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<blockquote data-quote="Shaneus" data-source="post: 151733" data-attributes="member: 204"><p>Well, technically they couldn't have done orchestral pieces. Difference is, the SNES had an instrument bank that allowed devs to compose with those directly (which is why many of these orchestral pieces sounded similar... they drew most sounds from the same building block). It also had variable ROM sizes, which is why you saw some games were 16mbit, and other high-budget/big name ones (I think there was at least one SF game that was quite big) went up to 32 (and possibly more). That data wouldn't have just been used for graphics, speech would've taken up a hefty amount of that, too.</p><p></p><p>The difference between that and the platform WMS used is that WMS never had these sound banks to draw from, they could only use what they included in the ROM itself plus whatever gains they made by using DCS (which was only a compression algorhythm, meaning they could fit more stuff in there... it'd still be mono, and still output at the same quality) and with synthesis. </p><p></p><p>Why couldn't they just add more ROMs? Expense. That would require a new board design, something I doubt Williams would pony up for, unless it included other benefits.</p><p></p><p>Compare the size of the Medieval ROM to that of a SNES game known for high quality sounds. I think that if you took the graphics out of the picture and included the SNES sound bank, MM would be much smaller.</p></blockquote><p></p>
[QUOTE="Shaneus, post: 151733, member: 204"] Well, technically they couldn't have done orchestral pieces. Difference is, the SNES had an instrument bank that allowed devs to compose with those directly (which is why many of these orchestral pieces sounded similar... they drew most sounds from the same building block). It also had variable ROM sizes, which is why you saw some games were 16mbit, and other high-budget/big name ones (I think there was at least one SF game that was quite big) went up to 32 (and possibly more). That data wouldn't have just been used for graphics, speech would've taken up a hefty amount of that, too. The difference between that and the platform WMS used is that WMS never had these sound banks to draw from, they could only use what they included in the ROM itself plus whatever gains they made by using DCS (which was only a compression algorhythm, meaning they could fit more stuff in there... it'd still be mono, and still output at the same quality) and with synthesis. Why couldn't they just add more ROMs? Expense. That would require a new board design, something I doubt Williams would pony up for, unless it included other benefits. Compare the size of the Medieval ROM to that of a SNES game known for high quality sounds. I think that if you took the graphics out of the picture and included the SNES sound bank, MM would be much smaller. [/QUOTE]
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