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  1. Mar 31, 2010 · In the history of video games, this makes sense of the fact that more Genesis games use multi-scrolling backgrounds than SNES or TG16 games do. Despite their available CPU capabilities, or technical background layers, no system but the Genesis displays as many scrolling layers, by at least a factor of 2, as top Genesis software.

  2. Aug 5, 2019 · NTSC Model 2 Sega Genesis PAL Model 2 Mega Drive (European)3 graphics planes. Plane B — Background plane. Plane A — Foreground plane. Each row of tiles is rendered column-by-column. Tiles on each plane can have priority: low or high. Tiles for a sprite rendered in normal format (4x4 tiles) Draws sprite tile graphics.

    • Mega Cat Studios
  3. Sep 21, 2017 · Retro Development. Sega Genesis/Mega Drive VDP Graphics Guide v1.2a (03/14/17) Video controller chip that handles the Genesis' tile graphics, scroll planes, and sprites. Not actually a processor. H 40 mode - 320x224 px (40 x28 tiles). More common resolution mode. H 32 mode - 256x224 px (32 x28 tiles). Less common resolution mode.

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  4. Gens has layer functions under Graphics -> Layers. Scroll A, Scroll B, and Sprites can each be separately disabled, removing certain parts of the game from view. Gens (under Graphics) also has a "Pink Background" function. This will separate black used in the background from black used in other sprites/parts of the game.

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  5. Horizontal scrolling can be performed in 3 different modes on the Genesis: The full screen scroll is simple enough, every pixel is offset horizontally with the same amount (see the Mega Turrican GIF for an example). It only requires updating one number every frame, the offset. The line scroll is more powerful, as every line on the screen can be ...

  6. Apr 6, 2010 · - Can scroll 1-tile wide columns (MD does 2-tile wide columns) - The extra 2bpp layer in Mode 1 - Mode 0 (very seldom used) - Mode 7 (our favorite!) I don't believe there is anything else related to scrolling the SNES can do that the MD cannot. And if you don't mind a lot of overhead any effect can be implemented on the MD with software methods.

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  8. Feb 7, 2009 · Well, not knowing what the constraints were for chip manufacturing in 1988, I can't really say why the MD can't do what you say. It is notable, however, that the beginning ROM sizes were 4Mbit, and that the average Genesis game displays more sprite animation and has more background layers than the average SNES or PC-Engine title.

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