Less common resolution mode. by Sik Thu Feb 14, 2019 9:04 pm, Post by Miquel Fri Mar 29, 2019 5:46 pm, Post This isn't your only way to play Sega Genesis games. As OP stated Lynx did have it as a handheld in 1989. by Miquel Sat Jan 19, 2019 4:12 am, Post Get the best deals on King of the Monsters 2 Sega Genesis Video Games when you shop the largest online selection at eBay.com. - Tile editing. Well, it will be when it's finished. so,sorry, Im in a twitch stream and a few of us are trying to,remember it and canti know it was ground breaking/state of the art.how good a game it was, with the critics, I have no,idea..thanks in advance for any knowledge(:(: Maybe flashback? More common resolution mode, H32 mode - 256x224 px (32x28 tiles). It was first released in 1988 in Japan. 2004-2023 Racketboy. You are using an out of date browser. Space Harrier II sees the classic Genesis launch title given an extreme makeover for Genesis Mini 2! Huuuuh yeah, get good at unrolling loops in asm and cycle counting because you'll need it (and by that I mean "unroll the loops for whole lines"). I'm not familiar with the SGDK, so I don't know what the workflow looks like getting those images into the actual Genesis in-memory tile format, or what other info you'd need for that. ToeJam & Earl in Panic on Funkotron I nominate Ristar for inclusion on this list, as Ristar does a lot with animation, color use, and some additional special effects. Ill probably do additions and revisions later on . The Sega Master System version of the well-known shadow art video of Bad Apple that has been done for many 8-bit systems. The graphics arent as detailed or colorful as the SNES version, but it achieved many effects that otherwise wouldnt be possible on the system. You forgot Elephant Humping 3D. You made some excellent points about the great subtle effects. The designers seem to be heavily experience in how a graphic novel is constructed in order to produce an authentic look and feel. In most games, the graphics will be animated, not just static sprites. by Cristiano Sword Thu Jan 17, 2019 5:47 pm, Post However, I thought it would be interesting to take a look at games that were the most demanding when it came to a consoles limited system resources. I use Cosmigo ProMotion. 07.Lawnmower Man Especially Ecco:Tides of Time the second game on the genesis. What Makes The Game Special: This Treasure action/platformer was not quite as spectacular as Gunstar Heroes, but Dynamite Headdy has everything you look for in a Treasure game: Crazy special effects, tons of sprites with little to no slowdown, an interesting weapons system, psychotic bosses, and trademark Treasure strangeness. The Genesis on the other hand only needs to hit memory once per pixel for every pixel on the screen. I wanted to compare T-Mek to the arcade version but my MAME didn't emulate it so well. Anyway, as for why Lynx could do some effects like that well, it's complicated. Unless there's some obscure hidden punchthrough cache comparable to the sprite table one, but even then that would technically need reading. planned to have scaling and rotation support. With separate masking textures, one can get way more out of the VRAM bandwidth at the cost of adding some capacity overhead, and it could be spent on scaling. If anything its art direction is nice. As Sega was not able to obtain the trademark in the US, the unit was called Genesis there. It's not even an insanely specific kind of scaling like 180 degree rotation is, it's more like half of the whole thing. Those are the limitations, if you're working outside of a sprite editor that supports making Genesis sprites. A classic pixel art principle is to keep your graphics at a resolution large enough to allow suitable detail and clarity, but small enough to easily animate. If it's e.g. In fact, nothing on the Super Nintendo scaled objects as well, or moved this fast or smoothly with the possible exception of a few Super FX chip games. Because the Atari Lynx designers weren't working for Sega. All of which are amazing technical showcases of the machines capabilities. Ironically enough, it involves doing most of the texture lookup once per displayed pixel. LOL They were so smart in selling it, like the bomber flying in from the background in stage 1 of Contra III, final Bowser fight in SMW, etc. The Genesis uses 2 pairs of Address and Data ports to access ALL the sound registers - these can be accessed by the Z80, or 68000, but we must disable the Z80 if we want to use the 68000, We can do this with the commands shown the right Learn more about the registers with the YM2608 manual ( Japanese Original) Note. Collect