Beating the limitations of the TurboGrafx-16/PC Engine | White_Pointer Gaming

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Hey how's it going everyone? I'm White_Pointer  and I've done videos covering various graphical   tricks on the Super Nintendo and the Sega Mega  Drive but I haven't covered that other relevant   console from that generation: the TurboGrafx-16, called the PC Engine in Japan. So let's fix   that with a video dedicated to NEC's machine that  dared to dream. The PC Engine released in Japan   in 1987, around a year before the Mega Drive, and  in North America in 1989 as the TurboGrafx-16.   NEC manufactured and marketed the hardware but  it was actually designed by Hudson Soft, a game   company that is unfortunately no longer around  because it was purchased by and then eventually   fully incorporated into Konami, but were probably  best known for the Bomberman series at the time.   Unlike its main competition at the time, the  console didn't see an official release in   PAL regions, apart from a limited release  in the UK, only being available in a select   few European countries, and never being available  in other regions like Australia, a fact I'm still   personally a bit disappointed by. The PC Engine  actually enjoyed some pretty strong sales in its   home country of Japan - in fact it significantly  outsold the Mega Drive relegating Sega to a   distant third in the Japanese market. However the  same couldn't be said in North America, with both   Nintendo and Sega leaving it well behind. The  limited European release largely had to do with   the console failing to have much of an impact  in the North American market. It's historically   significant too. The Japanese PC Engine was the  smallest console ever made at the time. It was   the first console to have a CD-ROM add-on, so it  was the first console to play CD-ROM games. It was   the first console to have an official multitap.  It was the first console to receive a redesign   that looked like a... shuttle? Uh yeah okay maybe  that last one isn't so great. It was originally   intended to compete with the Nintendo Famicom  and Sega Mark III, but found itself butting heads   with the Super Nintendo and the Mega Drive instead.  Surprisingly, it held its own, despite not being as   technically capable as those systems, and had  some really impressive looking games. So how   did it pull them off? That's enough about  the history so let's start diving a bit deeper. Well let's address the elephant in the room  straight away in regards to the system's technical   specification. It is considered a fourth gen system  but... no... it was not a true 16bit console. While its   Graphical Processing Unit or GPU was 16-bit - in fact  it technically had two 16-bit GPUs - its main Central   Processing Unit or CPU was only 8-bit. The CPU  was no slouch though, it was actually an upgraded   version of the 8-bit CPU found in the Famicom,  clocked at about four times the speed at 7.16 MHz.   Of course this discrepancy caused some controversy  in North America due to their decision to name   the console the TurboGrafx-16. Because the  CPU was 8-bit, they were accused of deceptive   marketing. Head to-head it doesn't seem like  it should have much of a chance. While the CPU   was pretty fast for the time, it was only 8-bit, it had a fraction of the RAM, it only had   one background layer, it had no special display  modes, it couldn't even display as many sprites on   the screen at once. While it had the same number  of total available colours as the Mega Drive, it   did have one technical advantage in this area  and that was being able to display a lot more   colours on the screen at once than either  the Mega Drive or even the Super Nintendo could. One main trick that was used a lot is  something I've spoken about previously and   that was being one of the first consoles to have  a built-in scan line counter. This allowed it to   split the background into multiple segments on  specified scan lines which could then be scrolled   independently of each other at different speeds  or even in different directions, which was used to   good effect in many games to create parallax  scrolling. This could even be done on individual   scan lines. The illusion of extra layers was  often created by using sprites as part of the   scenery, putting them on top of the background  layer. This was done on the other consoles too  to an extent, but was employed more often on the  TG-16 due to its lack of background layers. Despite   its relatively low sprite limit, the console could  just about pull this off well enough to not cause   noticeable graphical issues. In fact the PC Engine  had a reasonably complex sprite priority system.   I've previously covered how the Mega Drive's priority  system worked but this goes even beyond what   Sega did. Instead of just having a priority flag to  set a sprite to low or high priority, NEC did it so   the sprite priority is determined by the order  that is stored in the memory. Sprites could not   only appear on top of or behind other sprites  but they could also appear on top of or behind   the background. By layering sprites to look like  parts of the background, it further enhanced the   illusion of having multiple background layers. Just  take a look at this for example and consider how   many layers of sprites are going on in just this  specific scene. The HUD is made up of sprites and   that sits at the very top. Then you have the player  and enemies behind that and the ship's bow behind   them. Then that first distant ship is behind that  and also is behind the background, then there's   another ship behind that one. There's also the moon  behind the background too, though that's probably   the same priority as one of the distant ships. But  that's effectively at least five layers of sprites -    that's insane when you think about it. Another  technique that was sometimes used to create an   appearance of multiple background layers was  to use animated background tiles. Let's take   this example. You can see a part of the background  seemingly scrolling independently of the other   parts which might suggest, well they're just  using the trick of splitting it on scan lines   to do that. But then you see other parts of the  scenery like the rocks and the gravestones that   are in front of it. Maybe you might be thinking,  oh well those are sprites that are just sitting   on top of it. But nope, those are not sprites, they  are indeed part of the single background layer.   