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Forums - Nintendo - Sega Dreamcast/Saturn Games on Virtual Console

jagui said:
Yes, but how many MegaBytes are dreamcast games.... 700 , impossible to be on a SD card. They need USB hard drive.

Yes, as the person who showed the pictures above, those HC SD cards will do the trick, I'd perfer however support for external HD, because its simply cheaper then buying a 30GB HCSD card



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No. I do not want that to happen. You should not be worthy of playing a Saturn, or Dreamcast game, unless you own the real games, and the real consoles. Than, why stop at Saturn, and Dreamcast? Why not do the same with 3DO, Sega CD, Jaguar CD, Turbo Duo, FM Towns Marty, and all other CD games? It's all or none, and I would prefer none. It would just look weird, seeing Dreamcast games, repackaged in Wii cases. If they were to do that, at least not repackage the games, but have the older, real ones, work on the system.



I would love that alex. Maybe they can release some kind of firmware on WiiShop that enables you to play Dreamcast/Saturn/All CD games on the Wii (why not PS1 games, eh?). But it makes more financial sense for Sega/Nintendo/All companies involved to repackage the games and sell them again for a profit.

I don't know about you, but I'm pretty hard pressed to find Panzer Dragoon or Nights-- let alone any game for Saturn nowadays.

I do like the idea of playing already-owned CD's. However, what about my copy of Mario Kart 64? Why can't they just do some kind of system where if you register your Mario Kart 64 serial number with Nintendo, you could just download the ROM for free? I think the simple reason is that people will still pay money for games they already own. How many Atari collections are there? How many times has Mario been repackaged? At least 3 times (NES was original, then Super Mario All Stars, and then on GBA, I believe, and now on Virtual console). It's not likely that you can get the GBA version of Mario 3 if you went to gamestop and showed them your NES cartridge.



Your nuts, i'd have to spend 100+ dollars to get an original dragon force game for the saturn, and I cant even fathom the cost of finding Lunar SSS and Lunar EB on Sega CD.

downloads all the way.



I've said this before but I will say it again. We have Dreamcast/Saturn emulators on GameTap and they require some serious CPU/GPU power. Not sure if the Wii can handle the kind of power required but if it can then they should do it.

Without an hard drive downloading of those ROMs is really doable since they range from 300Mb to 800Mb.

 

PS: You guys should try gametap... it's all there already. Also it's only $60/year for 1000+ games (lots of consoles and PC games)



PSN ID: krik

Optimistic predictions for 2008 (Feb 5 2008): Wii = 20M, PS3 = 14M, X360 = 9.5M

 

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It's funny that you believe the saturn is so powerful the Wii can't do anything with it? Since when was the Wii a console released in the 90's and not a console released in 2007?

Im going to say the Wii easily runs laps around the "saturn" and its specs. If the Wii cant match up to hardware more then a decade old, there is something wrong. I know its not the most "powerful" system today, but its by no means as weak as you make it seem.

Saturn

Processors
Two Hitachi SuperH-2 7604 32-Bit RISC processors at 28.63 MHz (50-MIPS) – each has 4 KiB on-chip cache, of which 2 KiB can alternatively be used as directly addressable Scratchpad RAM
SH-1 32-bit RISC processor (controlling the CD-ROM)
Custom VDP 1 32-bit video display processor (running at 7.1590 MHz on NTSC Systems, 6.7116 MHz for PAL Systems)
Custom VDP 2 32-bit video display processor (running at 7.1590 MHz on NTSC Systems, 6.7116 MHz for PAL Systems)
Custom Saturn Control Unit (SCU) with DSP for geometry processing and DMA controller (running at 14.3 MHz)
Motorola 68EC000 sound controller (running at 11.3 MHz / 1,5 MIPS)
Yamaha FH1 DSP sound processor, "Sega Custom Sound Processor" (SCSP), running at 22.6 MHz
Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)

[edit] Memory
1 MiB (8 mebibits) SDRAM
1 MiB (8 mebibits) DRAM, combined with SDRAM to make the main 2 MiB memory area
1.5 MiB (12 mebibits) VRAM
4 KiB VDP2 on-chip color RAM
512 KiB (4 mebibits) audio RAM
512 KiB (4 mebibits) CD-ROM cache
32 KiB nonvolatile RAM (battery backup)
512 KiB (4 mebibits) BIOS ROM

[edit] Audio
Saturn Custom Sound Processor

[edit] Video
VDP1 32-bit video display processor
VDP2 32-bit background and scroll plane video display processor

[edit] Storage
Saturn double-speed CD-ROM drive

[edit] Input/output
Two 7-bit bidirectional parallel I/O ports (controller ports)
High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI, also used for the Serial port)
Cartridge connector
Internal expansion port for MPEG adapter card
Composite video/stereo (standard)
NTSC/PAL RF (optional RF adapter required)
S-Video compatible (separate cable required)
RGB compatible (separate cable required)
EDTV compatible (separate cable required)
Hi-Vision (separate cable required)
While the Saturn is capable of VGA (progressive/non-interlaced) video, no software ever used this mode and the system cannot force software to run in this mode. Some development systems had VGA ports, but no consumer units ever offered this or other high-res functionality.


[edit] Power source
AC120 volts; 60 Hz (US)
AC240 volts; 50 Hz (EU)
AC100 volts; 60 Hz (JP)
3 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
Power Consumption: 25 W

[edit] Dimensions (US/European model)
Width: 260 mm (10.2 in)
Length: 230 mm (9.0 in)
Height: 83 mm (3.2 in)
---

Wii

Processors:

CPU: PowerPC-based "Broadway" processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz[47]
GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process,[48] reportedly† clocked at 243 MHz[47]
Memory:

88 MB main memory (24 MB "internal" 1T-SRAM integrated into graphics package, 64 MB "external" GDDR3 SDRAM)[49]
3 MB embedded GPU texture memory and framebuffer.
Ports and peripheral capabilities:

Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
Nintendo GameCube controller ports (4)
Nintendo GameCube Memory Card slots (2)
SD memory card slot
USB 2.0 ports (2)
Sensor Bar power port
Accessory port on bottom of Wii Remote
Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)[50]
Mitsumi DWM-W004 WiFi 802.11b/g wireless module[51]
Compatible with optional USB 2.0 to Ethernet LAN adaptor
Multi-output port for component, composite or S-Video