the best games without spending much money. Cliffhanger - NES, Game Boy, Game Gear, Amiga (1994) When you're sprite scaling you're pulling a memory hit for every pixel of every sprite on screen. As it is, the linebuffer based system, as well as how the VDP does need to cache the relevant pixels before rendering them to the linebuffer with the priority and palette information - if I'm assuming correctly, again, I'm a giant potato - it really does seem like you could get away with using a subpixel counter-based approach for rendering the horizontal scaling into the linebuffer. Please include what you were doing when this page came up and the Cloudflare Ray ID found at the bottom of this page. The most advanced scaling and rotation on the system was likely executed in Super Mario World 2: Yoshi's Island, taking advantage of additional hardware on the ROM cartridge: the Super FX2 chip. All Sega Genesis tile art should always be divisible by 8 pixels, to align with tile sizes! Tiles on each plane can have priority: low or high. That's not exactly what's happening as far as I know. The Genesis version also runs at a much lower frame rate than the arcade, but animates quickly to make it seem faster. About the Author Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software (www.surreal.com). +1 for ProMotion. What Makes The Game Special: Even though this 3D racer used a built in chip and wasnt quite as good as the arcade original, it was awe-inspiring to see running on the Genesis. (It's a little more complicated than this, but this is the basic concept in a nutshell), Tiles for a sprite internally rendered in sprite format (transposed, 4x4 tiles), Visualization of priority of plane layers, 4 palette lines, each with 16 color entries, Each color entry has a color depth of 4bpp (4 bits per pixel), 1st color entry is the transparent color for tile art, Palette lines can be rendered to use slightly lighter or darker colors by toggling highlight or shadow modes, respectively. I found something really funny when trying Flink mentioned above(AWESOME game BTW. The SegaCD can do all of these things on both backgrounds and. But if the big version is the actual size then why would they make it look pixelated on purpose? Who needs sprite scaling when you have blast processing. Packing a trio of 68000 CPUs and revised version of the graphics chipset, the third gen super scaler technology could rotate and scale sprites in real-time, including the entire background layer. Hardware sprites can also have a "link" value; each sprite must have its own, unique link value. In code there should be a function to obtain the palette from a sprite in order to set it as one of the four possible. When imported a color will be treated as nearest color from the megadrive palette. Originally sprites referred to fixed-sized objects composited together, by hardware, with a background. Alien Soldier is easily the best game technically of those mentioned so far. That is a pretty major oversimplification, indeed. Both games are a blast to play. One of the later stages is set upon a background that is entirely made of line scrolls and the effect is staggering. Nice choices, though I really thought youd mentioned either Adventures of Batman & Robin (amazing parallax, polygon sprites, lots of sprites on screen, great techno soundtrack, etc) or Red Zone (3D-ish graphics and impressive techno soundtrack). Adventures of Batman & Robin should definitely be on there, as well as the Zyrinx (Red Zone, Subterrania) and Travellers Tales (Mickey Mania, Toy Story, Sonic 3D Blast) games. There's an option to set bit depth. By changing the color of particular entries in individual palette lines in-game every few frames, all of the tiles utilizing that particular palette line and color index setting will update to the new color. You could do it in software, but it's slow as hell (hence "Mega Drive can't do scaling/rotation") so you need to find ways to cheat :O). Isn't the original Outrun arcade game only 30 fps? A sprite can have height and width of 8, 16, 24, or 32 (basically, 1-4 tiles in each direction), and you aren't limited to square sizes. HELP. The Genesis/Mega Drive lets you have 80 Sprites on-screen at a time and about 20 on a single horizontal line before it stops rendering any new Sprites. I wanted to mention a few more games that in one or more ways pushed the Mega Drive to its limits: Thanks for reading! . The base idle position sprite for Ashley from Coffee Crisis. The sprites of Headdy and the other characters are well drawn with superb animation between them, even the least important sprite looks cool. The first two