So what's actually going on here, how on Earth  is this parallax effect being done? The answer is   animated tiles. If we take a look at a tile viewer  we can see that some tiles are set up to show this   looping animation when the player moves left or  right. The background tilemap is then constructed   to show these animated tiles on either side of the  non-animated tiles. It's a pretty clever workaround   for the technical limitations of the system and  really shows how developers used to think outside   the box back then. This was used in a number of  games and when it was done well it created an   experience that wouldn't have looked out a place  on one of the more powerful competitors at the time. One last thing I wanted to cover was how  some games created a static part of the screen   that did not scroll with the rest of it, such as  a HUD. We've already seen one way this was done,   which was to construct it out of sprites and this  is something that every console of that generation   did from time to time. But there was another common  method which was to use a horizontal split. which   created an entire segment of the screen that  did not scroll and was not transparent. On the   other 16-bit consoles this was pretty easy. As  I explained in my Mega Drive video, that had   a dedicated window plane for this exact purpose.  The Super Nintendo could split the screen to show   a different background mode in that segment or  simply use one of its extra layers for the job.   But the TurboGrafx-16 didn't have a window  plane, nor did it have different background modes   or multiple layers, so how did developers manage  to make it do this? The first method is relatively   straightforward, which was to draw the HUD part on  the background then use the scan line counter to   split it the same way we previously looked at when  investigating the parallax effects, except in this   case it's only scrolling the playable area of the  background while not scrolling the HUD segment at   all. But that wasn't always feasible and developers  needed to get a lot more tricky than that. This was   especially the case if the game needed to scroll  vertically or if they wanted to change what was   displayed, because they couldn't do a scan line  split as the segmented parts of the background   could only scroll horizontally. The answer here  is still using the scan line counter but using   it in a specific way. There is only one background  tilemap - they haven't somehow created more than one   background - but not all of it is drawn to the  screen at once. Yeah it's actually a lot larger   than what's currently shown on the screen. The  console is told to draw one part of the to tilemap   to the screen by referencing its specific memory  address until it hits a defined scan line, then   draw another part of the tilemap to the rest of the screen  starting from a different memory address. As you   can see from this example, as the scan line moves  down the screen, it starts by drawing the right   side of the tilemap until it hits a defined scan  line - in this case it's scan line 47. From that   point it switches to drawing the left side of  the tilemap for the rest of the screen height.   Once again it's about making really good use of  the system's of limited resources. As for switching   what was displayed, they still only drew some of  the tilemap at once to the screen, but the different   parts were put in different places. So the HUD for  example will be placed at the top all the bottom   and text boxes might be drawn to the background  in another offscreen location on the tilemap, then   used to temporarily replace the HUD using the same  memory swap technique, like this example. This kind   of thing was sometimes done on older consoles like  the original Nintendo Entertainment System, but in   those cases it couldn't really be done without  utilising enhancement chips in the cartridge.   The PC Engine or TG-16 didn't need any enhancement  chips to do this because it had hardware already   built in for it. Sometimes they even split the  screen multiple times too; what you see here   is the console actually splitting the background  into four different segments. It initially starts   drawing the score, then splits to show the top  of the main background, then splits a second   time to show the health bars, then a third  time to show the rest of the main background.   You can also see some funky sprite priority going  on here as well, as the character sprites are not   only behind the character names and timer, which  are sprites themselves, but they're also appearing   in front of the main background but behind the  health bars, which remember are on the same single   background layer. And while all of this is going  on, there's individual scan lines scrolling at   different speeds on the floor to create that depth  effect that you might have noticed. Witchcraft! A witch! A witch! A witch! We have found a witch! May we burn her? So there you go, that's about all I wanted to  cover on this subject. Hopefully you've gained an   appreciation of the tricks that were employed  to work around the limitations of the PC Engine   or TurboGrafx-16 and got a taste of exactly  what it could do. Who knows, maybe in an alternate   reality, it was as successful internationally as  it was in Japan, and we could have had a genuine   three-way fight during the fourth generation. As  it stands though, I think it occupies a small but   important part of video game history. Give me  a thumbs up if you liked this video, it really   helps a lot, leave a comment if you like,  and don't forget to subscribe to stay up   to date with my content. Thanks for watching  and see you next time!
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Channel: White_Pointer Gaming
Views: 9,826
Rating: undefined out of 5
Keywords: tg-16, turbografx, turbografx-16, pc engine, nec, hudson, hudson soft, air zonk, bonk, bomberman, night creatures, castlevania, rondo of blood, devils crush, devil's crush, lord of thunder, street fighter ii, street fighter 2, victory run, magical chase, lords of thunder, ninja spirit, sega, nintendo
Id: LQTmz3rHmAU
Channel Id: undefined
Length: 12min 8sec (728 seconds)
Published: Sat May 25 2024
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