Tatsuya Posted January 11, 2004 Share Posted January 11, 2004 (edited) Originally Posted by The Madman's CafeSammy has revealed in the Amusement Machine Show (AM Show) today that SNK Playmore will be releasing videogame titles on the Atomiswave hardware as a third party. Sammy also revealed that they will be working on a collaboration project together with major software publisher Capcom for the Atomiswave as well. SNKPlaymore has announced their first release on the Atomiswave hardware as the latest release in "The King Of Fighters" series. Sammy has revealed that their project with Capcom will be "Sammy vs. Capcom". No details on either titles are available as of yet. The KOF for the Atomiswave is currently in development and scheduled for release in spring of 2004, while Sammy vs. Capcom is yet to go into production... I'm not certain if it will be titled 2004. some say it will use a new numbering system. Sammy vs. Capcom will be jointly developed by both companies. (Capcom has said they are just getting use to the hardware.) SNK Playmore has updated their game release schedule for the Japanese market: Metal Slug 5 (Neo Geo) - Feb 19, 2004King of Fighters 2003 (Neo Geo) - Mar 11, 2004Metal Slug Advance (GBA) - summer 2004Samurai Spirits Zero (PS2) - TBAKing of Fighters 3D (working title) (PS2) - TBAKing of Fighters 2002 (PS2) - TBA Well here are the specifications on the new machines for SNK develop games. -data-Sony SYSTEM 246 HARDWARE HARDWARE DESCRIPTION - PSX2 BASED CPU : 128 Bit "Emotion Engine" · System Clock: 300 MHz · System Memory: 32 MB Direct Rambus · Memory Bus Bandwidth: 3.2 GB per second · Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1) · Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1) · Floating Point Performance: 6.2 GFLOPS · 3D CG Geometric Transformation: 66 million Polygons Per Second · Compressed Image Decoder: MPEG2 Graphics : "Graphics Synthesizer" · Clock Frequency: 150MHz · DRAM Bus bandwidth: 48 GB Per Second · DRAM Bus width: 2560 bits · Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32) · Maximum Polygon Rate: 75 Million Polygons Per Second Sound : "SPU2+CPU" · Number of voices: ADPCM: 48 channel on SPU2 plus definable by software · Sampling Frequency: 44.1 KHz or 48 KHz (selectable) I/O Processor · CPU Core: Current PlayStation CPU · Clock Frequency: 33.8 MHz or 37.5 MHz (selectable) · Sub Bus: 32 Bit SAMMY ATOMISWAVE HARDWARE DESCRIPTION - DREAMCAST BASED CPU : Hitachi SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS) Graphic Engine : PowerVR 2 (PVR2DC)Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)Main Ram : 32 megsMain Memory : 16 MByte Graphic Memory : 16 MByte Sound Memory : 8 MByte Media : ROM BoardSimultaneous Number of Colors : Approx. 16,770,000 (24bits)Polygons : 2.5 Million polys/secRendering Speed : 500 M pixel/sec Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.Known games : 12 Notes : This is a standard dreamcast type spec, so it has less power than the naomi.It is possible to connect the systems on the network using both 56K modem or broadband connection, the software can be exchanged easily by swapping the ROMs, and it supports various types of input such as joystick, light guns, and track balls via a common interface.-data- Well, Hyper 64 looks to be dead... No big deal Edited January 11, 2004 by Tatsuya Link to comment Share on other sites More sharing options...
Elazul Yagami Posted January 12, 2004 Share Posted January 12, 2004 While i'm not that hyped for a sony based arcade board, i hope it works out better than the neogeo 64 did. Link to comment Share on other sites More sharing options...
Captain FuKu Posted January 12, 2004 Share Posted January 12, 2004 I'd say this is a step in the right direction. And Capcom can learn a lesson from Sammy. Finally, we may be seeing fighters with more high-resolution graphics along the lines of GGXX. Link to comment Share on other sites More sharing options...
Juniel Posted January 12, 2004 Share Posted January 12, 2004 Is there actually a NEO GEO console?? are they still around...?? How come I have NEVER come across it before? Link to comment Share on other sites More sharing options...
Agozer Posted January 12, 2004 Share Posted January 12, 2004 I've never actually seen a Neo-Geo console either, but there was a Neo-Geo console. Why do you think NeoRAGEx and other emulators let you change between Arcade and Console Mode emulation? Link to comment Share on other sites More sharing options...
alexis Posted January 12, 2004 Share Posted January 12, 2004 there IS a neo geo console, actually there are 2, one uses carts and the other, economical one uses CdsAs for the hardware, yup it is good news seeing the hardware updated Link to comment Share on other sites More sharing options...
Gryph Posted January 12, 2004 Share Posted January 12, 2004 When did this NeoGeo 64 thing come out? What are it's specs? Link to comment Share on other sites More sharing options...
alexis Posted January 12, 2004 Share Posted January 12, 2004 it came out a years ago, about it specs i dunno, there was a post from enigma about it though Link to comment Share on other sites More sharing options...
-VIOLENCE- Posted January 12, 2004 Share Posted January 12, 2004 Finally new engine for SNK! now they can kick ass with much better visuals Link to comment Share on other sites More sharing options...
Elazul Yagami Posted January 12, 2004 Share Posted January 12, 2004 i hate the " graphical updates " that screw the game play over. i just hope they can balence between game and graphics. Link to comment Share on other sites More sharing options...
Juniel Posted January 12, 2004 Share Posted January 12, 2004 Still, in NZ, NeoGeo 64 is un-heard of.... Link to comment Share on other sites More sharing options...
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