images are each layer (Plane B and Plane A, respectively) shown separately, while the third image is the final fullscreen image using both planes combined. Please stay on topic, and enjoy! The backgrounds are also quite detailed, and in fact are some of the best Ive ever seen on the Mega Drive. Search - The #1 source for video game sprites on the internet! One I saw you forgot, Red Zone! In this episode of Coding Secrets I explain how the game Red Zone achieved full screen rotation on the SEGA Genesis Toy story by MisterDave Thu Mar 28, 2019 7:54 pm, Post Useful for preparing art image files for usage with SGDK's rescomp, Has PNG plugin in order to change color depth while preserving palette order. You'd probably approximate the levels with these 8 numbers: 0,36,73,109,146,182,219,255. 04.Robocop vs. Terminator Sonic 3/Knuckles), SNES Mode 7-like graphics, very complex line scrolling and graphical effects, Zero Tolerance and Beyond Zero Tolerance (unreleased), Palette raster effects to break the CRAM color limit for static cutscene images, Parallax effects for level geometry in 1st stage with Woody, Giant Miniboss robot in the first stage is a tilemap with fake tilemap/sprite rotation, The massive homebrew RPG is known as Pier Solar, Worked on by a team of Genesis fans, gurus, and homebrew developers for several years. There are 165 games in this category. I mean, making these effects will increase the playability of your game? Episode Notes: 1. Learn fixed point too (in short: you can use a value larger than 1 to represent one pixel, then smaller values represent "subpixel" precision). by Sik Thu Jan 17, 2019 6:08 pm, Post Trunx81 said: Just watched the GameSack video with all SegaCD games and boy is it hard to justify the price for this addon with how poor many ports are. Sprite animation is often a battle between keeping a low individual frame and tile count and an appealing motion; this especially applies to animation on the Sega Genesis too. Your IP: The graphics in the arcade version of OutRun utilized the sprite scaling technique, allowing for objects to smoothly grow or shrink in size. It certainly would've helped the arcade-at-home narrative the system had, but I don't think it would've made me enjoy the console anymore than I already did. Create an account to follow your favorite communities and start taking part in conversations. What Makes The Game Special:Vectorman was obviously Segas answer to the Donkey Kong Country series and its pre-rendered, 3D-like graphics. More. The Sonic games have bright, contrasting colors that make it easy to perceive Sonics surroundings despite the fast speed. A few quick fixes,the Gameplay Video Clips of Vectorman text isnt a link. I remember also being pretty impressed with Toy Story back in the day. Also if you haven't learned already, go look up how to scale sprites with software rendering (although admittedly Google loves to make things hell lately). also Wasn't the Megadrive released in 88 and Super Famicom/SNES like in 1990? And have been catching up with various retro anthologys etc. This priority setting determines whether the sprite will be displayed above or below tiles in the other planes (which also have a low or high priority setting). I would love any suggestions on what to do? See Game In Action, What Makes The Game Special: Hard Corps is the fourth major installment in the Contra series of games by Konami. Dubious Depths Badniks (Sega Digitizer Files), Pac-Jr. (Sega Genesis Mazes - Arcade Style), Ryu Hayabusa - Ninja Gaiden (Sega Master System), SEGA Copyright Font (Sonic Mania, Expanded), Sonic 2 Game Gear Zone Images (SEGA Genesis Style), Superdimension Neptune VS Sega Hard Girls, Collision Chaos (Bad Future) (Includes Objects), Collision Chaos (Good Future) (Includes Objects), Collision Chaos (Past) (Includes Objects), Collision Chaos (Present) (Includes Objects), EGG-HVC-001 (Palmtree Panic Boss) (510 Prototype), Metallic Madness (Bad Future) (Includes Objects), Metallic Madness (Good Future) (Includes Objects), Metallic Madness (Past) (Includes Objects), Metallic Madness (Present) (Includes Objects), Metallic Madness Zone 3 (Good Future) (510 Prototype), Palmtree Panic (Bad Future) (Includes Objects), Palmtree Panic (Good Future) (Includes Objects), Palmtree Panic (Present) (Includes Objects), Palmtree Panic Zone 1 (Good Future) (510 Prototype), Quartz Quadrant (Bad Future) (Includes Objects), Quartz Quadrant (Good Future, Outdoors) (510 Prototype), Quartz Quadrant (Good Future) (Includes Objects), Quartz Quadrant (Past) (Includes Objects), Quartz Quadrant (Present) (Includes Objects), Special Stage 1 & Secret Special Stage