FitzRoy wrote:Gil_Hamilton wrote:But.... the Genesis doesn't have square pixels either.
And it's the video chipset that defines the resolutions available, not the CPU.
The 320x224 mode was close enough that you could port the game to a modern device without having to redo all of the original artwork. Even if Nintendo couldn't foresee the portable market in 1983, they should have at least wanted to make it easier for artists by having as close to square pixels as possible. The Master System had 256x192, why couldn't Nintendo?
You're now saying Nintendo should have used a lower resolution display than the NES's (de facto) resolution for the sake of making square pixels?
SMS ALSO supported 256*224, for the record, which was unique to the SMS and is the resolution used in (almost) all SMS games.
256*192 is a result of being backwards-compatible with the Texas Instruments TMS9918A used in the SG-1000.
F-16 Fighting Falcon is the only SMS game to use 256*192(which is why this is the only SMS game that won't work on a Genesis with a Power Base Converter, as the Genesis does not emulate TMS9918A modes).
Perhaps not coincidentally, F-16 Fighting Falcon was designed for the SG-1000 and "rolled over" to the Mark 3/Master System.
The "SMS used square pixels" argument is misleading at best.
As far as making things easier for developers goes...
They're using the exact same pixel aspect as most NES developers used(the NES was officially 256*240, but everyone ignored the first and last row of tiles and treated it as 256*224), greatly easing the transition from the old platform.
Worst-case scenario, artists drew everything by hand. A run of non-square graph paper wouldn't be a great hardship.
If they were using computers... well, MOST computers of the era, be they game console or general-use machines, had non-square pixels. And even different pixel ratios in different graphics modes.
Including, incidentally, the Apple IIgs that Nintendo distributed as an early devkit(whch, however, did NOT use the same aspect as the SNES, and was actually rectangular in the OTHER direction).
And it's the video chipset that defines the resolutions available, not the CPU.
But how many frames a game can pull at a given resolution is what makes it useful.
But the SNES graphics chip doesn't offer a square pixel in ANY mode, so CPU speed is a moot point.