The unreleased SEGA 'Saturn 2' and The Dreamcast Story

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CD AGES
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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#21 » Sat Aug 04, 2012 5:37 pm

If Zip really was capable of 100-700 MBs, it would have not only gone to town on PS2's 8MB memory card


Uhh... Sony did release a 40GB HDD add on of the PS2 ya know :roll:
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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#22 » Sat Aug 04, 2012 5:40 pm

but it would have been SEGA's anwser to Famicom Disk Drive.


Lol! More like an answer to the N64 DD :roll:
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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#23 » Sat Aug 04, 2012 5:51 pm

MrSega wrote:If Zip really was capable of 100-700 MBs, it would have not only gone to town on PS2's 8MB memory card like Saturn's cartridges and internal battery SMOKED PS1's lousy ass 1MB MC, but it would have been SEGA's anwser to Famicom Disk Drive.


Did the PS1 actually support 1mb memory cards? That puts the Dreamcast completely to shame then since 128kb was the max amount that the Dreamcast could address. The larger cards had a button on them to change to a different 128kb block. You couldn't save across the entire thing.

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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#24 » Sat Aug 04, 2012 5:58 pm

I just find it silly that he compares a DC add-on to a simple memory card.
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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#25 » Sat Aug 04, 2012 6:11 pm

Zip drives eventually faced obstacles from three fronts by the end of the 90s. First, the drop in price of CD burning hardware and media, which boasted more than six times the capacity of the smallest Zip disks, led consumers away from this proprietary format. The rise of the DVD didn't help, either. Additionally, hard drive capacity was also growing at an amazing rate, giving users gigabytes of storage on the cheap to facilitate their backup needs. Furthermore, a small percentage of Zip drives were plagued by a hardware defect that led to an famous "death click" condition when the drive's read head became misaligned. The click of death didn't just disabled the drives, but also ruined perfectly good Zip disks. Iomega also released a SCSI-interface Jaz drive that held 1GB of data and didn't suffer from the click of death, but these drives never sold as well as the original Zip.

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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#26 » Sat Aug 04, 2012 6:27 pm

CD AGES wrote:
If Zip really was capable of 100-700 MBs, it would have not only gone to town on PS2's 8MB memory card


Uhh... Sony did release a 40GB HDD add on of the PS2 ya know :roll:


Not until 2004. Plus it was only used for FF XI. The only PS2 game that made use of an HDD.
Most PS2 consumers didn't care for it. It sold pretty poorly.

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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#27 » Sat Aug 04, 2012 6:33 pm

CD AGES wrote:I just find it silly that he compares a DC add-on to a simple memory card.


It is, but facepalm at Sega and their 128kb memory cards.

MrSega

Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#28 » Sat Aug 04, 2012 6:44 pm

Comrade Snarky wrote:
MrSega wrote:If Zip really was capable of 100-700 MBs, it would have not only gone to town on PS2's 8MB memory card like Saturn's cartridges and internal battery SMOKED PS1's lousy ass 1MB MC, but it would have been SEGA's anwser to Famicom Disk Drive.


Did the PS1 actually support 1mb memory cards? That puts the Dreamcast completely to shame then since 128kb was the max amount that the Dreamcast could address. The larger cards had a button on them to change to a different 128kb block. You couldn't save across the entire thing.


DC games only used tiny blocks of game data for memory. So its 128k VMU is excuseable. Games during the 32/64 bit era used more data than the 128 bit systems. The idea during the 6th Gen was that the CPUs would handle the RAM and data & that GPUs would handle all video memory wheras in the 5th Gen, game systems' CPU's were limited in the amount of data they could produce & were designed to have a backup configeration.

ROMs used more data because the CPUs did not produce enough on their own.

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Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#29 » Sat Aug 04, 2012 6:48 pm

Erm…. how is the 128kb VMU excusable? Have you used the thing? You play 10 games and then you're scrambling to make space and decide which save file you don't want to save another game. A year later the PlayStation 2 had an 8mb memory card.

This is not how any type of game system works either. CPUs do the raw processing. RAM stores data that needs to be accessed quickly at any time. GPUs handle video.

"ROMs used more data because the CPUs did not produce enough on their own."

What the hell does that even mean??? None of that post makes sense.

I hate that people think you know what you're talking about...

MrSega

Re: The unreleased SEGA 'Saturn 2' and The Dreamcast Story

Post#30 » Sat Aug 04, 2012 6:55 pm

Comrade Snarky wrote:
CD AGES wrote:I just find it silly that he compares a DC add-on to a simple memory card.


It is, but facepalm at Sega and their 128kb memory cards.


Yeah, but look at it this way. 6th Gen consoles Mircoproccessors could process more RAM and produce more data on their own. In the 5th, the software ROMs had to do all the dirty work & thus used more game memory.

Except Sega Saturn & Nintendo 64 had backup, Playstation did not.

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