Pieces, Stardust Speedway (Bad Future) (Includes Objects), Stardust Speedway (Good Future) (510 Prototype), Stardust Speedway (Good Future) (Includes Objects), Stardust Speedway (Past) (Includes Objects), Stardust Speedway (Present) (Includes Objects), Stardust Speedway Badniks (510 Prototype), Tidal Tempest (Bad Future, Underwater) (510 Prototype), Tidal Tempest (Bad Future) (Includes Objects), Tidal Tempest (Good Future, Underwater) (510 Prototype), Tidal Tempest (Good Future) (Includes Objects), Tidal Tempest (Present, Main, Underwater) (510 Prototype), Tidal Tempest (Present) (Includes Objects), Tidal Tempest Zone 1 (Bad Future, Underwater), Tidal Tempest Zone 1 (Good Future, Underwater), Tidal Tempest Zone 1 (Present, Underwater), Tidal Tempest Zone 2 (Bad Future, Underwater), Tidal Tempest Zone 2 (Good Future, Underwater), Tidal Tempest Zone 2 (Present, Underwater), Tidal Tempest Zone 3 (Bad Future, Underwater), Tidal Tempest Zone 3 (Good Future, Underwater), Tilting Platform (v0.02 Prototype) (Unused), Wacky Workbench (Present) (Includes Objects), Wacky Workbench Zone 1 (Bad Future) (510 Prototype), Sega Mega Drive Classics / Sega Genesis Classics, Sega Mega Drive Collection / Sega Genesis Collection, Eternal Champions: Challenge from the Dark Side (Sega CD), Make My Video: Marky Mark and the Funky Bunch (Sega CD), Penn & Teller's Smoke and Mirrors (Sega CD) (Prototype), Revengers of Vengeance / Battle Fantasy (Sega CD), Sega Mega Drive Ultimate Collection / Sonic's Ultimate Genesis Collection, Sega Saturn de Hakken!! (Much like Alien Soldier). Plus shrinking a sprite means the same work for the VDP to do because each sprite is still guaranteed to be no more than 32 pixels wide. (0 members and 1 guests), New user who wants access to the forum? Cloudflare Ray ID: 7a1680725d79411f That and the 'symphonic' sound thanks to the Sony sound chip or whatever. By KanedaFR, from Spritesmind, Modified, bug-fix version showing all 0x800 tiles in VRAM viewer (by Firerat, Gens_KMod 2.12a 0.7.3b). Moderators: BigEvilCorporation, Mask of Destiny, Post 16px at the top and bottom, you could disable display on those lines (with a raster effect) and that'd be 32px more of blanking time (where you can load a lot more of tiles at fast speed using DMA). some learning from the competition and improvements in technology at the time may have had a big part to play in it too. Ive added the mentioned games to the honorable mentions and I hope to flesh some of them out to full entries later on. Cycle-accurate, debug, and development focused emulator. It was first released in Japan in 1985 as the Sega Mark III. ghibli99 Member Oct 27, 2017 14,128 Jul 19, 2021 #57 logan_cadfgs said: Mode 7 sounded cool, but in practice it underwhelmed and did not aid in gameplay outside of F-Zero, Pilot Wings and a few others. I agree with all of these selectionsbut theres at least one glaring omission: Earthworm Jim! Iirc the Road Rash games did it. Add in the ability to rip loose chunks of the page itself to make deadly paper airplanes, or the power to punch an enemy through the ink boundaries of the panel and you have a fresh twist to the beatemup genre. Discover the games that gave each machine its personality. Hi There! Layers Plane A and Plane B can have scroll plane tilemaps of sizes (w x h), where w is width in tiles, and h is height in tiles, and where each dimension can only be of a size of 32, 64, or 128 tiles. I was also under the impression that Neo Geo could only shrink sprites from their native scale, but I've seen a fair few games on the system that actually expand them and I'm wondering just what the hell is going on there. Some examples for of its uses were for waterfalls and the conveyor belts. No other game on the Genesis pushed the system as far as this technical marvel. You probably could scale each 32x32 sprite by 2x and only lose a single slot on the scanline. Ok, gasega68k just explained it on his first post, really silly of me to not read it, https://gendev.spritesmind.net/forum/vi php?t=2728, http://www.drdobbs.com/architecture-and /184416337, https://www.youtube.com/watch?v=2MKByhhm_S4, https://m.youtube.com/watch?v=8yS6xhLGJGk. This run-n-gun classic has mobs of sprites that litter the screen at any one moment. The 16-bit part was prominently used as a marketing point over the 8-bit NES. Donald in Maui Mallard The Sega Genesis, also known as the Mega Drive outside of the United States, is a 16-bit game console created by Sega. Technically it's something like "flag that indicates any sprites have non-transparent overlapping pixels" but let's stick with the shorter description. Release Date: March 