> Thank you for your response. > > Perhaps a better question is how does the hardware between the CPS1 and NeoGeo > compare? Similar? Completely different?
Same basic CPU types, but everything else, very different.
CPS1 is a fairly traditional design, several tile layers (with various row effects) + sprites
NeoGeo is 99% sprites with a very limited tile-based overlay. It seems to be an evolution of the 'snk68' hardware used by POW and the like.
The platforms both use different display resolutions, so porting to them would be messy for that reason alone, you'd have to redraw a lot of the art.
Effect-wise on CPS1/2 things like linescroll are completely free, it's native to the tilemaps. On NeoGeo it requires expensive cpu intervention to reprogram the sprite list each line.
Due to mixing rules you can pull off things like stencil effects on CPS1/2, not possible on NeoGeo as you're dealing with a single list of sprites.
Neither CPS nor NeoGeo have any kind of native transparency, the Sega System 16 hardware Golden Axe runs on does, it can do hardware shadows / highlights. It's a strange omission from those platforms as most others around the period could do something along those lines.
Neither natively have any kind of RAM based tiles (you could probably hack it in - one of the NeoGeo bootleg cartridges does, albeit only on the text overlay) so pulling off a game like Gals Panic would be impossible on either platform with the licensed development kits / hardware.
Official NeoGeo games were also limited to being horizontal games using standard Jamma controls; The Irritating Maze is an exception but that required a special bios. There was also a spinner available for Pop'n'Bounce, but again, not a standard accessory. That's one of the downsides of the NeoGeo being a multi-cart system, it was expected that all games worked with a standard setup.
but yeah, this type of post tends to irritate people here, so I suggest you don't keep posting on the topic.
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