Originally Posted by The Madman's Cafe
Sammy 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, 2004
King of Fighters 2003 (Neo Geo) - Mar 11, 2004
Metal Slug Advance (GBA) - summer 2004
Samurai Spirits Zero (PS2) - TBA
King of Fighters 3D (working title) (PS2) - TBA
King of Fighters 2002 (PS2) - TBA
Well here are the specifications on the new machines for SNK develop games.
Sony SYSTEM 246 HARDWARE
HARDWARE DESCRIPTION - PSX2 BASED
CPU : 128 Bit "Emotion Engine"
ˇ System Clock: 300 MHz
ˇ System Memory: 32 MB Direct Rambus
ˇ Memory Bus Bandwidth: 3.2 GB per second
ˇ Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
ˇ Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
ˇ Floating Point Performance: 6.2 GFLOPS
ˇ 3D CG Geometric Transformation: 66 million Polygons Per Second
ˇ Compressed Image Decoder: MPEG2
Graphics : "Graphics Synthesizer"
ˇ Clock Frequency: 150MHz
ˇ DRAM Bus bandwidth: 48 GB Per Second
ˇ DRAM Bus width: 2560 bits
ˇ Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
ˇ Maximum Polygon Rate: 75 Million Polygons Per Second
Sound : "SPU2+CPU"
ˇ Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
ˇ Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
ˇ CPU Core: Current PlayStation CPU
ˇ Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
ˇ Sub Bus: 32 Bit
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 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering 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.
Well, Hyper 64 looks to be dead... No big deal
Edited by Tatsuya, 11 January 2004 - 11:16 PM.