17, 1994 The Genesis is capable of generating single Sprites made of multiple tiles. This's the bit where I check with some friends on the subject because I'm a sponge for information, not an expert. But that's Sonic Mania, it's running on hardware that's both a lot more powerful, I mean, there's always the Sonic 1 approach :v. Treasures knack for showing off cool graphical tricks, Graphical effects such as translucency, mirroring, parallax scrolling, cloud effects,& transparency, Some of the best use of color on the Genesis. Screenshots Getting Started Welcome to the Sega Genesis Community on Reddit! The Super FX chip could pull off sprite scaling and rotation. You can clearly see the steps between them as they abruptly switch size. Your preference will come . Sega/Mega CD has hardware capable of doing this. Sprite-scaling was later popularized by Sega's powerful Super Scaler arcade graphics boards, which were capable of scaling thousands of sprites every second; some of Sega's popular Super Scaler arcade games included Hang-On (1985), Space Harrier (1985) and Out Run (1986). Wow, never knew Virtua Racing looked this good. There are 2 tilemap planes available for use on the Sega Genesis: a background plane ("Plane B") and a foreground plane ("Plane A"). Ive been playing quite a bit of Comix Zone recently. This page does not work well in portrait mode on mobile. This setting will determine if sprites (which also can have a low or high priority setting) are displayed below or above the tile. Fortunately, for Sega fans, Vectorman not only looked beaufitul, but also provided some animations that were even more impressive than DKC. And is easy to use. Did you just completely ignore the warping and stretching ground layer in your assessment? A running armoured Minotaur football player, from Zombie Football League. 34 years later, Space Harrier II now features true sprite scaling, making the game even more blasting impressive than ever before! Hero of Legend Member Oct 26, 2017 12,708 Some surprising omissions though. Awesome, thanks for the explanation. Take note of how different games take advantage of the Genesis' hardware restrictions, and how some games push the hardware to the limits. If you want more, you can read our NES graphics guide here, or check out our SNES graphics guide here! Shrinking is a subtype of scaling though. By scrolling certain rows of tiles on the planes at different rates, an illusion of depth is created. Sprites larger than hardware sprite sizes can be obtained by using multiple sprites, Like with planes, the tiles for sprites can have a low or high priority. A lot of Lynx games also have relatively low frame rates that were to some extent disguised by the screen; Lynx was apparently designed by some indies before being acquired by Atari, correspondingly it's a relatively exotic design closer to a home computer than a console at the time. This allows for an incredible sense of speed, as objects on the side of the road quickly scale by creating a 2.5d effect. Release Date: February 24, 1995 Low priority sprites are displayed behind high priority tiles in other layers. What Makes The Game Special: This European shooter had incredible 3D effect backgrounds, making the MegaDrive hardware do things that the Nintendo fanboys claimed were impossible on the Sega machine.The game plays much like Space Harrier and Burning Force. Genesis could have fared a lot better with its higher computer speed and potentially it could have allowed for more accurate super scaler ports of Outrun, Space Harrier, and Afterburner, which would have been huge early in the Genesis life. Unlike Aladdin, The Lion King is basically the same game on the Genesis and the Super Nintendo. The SNES could not scale sprites without enhancement chips and the Neo Geo could not rotate or do Mode 7-style perspective. There is a lot of precalculation in the ROM, however, any bitmap can be scaled without requiring each image to be pre-scaled and rotated. The console has a 16/32-Bit Motorola 68000 note that runs at 7.68 MHz (varies per region). SEGA Virtua Racing SEGA-AM2 On the front of the Genesis Mini 2 is a power switch and a button labeled "reset," but that's not actually what it does: pushing it brings up a menu screen letting. The most notable accomplishment is the developer's use . you can see the sky), then you reduce rendering time significantly since you only need to render what's below the horizon, not above. Release Date: October 24, 1995 & November 15, 1996 respectively Help support the channel. by Miquel Sat Mar 30, 2019 8:52 am, Powered by phpBB Forum Software phpBB Limited, For anything related