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All SNES enhancement chips and what they did | White_Pointer Gaming

109K views · Jul 26, 2024 · Gaming

Comments · 400

  • @Dwedit · 2 years ago

    The "Load Times" in street fighter alpha 2 turned out to be related to buggy sound code, not the graphics decompression.

    426

  • @inlovewithi · 2 years ago

    <a href="https://www.youtube.com/watch?v=DcdD4gASDnA&amp;t=445">7:25</a> Remarkably so, the reason for the load time was not due to the chip. The freezes were actually caused by slow audio uploading to the SPC700 sound chip, not the S-DD1 decompression. A patch was created by a modder named gizaha that fixed these slowdowns and loading. Even though the game pretty much never crossed my mind since the 90s, it&apos;s one of those things, that makes you go, wow, interesting. All this time I thought it was because of the compression.

    113

  • @wiggy8912 · 2 years ago

    The GSU2-SP1 is simply a chip revision. It’s literally a Small(er) Packaging. &nbsp;Just like all tech, it got smaller, more efficient, &amp; cheaper.

    154

  • @greensun1334 · 2 years ago

    That&apos;s actually a very clever and cost effective strategy: less focus at the CPU power itself, more focus at expansion chips inside the cartridges. But there are also many quite impressive SNES games running without expansion chips at all.

    58

  • @tancar2004 · 2 years ago

    The SA-1 didn&apos;t just boost the speed of the snes. It was a full 65816 CPU, a twin of the CPU in the snes but running 3X faster. Essentially replacing the snes CPU.

    94

  • @rovervitesse1985 · 2 years ago

    Seeing doom with the music from yoshis island is hilarious 😂

    61

  • @Dom_Maretti · 2 years ago

    Capcom was the source of so many headaches from early emulation...MMX2-3 took a lot of pain to figure out how to emulate in early SNES emulators. The worst, however, was all of the self-destructive DRM in Capcom arcade hardware...from the self-destruct batteries in some CPS-1 games (most notably, 3 Wonders), to the absurd XOR Table data in CPS-2 games that was literally encrypted and only solvable on the hardware because of a battery-RAM that held decryption keys. Anyone around from the early days of emulation will remember how much of an absolute revelation Callus and Final Burn Alpha were. Nowadays, you&apos;re probably using a MAME core in Retroarch for all arcade emu needs (aside from electro-mechanical, pinball, slots, and redemption equipment)...but back then, you had a dedicated emulator for CPS-1, CPS-2, and Neo Geo MVS. Hell, for a while, classic Taito arcade games didn&apos;t work correctly in Mame and you had to use the long-defunct RAINE. But..that&apos;s enough digression. Oops.

    163

  • @dylanhuculak8458 · 1 year ago

    <a href="https://www.youtube.com/watch?v=DcdD4gASDnA&amp;t=442">7:22</a> shields! SHIELDS!

    4

  • @Rei322 · 1 year ago

    holy moly voice acting on the snes and the audio quality isnt bad

    3

  • @M1XART · 2 years ago

    That Balls -beat -em -up, is kind of hidden gem on SNES. <br>Admitedly, it&apos;s way it is because of the limitations of the console, -but what a great example how to turn limitation into benefit.<br><br>Similar example as Rayman -character desing.

    7

  • @bluedistortions · 2 years ago

    Tengai Makyō Zero, another Japanese exclusive RPG, also used the real time clock chip. Apparently the idea was, like animal crossing, certain events would only trigger at certain times and days.

    32

  • @denomic1280 · 1 year ago

    <a href="https://www.youtube.com/watch?v=DcdD4gASDnA&amp;t=519">8:39</a> that&apos;s Great Value F-Zero 😀

    4

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