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	<title>GameCube 2D Fighter Calculation - Revision history</title>
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	<updated>2026-10-23T15:45:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>JoshuaJSlone: 1 revision imported</title>
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		<updated>2023-04-17T02:29:04Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:29, 16 April 2023&lt;/td&gt;
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		<author><name>JoshuaJSlone</name></author>
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	<entry>
		<id>http://wiki.joshuajamesslone.name/index.php?title=GameCube_2D_Fighter_Calculation&amp;diff=3519&amp;oldid=prev</id>
		<title>JoshuaJSlone at 05:01, 25 October 2007</title>
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		<updated>2007-10-25T05:01:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
Recently with talk of SF4, some people have posited both that they hope it&amp;#039;s a 2D game, and they hope it focuses on X360/PS3 so it can be a super ultra 2D masterpiece. &amp;amp;nbsp;Really I don&amp;#039;t think there&amp;#039;s a lot to be gained there that wouldn&amp;#039;t be done on Wii. &amp;amp;nbsp;Sprites could be even larger, but going to Wii could be as simple as a mass resize operation. &amp;amp;nbsp;The limiting factor for 2D fighters anymore doesn&amp;#039;t tend to be the hardware, but just how much time they&amp;#039;ll put into drawing a multitude of large colorful sprites.&lt;br /&gt;
&lt;br /&gt;
Anyway, I was wondering to myself what sort of 2D fighterness Wii could do, and the real limiting factor for tons of sprite work would seem to be memory. &amp;amp;nbsp;I&amp;#039;m not sure how fast/accessible the 64 MB chunk of RAM in Wii is, so for calculation&amp;#039;s sake I decided to stick with the main 24 MB of 1T-SRAM. &amp;amp;nbsp;Since that part was unchanged from GameCube, my objective really became what sort of 2D fighter could GameCube do; whatever Wii could do would be a superset of this.&lt;br /&gt;
&lt;br /&gt;
As my baseline fighter example, I picked Street Fighter II Turbo on SNES. &amp;amp;nbsp;Not the arcade original, but for a scaled-down version considered pretty decent. &amp;amp;nbsp;SNES appears to have something like 128 KB of main RAM with 64 KB of video RAM, but I&amp;#039;m not positive whether a fighter&amp;#039;s entire sprites were loaded into memory at once; speedy carts could be trickier that way. &amp;amp;nbsp;To get a maximum size for the entirety of a fighter, I took the game&amp;#039;s ROM size (2.5 megabytes) and divided by 12, the number of characters. &amp;amp;nbsp;Of course, this really also includes sounds, music, code, and so on, but I can be positive I&amp;#039;m not &amp;#039;&amp;#039;under&amp;#039;&amp;#039;estimating, which is the key thing. &amp;amp;nbsp;So 2.5 MB divided by 12 is about 0.208 megabytes. &amp;amp;nbsp;So as a baseline for a theoretical GameCube fighting game, two SNES SFII Turbo type combatants should take up .417 megabytes of RAM or less. &amp;amp;nbsp;If the majority of the 24 MB of main RAM can be spent on them, there&amp;#039;s potentially room for over 50 times as much data.&lt;br /&gt;
&lt;br /&gt;
So for 2D fighting fanciness, what would be the memory-eaters?&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s double the character resolution both ways, to transform them from SNES to 480p proper. &amp;amp;nbsp;Four times as many pixels, four times as much memory used. &amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;4x&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s double the color depth. &amp;amp;nbsp;The original was probably something like 16 per character, which would make this one 256 per. &amp;amp;nbsp;Or from 32 to 1024. &amp;amp;nbsp;Whatever. &amp;amp;nbsp;Double the color depth is double the bit depth is double the memory used. &amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;2x&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s make things smooth and triple the frames of animation. &amp;amp;nbsp;Of course triple the frames would mean triple the memory. &amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;3x&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
So those changes put together, we get 4x2x3=&amp;#039;&amp;#039;&amp;#039;24x&amp;#039;&amp;#039;&amp;#039; as much memory used as the SNES counterpart. &amp;amp;nbsp;So even using my overestimation of 0.417 megabytes of RAM for two fighters, that would work out to... 10 megabytes being used for characters of crazily higher detail and smoothness. &amp;amp;nbsp;There&amp;#039;s tons more RAM left for growth, too, so they could easily handle having more new types of animations, or to be made even bigger, or whatever. &amp;amp;nbsp;As I said near the top, it&amp;#039;s creating the sprites that&amp;#039;s more an issue than the hardware.&lt;/div&gt;</summary>
		<author><name>JoshuaJSlone</name></author>
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