What's the deal with the different numbers (512 or 64) on the F-16's tail in Guile's stage in SFII?


#1

This is my first post here, and no doubt it’s kinda pointless, but I’ve always wondered about this–The different numbers (Cap 512 or Cap 64) on the tail of the F-16 fighter jet in Guile’s stage in the arcade
and early console versions of Street Fighter II The World Warrior, Champion Edition and Turbo/Hyper Fighting.

In arcades (and the later arcade-quality home ports) it’s Cap 512. In the early ports, the SNES versions, on Genesis/MegaDrive and PC-Engine/TurboGrafx-16, it’s “Cap 64”.


#2

Okay I got this:

  • Cap is short for Capcom. Cheeky, cheeky!
  • AF stands for Advanced Fighter. This is a very hyperbolic anime-esque phrase that actually isn’t far off from how some real-life fighter jets are classified anyway.
  • The 512 and the 64 are references to some sort of hardware spec on the original arcade board and one (or more) of the home consoles, respectively.

Bam. Done. Easy. :cool:


#3

Some would say: Too Easy.


#4

Darn it. I have no idea what CR stands for. I just looked it up and at least one of the console ports has CR written on the jet instead of AF.

SRK please help.


#5

Nice work :slight_smile:

512 and 64 being hardware specs, makes sense.
Most likely refers to the number of colors displayable on-screen at once.

512 seems right for the CPS1 board that powered the original 3 arcade versions.

Although SNES can handle upto 256 colors on-screen, it wasn’t used until later games, so 64 makes sense.
Same for PC-Engine/TG16. It also makes sense since 64 on-screen colors is the limit of the MegaDrive/Genesis hardware.

Found this old usenet newsgroup post to back up why I think it has to do with colors:

http://tinyurl.com/ll47bpn


#6

CPS1 and CPS2 had 4 banks with 32 different palettes in each each palette had 16 colors for 2048 colors.
But you’re getting close to what it means.


#7

Speaking of Guile, I think I found the anime he comes from:

Falco from “Fist of the North Star 2”


#8

It’s already known that he’s based off of Stroheim.


#9

Oh, that’s much closer. Still, there’s definitely a resemblance with Falco, though. shrugs


#10

True.

So perhaps, the CPS1 SFII games only made use of 512 colors on-screen, even though CPS1 could put a max of 2048 on-screen, out of its palette of 65,536.

Then again, I could very well be wrong.

The Sharp X68000 computer, released in 1987, was used to program CPS1 games. X68000 is somewhat close to CPS1 in spec, yet not quite as powerful.
It could handle a max of 256 colors on-screen out of the same palette of 65,536. Also, X68000 could only handle a max of 128 sprites of 16x16 pixels, with 2 background layers.
On the other hand, CPS1 board, first used in Forgotten Worlds in 1988, could handle 256 sprites of 16x16 pixels, with 3 background layers.
With that said, the X68000 version of SFII’ CE looks pretty much arcade-exact, no noticable loss of color, and the “Cap 512” on the tail of the F-16 jet in Guile’s background.


#11

CPU wise The X68000 is actually more powerful than the CPS1. CPS1 was 8 mhz.

The thing about the 3 Background layers is that later games they stopped using one with tile map size something you’ll be familiar with.
The reason they stopped using you pretty much useless due to how small it was and what little it offered.


#12

According to every source I’ve seen, CPS1’s 68000 CPU runs @ 10 MHz

http://system16.com/hardware.php?id=793

While that’s true, the fact remains that CPS1 was still capable of 3 background layers in hardware, while X68000 had 2.

Much more importantly, CPS1 was capable of twice the number of sprites (256) on-screen as X68000 (128).

This is understandable since X68000 released in 1987 while CPS1 was introduced around mid 1988.

It’s reflected in at least one conversion of a CPS1 game to X68000 - Final Fight. While the graphic detail and color seem exact, the number of thugs on-screen at once in the X68000 version is around half.
Also, I wonder why Forgotten Worlds never got ported to X68000. Even though FW was the very first CPS1 game, it used an awful lot of sprites, especially in some of the later stages.