to VDP (plane, color, sprite, tiles). by Cristiano Sword Wed Jan 16, 2019 1:08 pm, Post 1.Right-click KegaFusion.exe and left-click Properties. Scroll planes of sizes 128x64/64x128 & 128x128 are invalid due. The very first color top left will be treated as transparency, be sure to limit the palette size to 16 colors. Tiles can only make use of 1 of 4 palette lines at a time. Beauty And The Beast: Roar Of The Beast, Castle Of Illusion Starring Mickey Mouse, Cheese Cat-Astrophe Starring Speedy Gonzales, Mighty Morphin Power Rangers: The Movie, Nigel Mansell's World Championship Racing, Shinobi III: Return of the Ninja Master, Street Fighter II: Special Champion Edition, Teenage Mutant Ninja Turtles: Tournament Fighters, Tiny Toon Adventures: Buster's Hidden Treasure, World of Illusion Starring Mickey Mouse & Donald Duck. Mastering the Genesis color restrictions is probably the best thing you can do to get the most out of your graphics! 3. Lemmings started coming out of the cauldron and Flick started kicking them away. in groer Auswahl Vergleichen Angebote und Preise Online kaufen bei eBay Kostenlose Lieferung fr viele Artikel! The user should never write real tiles to these "garbage tiles" or weird graphical bugs/crashes, slow down, or garbage tiles will appear in the scroll planes. Most other posts here have covered the broad strokes. Pac-Jr. (Sega Genesis Mazes - Arcade Style) PCE - Desert Soldier (Sega-Style) Ryu Hayabusa - Ninja Gaiden (Sega Master System) SEGA & Traveller's Tales Logos. Earthworm Jim, Thanks! By changing frames for sprites over time, the illusion of movement can be achieved and is used to portray walking, attacking, getting hit, etc. Being somewhat of a Lemmings fan, that really made my day! Because it was the Sega Mark V, an upgraded Mark III/Master System which was an upgraded SG1000. Man, I really gotta play through MW4 soon! The Nintendo Switch's step-up Switch Online + Expansion Pack service costs $50 a year for an individual membership ($80 a year for families. by danibus Sun Feb 10, 2019 10:56 am, Post King of the Monster 2 (Genesis) - Definitely the best monster fighting game of all time. Various levels scroll into the screen, vertically, horizontally, or diagonally. The Sega Genesis can handle up to 80 sprites on screen, 20 sprites per scanline, though it's worth staying under this limit to avoid slowdown. Aladdin and Earthworm Jim have fluid, fun animations that emphasize the characters. Strider moves very nicely and can jump/flip through the air. Release Date: September 9, 1993 The Sega CD had an ASIC which could do the math needed to scale pixels and would present them to the genesis as an area of 512kb shared memory. One of the more subtle effects we used was the highlight/shadow mode of the Genesis, which allowed the artists to use more on-screen colors than games typically used. See Game In Action. These scroll planes are "scrolled into/out" of the active display resolution (size determined by machine types and H32/H40 mode). See Game In Action. The games music and sound effects are nearly as powerful as the graphics. You can also use 15 colors. Hardware sprites can have a max size of 4x4 tiles. I have the Sega Vintage version on 360, so hopefully that's a good port. ultimate mortal kombat 3 The first boss that you encounter in the game, which looks like a fighter plane, is actually implemented in the second scrolling playfield, and they used scroll offsets to make it look like it was rotating. 06.Pitfall Lynx wasnt designed by indies . September 21, 2017, Video controller chip that handles the Genesis' tile graphics, scroll planes, and sprites. The games many characters are all finely animated and the backgrounds are highly detailed and dynamic. The LUT for the palette is already stored in CRAM on the VDP itself and there's logic on chip that takes the 4-bit color data from the tile and turns it into the 9-bit output at the dot clock rate. See Game In Action. Start a new thread to share your experiences with like-minded people. No, the SNES could only skew a single background layer, not sprites. best simulator I ever played. This is the C++ version. But all rules are made to be broken- Nintendo brought out a system with three pixel sizes. It's extremely versatile and OS independent, a great advantage if you don't want to use Windows to do your hacking. Strider is awesome. There are 70 games in this category. Sega Genesis: Sonic ROM Hacks The age and well-documented aspects of the Sonic games for Genesis have allowed an entire sub-genre of playable modifications, changing the look and rules of Sonic the Hedgehog, playable on a real or emulated Genesis.