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小 发表于 2007-7-29 19:55 只看该作者
sfc 硬件规格
对于fc的后续机种sfc,国内玩家可能熟悉的人并没有sfc那么多。主要原因个人认为主要有两点:
1.sfc硬件规格较复杂,基本没有仿制的海盗机(所谓海盗机,就是其它厂商不经过任天堂允许按造其标准规格自己制造的机器),价格对于国内很多玩家较高。
2.fc时代很多玩家已经习惯了快节奏的动作游戏,喜欢玩rpg,slg的毕竟占少数,世嘉MD上的风格更容易接受。
但这样一个延续任天堂霸主地位的机种,现在看来,在画面上基本达到十六位机所能达到的顶峰,晚期更是产生了一大批让人惊讶的作品,丝毫不逊色于32位主机上的早期的游戏。
由于没有找到比较全面的主机硬件资料,也懒得翻译,就直接搬来sfc模拟器snes9x的说明文件
想大概了解一下可以看这个:
http://zhidao.baidu.com/question/14827685.html?si=2
模拟器支持模拟的硬件部分
- The 65c816 main CPU.
- The Sony SPC700 sound CPU.
- SNES variable length machine cycles.
- 8 channel DMA and H-DMA (raster effects).
- All background modes, 0 to 7.
- Sound DSP, with eight 16-bit, stereo channels, compressed samples, hardware
attack-decay-sustain-release volume processing, echo, pitch modulation
and digital FIR sound filter.
- 8x8, 16x8 and 16x16 tile sizes, flipped in either direction.
- 32x32, 32x64, 64x32 and 64x64 screen tile sizes.
- H-IRQ, V-IRQ and NMI.
- Mode 7 screen rotation, scaling and screen flipping.
- Vertical offset-per-tile in modes 2, and 4.
- Horizontal offset-per-tile in modes 2, 4 and 6.
- 256x224, 256x239, 512x224, 512x239, 512x448 and 512x478 SNES screen
resolutions.
- Sub-screen and fixed colour blending effects.
- Mosaic effect.
- Single and dual graphic clip windows, with all four logic combination modes.
- Colour blending effects only inside or outside a window.
- 128 8x8, 16x16, 32x32 or 64x64 sprites, flipped in either direction.
- SNES palette changes during frame (15/16-bit internal rendering only).
- Direct colour mode - uses tile and palette-group data directly as RGB value.
- Super FX, a 21/10MHz RISC CPU found in the cartridge of several games.
- S-DD1, a data decompression chip used only in Star Ocean and Street Fighter 2
Alpha. The compression algorithm is integrated into Snes9x, but you may still
use the old graphics pack cheat as a speed boost.
- SPC7110, similar in use to S-DD1, but the algorithm is still unknown.
- S-RTC, a real-time clock chip. Dai Kaijyu Monogatari II is the only game
that uses it.
- SA-1, a faster version of CPU found in the main SNES unit together with some
custom game-accelerator hardware.
- C4, a custom Capcom chip used only in Megaman X2 and X3. Its a sprite scaler/
rotator/line drawer/simple maths co-processor chip used to enhance some
in-game effects.
- OBC1 is a sprite management chip. Metal combat is the only game to use this.
- Greater DSP-1 support, enough that all games should load, but some may have
graphical glitches.
- DSP-2 support. Only used in Dungeon Master
- SNES mouse.
- SuperScope (light gun) emulated using computer mouse.
- Multi-player 5 - allowing up to five people to play games simultaneously on
games that support that many players.
- Game-Genie and Action Replay cheat codes.
- Multiple ROM image formats, with or without a 512 byte copier header.
- Single or split images, compressed using zip and gzip, and interleaved in one of two
ways.
- Auto S-RAM (battery backed RAM) loading and saving.
- Freeze-game support, now portable between different Snes9x ports.
- Interpolated sound.
不支持的部分:
- Only partial DSP-1 support, enough to play Mario Kart, Pilotwings and many
others. All DSP-1 games should boot, but may display graphical errors.
- Any other odd chips that manufactures sometimes placed inside the
cartridge to enhance games and as a nice side-effect, also act as an
anti-piracy measure. (Examples: DSP-X, Seta, etc)
- Pseudo hi-res. mode - SNES hardware uses interpolation to give apparent
increase in horizontal resolution, which is only partially emulated.
- Mosaic effect on mode 7.
- A couple of SPC700 instructions that I can't work exactly out what they
should do.
- Fixed colour and mosaic effects in SNES hi-res. (512x448) modes.
- Offset-per-tile in mode 6. Luckily I haven't found a game that uses it, yet.
- The expansion slot found in many carts.
注:
sfc有十六位主机中最强的2d画面显示能力,但由于其cpu并不是很快,所以应负一些对运算要求较高的动作游戏显得比较吃力,部分甚至有拖慢现象,但一般并觉察不出来。扬长避短,sfc上有无数的令人称道的rpg作品,因为传统的回合制的rpg或slg对运算要求并不很高,有人戏称sfc为rpg专用机。但其实sfc上也有一些很好的动作游戏,只是让rpg的光芒掩盖了。这个以后再详细讨论。
sfc的音效是给我印象最深的,由于是sony提供的声音处理芯片,所以在音效上给人很强的冲击,比起现在的md,甚至现在的GBA,都要好上很多,能很好(当时)的处理人声,甚至还有的游戏有了主题曲,当然,好的音乐感受对于rpg这种故事性很强的游戏类型是极为重要的,再一次说明sfc的确适合开发rpg游戏。
sfc销量在日本占据绝对上风,但在欧美并没有讨到什么便宜,md上的大量美式风格的动作游戏更适合欧美玩家的胃口。
sfc的生命周期也很长,直到2003年才停产。后期还推出过一系列改进周边产品,甚至有上网设备和卫星接收装置。
搜索更多相关主题的帖子:
sfc 硬件 规格 玩家 习惯
他们彼此深信是瞬间迸发的热情让他们相遇。这样的确定是美丽的,但变幻无常更为美丽。
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