BillyHW, on Sat Mar 10, 2012 4:54 PM, said:
Why did Sega choose to go with so much more RAM in the SMS?
Could be a number of factors (main ram). DRAM was generally cheaper than SRAM for the same size in bytes (or whatever the 'word' definition is for the ram chip). NES had the option for both CHR-ROM (character rom or vrom) or CHR-RAM (character ram or vram). But the SMS was a VRAM only setup. That, and the 8x8 graphic cells took up twice as much memory as NES' 2bit format. Better compression techniques were needed to maintain and keep rom sizes down on the SMS. Having a large work space for caching/buffer decompressed sprites meant you could grab frames and such at just as fast rate as uncompressed - but with the benefit of compression. Otherwise normally you need a 'break' area where you can decompress and upload to vram. On the VDP side, SMS had twice the bit depth for tiles/sprites than NES - so it needed twice the vram size to hold the exact same amount of cells (the 16k listed).
In comparison, the Genesis has 64k of system ram and the SNES has 128k of system ram. But the PC-Engine stock only has 8k of system ram. It was originally designed with 32k (the 8k is mirrored to 32k and on the SGX this mirrior is actually populated with the additional 24k). This meant carts (hucards) that had no additional ram, had poor compression schemes (i.e. the trade off being speed over size) and coupled with small to average rom sizes - limited games graphically. Typical compession for hucard games are simple RLE varaints and/or just using 3bit planes (7 colors) for graphic cells. It wasn't until CD games for the PC-Engine, that provided more ram, that compression schemes got more advanced like LZSS variants.
Like someone else stated, computers are a separate beast. The larger amount of ram acts as rom would in a game system, abliet temporary storage. The PC-Engine CD system was a small computer in this way. Sure, there was a bios rom that houses a font and some math functions - but the CD ram is where everything held and run for that 'instance' or area or section. The original had 64k of ram 'cart' ram. That proved to be fairly limiting and was bumped up to 256k for SuperCD (and then later on to 2304K with the Arcade Card). SegaCD is similar, but the ram is divided between the main system and sub system, and neither CPU can access all of it (with the Genesis CPU having access to only a small amount at any one time).
Back to the NES; 2k+2k is what wiki lists? 2k system ram, 2k for tilemap and attribute/palette stuff (tilemap stuff). But it's pretty common to have CHR-RAM setup for games, which is an additional 8k of vram to hold tiles/sprites - so 2k+2k+8k. Not a lot of games increase the system ram, and IIRC out those that do - it's usually for battery backup save game data.




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