Being a Saturn/2D Fighter fanboy, I've always wondered about this...
I realize that by the time SFIII finally launched, the Saturn was dying a slow death in the US, so it made sense for Capcom to hold off porting this game until the Dreamcast, but I've got to think that, with the 4MB expansion cart was on the table, a Saturn port would have been no problem to make.
I mean, the Saturn ran the CPS-2 Marvel/SF games flawlessly. SFIII, of course ran on CPS-3 and the characters had significantly more sprites each, however, the Saturn was able to hold 4 CPS-2 characters'' sprites in memory with no problem, so it stands to reason that the sprite set for SFIII characters wouldn't have been a major challenge.
Does anyone know of any big technical advances of CPS-3 over CPS-2 (besides video memory) that would have needed a Saturn port to make major contingencies to get it running?
I realize that by the time SFIII finally launched, the Saturn was dying a slow death in the US, so it made sense for Capcom to hold off porting this game until the Dreamcast, but I've got to think that, with the 4MB expansion cart was on the table, a Saturn port would have been no problem to make.
I mean, the Saturn ran the CPS-2 Marvel/SF games flawlessly. SFIII, of course ran on CPS-3 and the characters had significantly more sprites each, however, the Saturn was able to hold 4 CPS-2 characters'' sprites in memory with no problem, so it stands to reason that the sprite set for SFIII characters wouldn't have been a major challenge.
Does anyone know of any big technical advances of CPS-3 over CPS-2 (besides video memory) that would have needed a Saturn port to make major contingencies to get it running?