yeah, under the hood it´s not far different than SF2, but the snes sound chip and its colorful pallete make it easy to downport itI dont think SF Alpha 2 is such an achievement on SNES when the game doesnt do anything radically different from SF2
It has such terrible load times on top of poor fidelity. It even has them between rounds if I recollect correctly.yeah, under the hood it´s not far different than SF2, but the snes sound chip and its colorful pallete make it easy to downport it
Gba version is impossible.I dont think SF Alpha 2 is such an achievement on SNES when the game doesnt do anything radically different from SF2
The fact that they put a 21 MHz proc in the cart is utterly ridiculous to begin with. Might as well release a brand new console or put a disc drive lol.SNES was only 21mhz
The fact that they put a 21 MHz proc in the cart is utterly ridiculous to begin with. Might as well release a brand new console or put a disc drive lol.
It's the SuperFX2 chip - SNES was designed for expansion like this.The fact that they put a 21 MHz proc in the cart is utterly ridiculous to begin with. Might as well release a brand new console or put a disc drive lol.
Resident Evil 4 on PS2.
Great video showcasing some great titles of the decades gone by that should not have been possible on the platform the developers targeted....highlights include - Elite running on the NES, when the NES couldn't even do 3D, Streetfighter Alpha 2 for the SNES...and many more!
I know. Still ridiculous in my opinion.It's the SuperFX2 chip - SNES was designed for expansion like this.
Great pick. Having dived pretty deeply in MS/GG games, there are actually many games that are technically incredible on this SEGA 8 bits hardware.Road Rash Master System - So close to the MD game
They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2
was it a port for saturn? it was originally a saturn gamePowerslave: Exhumed on Saturn was quite an achievement IIRC.
I'm no expert, but I don't think impossible port stands for "impossible to port as is and some stuff has to be changed." That's basically most ports.They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2![]()
No it was developed for PC, then ported to Saturn and Playstation.was it a port for saturn? it was originally a saturn game
Cyberpunk 2077 in ps4... Its a miracle that even works
I played it on PS4 Pro and have to agree. Despite the shitshow at that time, it was still impressive that it was running fairly ok on a 5400 rpm drive, despite the crashes.Cyberpunk 2077 in ps4... Its a miracle that even works
They had to basically rebuild the game I wouldn't call it a port, rather a demaster.I'm not expert, but I don't think impossible port stands for "impossible to port as is and some stuff has to be changed." That's basically most ports.
ProTip: There are no “impossible” ports of videogames. Anything can be achieved with enough knowledge, time and programming skills.
My favorite example is the Axelay tech demo created for the NES. It shows the stunning mode-7 warping effect from the overhead stages, alongside an impressive number of sprites, all without flicker or slowdown. Granted, there is no collision detection, player control, music or enemy AI, all of which would impact performance. It’s just a graphics demo. But it shows just how far older hardware can be pushed by those who have mastered Assembly code.
Technically, almost everything seen on the Atari 2600 was “impossible.” That machine was built to play tank and paddle games, not Space Invaders. Yet the engineers found a way, and here we are.
It’s like seeing all those Doom ports on every electronic device known to exist. If you have the time and the coding chops, anything is possible.
Resident Evil 4 on PS2.
ProTip: There are no “impossible” ports of videogames. Anything can be achieved with enough knowledge, time and programming skills.
My favorite example is the Axelay tech demo created for the NES. It shows the stunning mode-7 warping effect from the overhead stages, alongside an impressive number of sprites, all without flicker or slowdown. Granted, there is no collision detection, player control, music or enemy AI, all of which would impact performance. It’s just a graphics demo. But it shows just how far older hardware can be pushed by those who have mastered Assembly code.
Technically, almost everything seen on the Atari 2600 was “impossible.” That machine was built to play tank and paddle games, not Space Invaders. Yet the engineers found a way, and here we are.
It’s like seeing all those Doom ports on every electronic device known to exist. If you have the time and the coding chops, anything is possible.
I want to know if there is an urban legend that someone has completed Cyberpunk 2077 on a vanilla PS4.I played it on PS4 Pro and have to agree. Despite the shitshow at that time, it was still impressive that it was running fairly ok on a 5400 rpm drive, despite the crashes.
Minimum specs for PC were 66mhz CPU and 8mb of RAM
SNES was only 21mhz and 128KB of RAM for gaming
It did look worse but not that much. It wasn't like GBA ports of console games.They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2![]()
Powerslave on PC is a completely different game, it's also based on Build engine.No it was developed for PC, then ported to Saturn and Playstation.