned in several fan magazines

    IIRC it was because the sprites had to be mapped onto polygons, and some frames had to be dropped to keep the game going at a reasonable speed, or the PSX would choke... I never tried the Saturn versions, though I wouldn't be surprised if they were superior, the Saturn just struck me as a 2D powerhouse... my opinion of course, yours may vary.

    In ePSXe, there's a way you can disable accurate CD-ROM timing (if you're running an image from the HD). I think I did it with Pete's CD-R plug-in. It can break compatibility with some titles though.
     
  9. Raijin Z

    Raijin Z New Member

    9_9 The only times you'll see animated sprites on zero-thickness arrays is in Parappa games. Maybe a few exceptions, but all of the 2D fighters on PSX were regular 2D games. The animation was choppy because the Playstation didn't have a lot of video ram to play with. Saturn had add-on carts in addition to being geared towards 2D from the start, so it could load more frames into memory than PSX. Ask any Mugen developer about how smooth animation = massive file size.
     
  10. ExCyber

    ExCyber Staff Member

    I doubt that's the case, as the PSX GPU has block-copy sprite functions that don't require messing with polygon stuff. It's probably more to do with the fact that PSX doesn't have a whole lot of RAM, and thus there's probably no place to put all those frames. Having to update the backgrounds probably doesn't help either...
     
  11. Raijin Z

    Raijin Z New Member

    Survey says........

    *BING!*

    Number one answer!
     
  12. ShinJedah

    ShinJedah New Member

    The only games that had fluid animations where SFZ3 and guilty gear.The other SFA games had reasonable animation work.BUT FORGET THE SNK conversions.

    These are not only my words it was in a 2D Special of a magazine that i don't remember right now.
     
  13. archiver

    archiver New Member

    Here I always thought the PSX had little sprite capabilities :p I remember reading in a mag about the PSX having to map nearly everything to polys, but I like this explanation better.

    Thanks for the correction ExCyber (Raijin Z too!)
     
  14. ExCyber

    ExCyber Staff Member

    Well, "sprite" is kind of a fuzzy term. The PSX doesn't have the traditional model of separate background and sprite rendering, so it ends up being a bit like PC where you have to redraw the BG when you move a sprite, redraw sprites after they collide, etc. (though the GPU makes this much less CPU-intensive than on PC).

    Edit: oh yeah... if you actually want to do any neat rotation/scaling/deformation effects with sprites on PSX, you do need to map them to polys. Maybe this is what those developers were doing...

    (Edited by ExCyber at 3:44 pm on Mar. 19, 2002)
     
  15. antime

    antime Extra Hard Mid Boss

    IIRC some parts of the background had to be converted to polys, like the wing of the F16 in the hangar level background. Animating that in tiles would have taken too much memory. And anyway, both the Saturn and PSX draw distorted sprites as polygons.
     

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